3 * @brief モンスター処理 / misc code for monsters
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.
10 * 2014 Deskull rearranged comment for Doxygen.
15 #include "monster-hook.h"
16 #include "monster-status.h"
18 #define HORDE_NOGOOD 0x01 /*!< (未実装フラグ)HORDE生成でGOODなモンスターの生成を禁止する? */
19 #define HORDE_NOEVIL 0x02 /*!< (未実装フラグ)HORDE生成でEVILなモンスターの生成を禁止する? */
24 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
26 cptr horror_desc[MAX_SAN_HORROR] =
82 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(幻覚状態時)
84 cptr funny_desc[MAX_SAN_FUNNY] =
145 * @var funny_comments
146 * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
148 cptr funny_comments[MAX_SAN_COMMENT] =
169 * @brief モンスターの目標地点をセットする / Set the target of counter attack
170 * @param m_ptr モンスターの参照ポインタ
175 void set_target(monster_type *m_ptr, POSITION y, POSITION x)
183 * @brief モンスターの目標地点をリセットする / Reset the target of counter attack
184 * @param m_ptr モンスターの参照ポインタ
187 void reset_target(monster_type *m_ptr)
189 set_target(m_ptr, 0, 0);
194 * @brief モンスターの真の種族を返す / Extract monster race pointer of a monster's true form
195 * @param m_ptr モンスターの参照ポインタ
196 * @return 本当のモンスター種族参照ポインタ
198 monster_race *real_r_ptr(monster_type *m_ptr)
200 monster_race *r_ptr = &r_info[m_ptr->r_idx];
202 /* Extract real race */
203 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
205 if (r_ptr->flags1 & RF1_UNIQUE)
206 return &r_info[MON_CHAMELEON_K];
208 return &r_info[MON_CHAMELEON];
218 * @brief モンスター配列からモンスターを消去する / Delete a monster by index.
219 * @param i 消去するモンスターのID
222 * モンスターを削除するとそのモンスターが拾っていたアイテムも同時に削除される。 /
223 * When a monster is deleted, all of its objects are deleted.
225 void delete_monster_idx(MONSTER_IDX i)
228 monster_type *m_ptr = &m_list[i];
229 monster_race *r_ptr = &r_info[m_ptr->r_idx];
230 OBJECT_IDX this_o_idx, next_o_idx = 0;
236 /* Hack -- Reduce the racial counter */
237 real_r_ptr(m_ptr)->cur_num--;
239 /* Hack -- count the number of "reproducers" */
240 if (r_ptr->flags2 & (RF2_MULTIPLY)) num_repro--;
242 if (MON_CSLEEP(m_ptr)) (void)set_monster_csleep(i, 0);
243 if (MON_FAST(m_ptr)) (void)set_monster_fast(i, 0);
244 if (MON_SLOW(m_ptr)) (void)set_monster_slow(i, 0);
245 if (MON_STUNNED(m_ptr)) (void)set_monster_stunned(i, 0);
246 if (MON_CONFUSED(m_ptr)) (void)set_monster_confused(i, 0);
247 if (MON_MONFEAR(m_ptr)) (void)set_monster_monfear(i, 0);
248 if (MON_INVULNER(m_ptr)) (void)set_monster_invulner(i, 0, FALSE);
251 /* Hack -- remove target monster */
252 if (i == target_who) target_who = 0;
254 /* Hack -- remove tracked monster */
255 if (i == p_ptr->health_who) health_track(0);
257 if (pet_t_m_idx == i ) pet_t_m_idx = 0;
258 if (riding_t_m_idx == i) riding_t_m_idx = 0;
259 if (p_ptr->riding == i) p_ptr->riding = 0;
261 /* Monster is gone */
262 cave[y][x].m_idx = 0;
266 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
269 o_ptr = &o_list[this_o_idx];
271 /* Acquire next object */
272 next_o_idx = o_ptr->next_o_idx;
275 * o_ptr->held_m_idx is needed in delete_object_idx()
276 * to prevent calling lite_spot()
279 delete_object_idx(this_o_idx);
283 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
286 /* Wipe the Monster */
287 (void)WIPE(m_ptr, monster_type);
295 /* Update some things */
296 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
297 p_ptr->update |= (PU_MON_LITE);
302 * @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
307 void delete_monster(POSITION y, POSITION x)
312 if (!in_bounds(y, x)) return;
317 /* Delete the monster (if any) */
318 if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
323 * @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
328 static void compact_monsters_aux(IDX i1, IDX i2)
334 OBJECT_IDX this_o_idx, next_o_idx = 0;
337 if (i1 == i2) return;
348 /* Update the cave */
351 /* Repair objects being carried by monster */
352 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
355 o_ptr = &o_list[this_o_idx];
357 /* Acquire next object */
358 next_o_idx = o_ptr->next_o_idx;
360 /* Reset monster pointer */
361 o_ptr->held_m_idx = i2;
364 /* Hack -- Update the target */
365 if (target_who == i1) target_who = i2;
367 /* Hack -- Update the target */
368 if (pet_t_m_idx == i1) pet_t_m_idx = i2;
369 if (riding_t_m_idx == i1) riding_t_m_idx = i2;
371 /* Hack -- Update the riding */
372 if (p_ptr->riding == i1) p_ptr->riding = i2;
374 /* Hack -- Update the health bar */
375 if (p_ptr->health_who == i1) health_track(i2);
377 /* Hack -- Update parent index */
380 for (i = 1; i < m_max; i++)
382 monster_type *m2_ptr = &m_list[i];
384 if (m2_ptr->parent_m_idx == i1)
385 m2_ptr->parent_m_idx = i2;
390 (void)COPY(&m_list[i2], &m_list[i1], monster_type);
393 (void)WIPE(&m_list[i1], monster_type);
395 for (i = 0; i < MAX_MTIMED; i++)
397 int mproc_idx = get_mproc_idx(i1, i);
398 if (mproc_idx >= 0) mproc_list[i][mproc_idx] = i2;
404 * @brief モンスター情報配列を圧縮する / Compact and Reorder the monster list
405 * @param size 圧縮後のモンスター件数目標
408 * This function can be very dangerous, use with caution!
410 * When actually "compacting" monsters, we base the saving throw
411 * on a combination of monster level, distance from player, and
412 * current "desperation".
414 * After "compacting" (if needed), we "reorder" the monsters into a more
415 * compact order, and we reset the allocation info, and the "live" array.
417 void compact_monsters(int size)
421 int cur_lev, cur_dis, chance;
423 /* Message (only if compacting) */
424 if (size) msg_print(_("モンスター情報を圧縮しています...", "Compacting monsters..."));
427 /* Compact at least 'size' objects */
428 for (num = 0, cnt = 1; num < size; cnt++)
430 /* Get more vicious each iteration */
433 /* Get closer each iteration */
434 cur_dis = 5 * (20 - cnt);
436 /* Check all the monsters */
437 for (i = 1; i < m_max; i++)
439 monster_type *m_ptr = &m_list[i];
441 monster_race *r_ptr = &r_info[m_ptr->r_idx];
443 /* Paranoia -- skip "dead" monsters */
444 if (!m_ptr->r_idx) continue;
446 /* Hack -- High level monsters start out "immune" */
447 if (r_ptr->level > cur_lev) continue;
449 if (i == p_ptr->riding) continue;
451 /* Ignore nearby monsters */
452 if ((cur_dis > 0) && (m_ptr->cdis < cur_dis)) continue;
454 /* Saving throw chance */
457 /* Only compact "Quest" Monsters in emergencies */
458 if ((r_ptr->flags1 & (RF1_QUESTOR)) && (cnt < 1000)) chance = 100;
460 /* Try not to compact Unique Monsters */
461 if (r_ptr->flags1 & (RF1_UNIQUE)) chance = 100;
463 /* All monsters get a saving throw */
464 if (randint0(100) < chance) continue;
466 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
469 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
470 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
473 delete_monster_idx(i);
475 /* Count the monster */
481 /* Excise dead monsters (backwards!) */
482 for (i = m_max - 1; i >= 1; i--)
484 /* Get the i'th monster */
485 monster_type *m_ptr = &m_list[i];
487 /* Skip real monsters */
488 if (m_ptr->r_idx) continue;
490 /* Move last monster into open hole */
491 compact_monsters_aux(m_max - 1, i);
493 /* Compress "m_max" */
500 * @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
503 * This is an efficient method of simulating multiple calls to the
504 * "delete_monster()" function, with no visual effects.
506 void wipe_m_list(void)
510 /* Hack -- if Banor or Lupart dies, stay another dead */
511 if (!r_info[MON_BANORLUPART].max_num)
513 if (r_info[MON_BANOR].max_num)
515 r_info[MON_BANOR].max_num = 0;
516 r_info[MON_BANOR].r_pkills++;
517 r_info[MON_BANOR].r_akills++;
518 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
520 if (r_info[MON_LUPART].max_num)
522 r_info[MON_LUPART].max_num = 0;
523 r_info[MON_LUPART].r_pkills++;
524 r_info[MON_LUPART].r_akills++;
525 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
529 /* Delete all the monsters */
530 for (i = m_max - 1; i >= 1; i--)
532 monster_type *m_ptr = &m_list[i];
534 /* Skip dead monsters */
535 if (!m_ptr->r_idx) continue;
537 /* Monster is gone */
538 cave[m_ptr->fy][m_ptr->fx].m_idx = 0;
540 /* Wipe the Monster */
541 (void)WIPE(m_ptr, monster_type);
546 * Wiping racial counters of all monsters and incrementing of racial
547 * counters of monsters in party_mon[] are required to prevent multiple
548 * generation of unique monster who is the minion of player.
551 /* Hack -- Wipe the racial counter of all monster races */
552 for (i = 1; i < max_r_idx; i++) r_info[i].cur_num = 0;
560 /* Reset "mproc_max[]" */
561 for (i = 0; i < MAX_MTIMED; i++) mproc_max[i] = 0;
563 /* Hack -- reset "reproducer" count */
566 /* Hack -- no more target */
571 /* Hack -- no more tracking */
577 * @brief モンスター配列の空きを探す / Acquires and returns the index of a "free" monster.
578 * @return 利用可能なモンスター配列の添字
580 * This routine should almost never fail, but it *can* happen.
582 MONSTER_IDX m_pop(void)
586 /* Normal allocation */
587 if (m_max < max_m_idx)
589 /* Access the next hole */
592 /* Expand the array */
598 /* Return the index */
602 /* Recycle dead monsters */
603 for (i = 1; i < m_max; i++)
607 /* Acquire monster */
610 /* Skip live monsters */
611 if (m_ptr->r_idx) continue;
616 /* Use this monster */
620 /* Warn the player (except during dungeon creation) */
621 if (character_dungeon) msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
623 /* Try not to crash */
631 * @var summon_specific_type
632 * @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"
633 * @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
635 static int summon_specific_type = 0;
639 * @var summon_specific_who
640 * @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
641 * @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
643 static int summon_specific_who = -1;
646 * @var summon_unique_okay
647 * @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
648 * @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
650 static bool summon_unique_okay = FALSE;
653 * @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
654 * @return 召喚条件が一致するならtrue
657 static bool summon_specific_aux(MONRACE_IDX r_idx)
659 monster_race *r_ptr = &r_info[r_idx];
662 /* Check our requirements */
663 switch (summon_specific_type)
667 okay = (r_ptr->d_char == 'a');
673 okay = (r_ptr->d_char == 'S');
679 okay = ((r_ptr->d_char == 'C') || (r_ptr->d_char == 'Z'));
685 okay = (r_ptr->d_char == 'M');
691 okay = (r_ptr->d_char == 'A' && ((r_ptr->flags3 & RF3_EVIL) || (r_ptr->flags3 & RF3_GOOD)));
697 okay = (r_ptr->flags3 & RF3_DEMON);
703 okay = (r_ptr->flags3 & RF3_UNDEAD);
709 okay = (r_ptr->flags3 & RF3_DRAGON);
713 case SUMMON_HI_UNDEAD:
715 okay = ((r_ptr->d_char == 'L') ||
716 (r_ptr->d_char == 'V') ||
717 (r_ptr->d_char == 'W'));
721 case SUMMON_HI_DRAGON:
723 okay = (r_ptr->d_char == 'D');
727 case SUMMON_HI_DEMON:
729 okay = (((r_ptr->d_char == 'U') ||
730 (r_ptr->d_char == 'H') ||
731 (r_ptr->d_char == 'B')) &&
732 (r_ptr->flags3 & RF3_DEMON)) ? TRUE : FALSE;
736 case SUMMON_AMBERITES:
738 okay = (r_ptr->flags3 & (RF3_AMBERITE)) ? TRUE : FALSE;
744 okay = (r_ptr->flags1 & (RF1_UNIQUE)) ? TRUE : FALSE;
750 okay = (r_ptr->d_char == 'm');
755 okay = (r_ptr->d_char == 'b');
758 case SUMMON_QUYLTHULG:
760 okay = (r_ptr->d_char == 'Q');
764 case SUMMON_COIN_MIMIC:
766 okay = (r_ptr->d_char == '$');
772 okay = ((r_ptr->d_char == '!') ||
773 (r_ptr->d_char == '?') ||
774 (r_ptr->d_char == '=') ||
775 (r_ptr->d_char == '$') ||
776 (r_ptr->d_char == '|'));
782 okay = (r_ptr->d_char == 'g');
788 okay = ((r_ptr->d_char == 'U') &&
789 (r_ptr->flags4 & RF4_ROCKET));
796 okay = ((r_ptr->d_char == summon_kin_type) && (r_idx != MON_HAGURE));
802 okay = (r_idx == MON_DAWN);
808 okay = (r_ptr->flags3 & (RF3_ANIMAL));
812 case SUMMON_ANIMAL_RANGER:
814 okay = ((r_ptr->flags3 & (RF3_ANIMAL)) &&
815 (my_strchr("abcflqrwBCHIJKMRS", r_ptr->d_char)) &&
816 !(r_ptr->flags3 & (RF3_DRAGON)) &&
817 !(r_ptr->flags3 & (RF3_EVIL)) &&
818 !(r_ptr->flags3 & (RF3_UNDEAD)) &&
819 !(r_ptr->flags3 & (RF3_DEMON)) &&
820 !(r_ptr->flags2 & (RF2_MULTIPLY)) &&
821 !(r_ptr->flags4 || r_ptr->a_ability_flags1 || r_ptr->a_ability_flags2));
825 case SUMMON_HI_DRAGON_LIVING:
827 okay = ((r_ptr->d_char == 'D') && monster_living(r_ptr));
833 okay = monster_living(r_ptr);
839 okay = (r_idx == MON_PHANTOM_B || r_idx == MON_PHANTOM_W);
843 case SUMMON_BLUE_HORROR:
845 okay = (r_idx == MON_BLUE_HORROR);
849 case SUMMON_ELEMENTAL:
851 okay = (r_ptr->d_char == 'E');
857 okay = (r_ptr->d_char == 'v');
863 okay = (r_ptr->d_char == 'H');
869 okay = (r_ptr->d_char == 'B');
873 case SUMMON_KAMIKAZE:
876 for (i = 0; i < 4; i++)
877 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
881 case SUMMON_KAMIKAZE_LIVING:
885 for (i = 0; i < 4; i++)
886 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
887 okay = (okay && monster_living(r_ptr));
893 okay = (r_idx == MON_MANES);
899 okay = (r_idx == MON_LOUSE);
903 case SUMMON_GUARDIANS:
905 okay = (r_ptr->flags7 & RF7_GUARDIAN);
911 okay = ((r_idx == MON_NOV_PALADIN) ||
912 (r_idx == MON_NOV_PALADIN_G) ||
913 (r_idx == MON_PALADIN) ||
914 (r_idx == MON_W_KNIGHT) ||
915 (r_idx == MON_ULTRA_PALADIN) ||
916 (r_idx == MON_KNI_TEMPLAR));
922 okay = (r_ptr->d_char == 'B' &&
923 (r_ptr->flags8 & RF8_WILD_MOUNTAIN) &&
924 (r_ptr->flags8 & RF8_WILD_ONLY));
928 case SUMMON_PIRANHAS:
930 okay = (r_idx == MON_PIRANHA);
934 case SUMMON_ARMAGE_GOOD:
936 okay = (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_GOOD));
940 case SUMMON_ARMAGE_EVIL:
942 okay = ((r_ptr->flags3 & RF3_DEMON) ||
943 (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_EVIL)));
947 /* Since okay is int, "return (okay);" is not correct. */
948 return (bool)(okay ? TRUE : FALSE);
952 * @var chameleon_change_m_idx
953 * @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
954 * @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
956 static int chameleon_change_m_idx = 0;
960 * @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.
961 * @param r_idx チェックするモンスター種族ID
962 * @return 召喚条件が一致するならtrue / Return TRUE is the monster is OK and FALSE otherwise
964 static bool restrict_monster_to_dungeon(MONRACE_IDX r_idx)
966 dungeon_info_type *d_ptr = &d_info[dungeon_type];
967 monster_race *r_ptr = &r_info[r_idx];
970 if (d_ptr->flags1 & DF1_CHAMELEON)
972 if (chameleon_change_m_idx) return TRUE;
974 if (d_ptr->flags1 & DF1_NO_MAGIC)
976 if (r_idx != MON_CHAMELEON &&
978 !(r_ptr->flags4 & RF4_NOMAGIC_MASK) &&
979 !(r_ptr->a_ability_flags1 & RF5_NOMAGIC_MASK) &&
980 !(r_ptr->a_ability_flags2 & RF6_NOMAGIC_MASK))
983 if (d_ptr->flags1 & DF1_NO_MELEE)
985 if (r_idx == MON_CHAMELEON) return TRUE;
986 if (!(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK)) &&
987 !(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)) &&
988 !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK)))
991 if (d_ptr->flags1 & DF1_BEGINNER)
993 if (r_ptr->level > dun_level)
997 if (d_ptr->special_div >= 64) return TRUE;
998 if (summon_specific_type && !(d_ptr->flags1 & DF1_CHAMELEON)) return TRUE;
1000 switch (d_ptr->mode)
1002 case DUNGEON_MODE_AND:
1005 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
1010 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
1015 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
1020 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
1023 if (d_ptr->m_a_ability_flags1)
1025 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
1028 if (d_ptr->m_a_ability_flags2)
1030 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
1035 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
1040 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
1045 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
1050 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
1053 for (a = 0; a < 5; a++)
1054 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return FALSE;
1058 case DUNGEON_MODE_NAND:
1061 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
1066 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
1071 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
1076 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
1079 if (d_ptr->m_a_ability_flags1)
1081 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
1084 if (d_ptr->m_a_ability_flags2)
1086 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
1091 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
1096 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
1101 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
1106 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
1109 for (a = 0; a < 5; a++)
1110 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return TRUE;
1114 case DUNGEON_MODE_OR:
1115 if (r_ptr->flags1 & d_ptr->mflags1) return TRUE;
1116 if (r_ptr->flags2 & d_ptr->mflags2) return TRUE;
1117 if (r_ptr->flags3 & d_ptr->mflags3) return TRUE;
1118 if (r_ptr->flags4 & d_ptr->mflags4) return TRUE;
1119 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return TRUE;
1120 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return TRUE;
1121 if (r_ptr->flags7 & d_ptr->mflags7) return TRUE;
1122 if (r_ptr->flags8 & d_ptr->mflags8) return TRUE;
1123 if (r_ptr->flags9 & d_ptr->mflags9) return TRUE;
1124 if (r_ptr->flagsr & d_ptr->mflagsr) return TRUE;
1125 for (a = 0; a < 5; a++)
1126 if (d_ptr->r_char[a] == r_ptr->d_char) return TRUE;
1130 case DUNGEON_MODE_NOR:
1131 if (r_ptr->flags1 & d_ptr->mflags1) return FALSE;
1132 if (r_ptr->flags2 & d_ptr->mflags2) return FALSE;
1133 if (r_ptr->flags3 & d_ptr->mflags3) return FALSE;
1134 if (r_ptr->flags4 & d_ptr->mflags4) return FALSE;
1135 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return FALSE;
1136 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return FALSE;
1137 if (r_ptr->flags7 & d_ptr->mflags7) return FALSE;
1138 if (r_ptr->flags8 & d_ptr->mflags8) return FALSE;
1139 if (r_ptr->flags9 & d_ptr->mflags9) return FALSE;
1140 if (r_ptr->flagsr & d_ptr->mflagsr) return FALSE;
1141 for (a = 0; a < 5; a++)
1142 if (d_ptr->r_char[a] == r_ptr->d_char) return FALSE;
1151 * @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"
1152 * @param monster_hook 制限関数1
1153 * @param monster_hook2 制限関数2
1156 errr get_mon_num_prep(monster_hook_type monster_hook,
1157 monster_hook_type monster_hook2)
1161 /* Todo: Check the hooks for non-changes */
1163 /* Set the new hooks */
1164 get_mon_num_hook = monster_hook;
1165 get_mon_num2_hook = monster_hook2;
1167 /* Scan the allocation table */
1168 for (i = 0; i < alloc_race_size; i++)
1170 monster_race *r_ptr;
1173 alloc_entry *entry = &alloc_race_table[i];
1176 r_ptr = &r_info[entry->index];
1178 /* Skip monsters which don't pass the restriction */
1179 if ((get_mon_num_hook && !((*get_mon_num_hook)(entry->index))) ||
1180 (get_mon_num2_hook && !((*get_mon_num2_hook)(entry->index))))
1183 if (!p_ptr->inside_battle && !chameleon_change_m_idx &&
1184 summon_specific_type != SUMMON_GUARDIANS)
1186 /* Hack -- don't create questors */
1187 if (r_ptr->flags1 & RF1_QUESTOR)
1190 if (r_ptr->flags7 & RF7_GUARDIAN)
1193 /* Depth Monsters never appear out of depth */
1194 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) &&
1195 (r_ptr->level > dun_level))
1199 /* Accept this monster */
1200 entry->prob2 = entry->prob1;
1202 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)
1204 int hoge = entry->prob2 * d_info[dungeon_type].special_div;
1205 entry->prob2 = hoge / 64;
1206 if (randint0(64) < (hoge & 0x3f)) entry->prob2++;
1215 * @brief 平方根を切り捨て整数で返す
1219 static int mysqrt(int n)
1257 * @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
1259 * @return 選択されたモンスター生成種族
1261 * Choose a monster race that seems "appropriate" to the given level
1263 * This function uses the "prob2" field of the "monster allocation table",
1264 * and various local information, to calculate the "prob3" field of the
1265 * same table, which is then used to choose an "appropriate" monster, in
1266 * a relatively efficient manner.
1268 * Note that "town" monsters will *only* be created in the town, and
1269 * "normal" monsters will *never* be created in the town, unless the
1270 * "level" is "modified", for example, by polymorph or summoning.
1272 * There is a small chance (1/50) of "boosting" the given depth by
1273 * a small amount (up to four levels), except in the town.
1275 * It is (slightly) more likely to acquire a monster of the given level
1276 * than one of a lower level. This is done by choosing several monsters
1277 * appropriate to the given level and keeping the "hardest" one.
1279 * Note that if no monsters are "appropriate", then this function will
1280 * fail, and return zero, but this should *almost* never happen.
1282 MONRACE_IDX get_mon_num(DEPTH level)
1287 monster_race *r_ptr;
1288 alloc_entry *table = alloc_race_table;
1290 int pls_kakuritu, pls_level;
1291 int delay = mysqrt(level * 10000L) + 400L;
1293 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1295 pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - ((dungeon_turn / (TURNS_PER_TICK * 5000L) - delay / 10)));
1296 pls_level = MIN(NASTY_MON_PLUS_MAX, 3 + dungeon_turn / (TURNS_PER_TICK * 40000L) - delay / 40 + MIN(5, level / 10)) ;
1298 if (d_info[dungeon_type].flags1 & DF1_MAZE)
1300 pls_kakuritu = MIN(pls_kakuritu / 2, pls_kakuritu - 10);
1301 if (pls_kakuritu < 2) pls_kakuritu = 2;
1306 /* Boost the level */
1307 if (!p_ptr->inside_battle && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1309 /* Nightmare mode allows more out-of depth monsters */
1310 if (ironman_nightmare && !randint0(pls_kakuritu))
1312 /* What a bizarre calculation */
1313 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
1317 /* Occasional "nasty" monster */
1318 if (!randint0(pls_kakuritu))
1320 /* Pick a level bonus */
1329 /* Process probabilities */
1330 for (i = 0; i < alloc_race_size; i++)
1332 /* Monsters are sorted by depth */
1333 if (table[i].level > level) break;
1338 /* Access the "r_idx" of the chosen monster */
1339 r_idx = table[i].index;
1341 /* Access the actual race */
1342 r_ptr = &r_info[r_idx];
1344 if (!p_ptr->inside_battle && !chameleon_change_m_idx)
1346 /* Hack -- "unique" monsters must be "unique" */
1347 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
1348 (r_ptr->flags7 & (RF7_NAZGUL))) &&
1349 (r_ptr->cur_num >= r_ptr->max_num))
1354 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
1355 (r_ptr->cur_num >= 1))
1360 if (r_idx == MON_BANORLUPART)
1362 if (r_info[MON_BANOR].cur_num > 0) continue;
1363 if (r_info[MON_LUPART].cur_num > 0) continue;
1368 table[i].prob3 = table[i].prob2;
1371 total += table[i].prob3;
1374 /* No legal monsters */
1375 if (total <= 0) return (0);
1377 /* Pick a monster */
1378 value = randint0(total);
1380 /* Find the monster */
1381 for (i = 0; i < alloc_race_size; i++)
1383 /* Found the entry */
1384 if (value < table[i].prob3) break;
1387 value = value - table[i].prob3;
1393 /* Try for a "harder" monster once (50%) or twice (10%) */
1399 /* Pick a monster */
1400 value = randint0(total);
1402 /* Find the monster */
1403 for (i = 0; i < alloc_race_size; i++)
1405 /* Found the entry */
1406 if (value < table[i].prob3) break;
1409 value = value - table[i].prob3;
1412 /* Keep the "best" one */
1413 if (table[i].level < table[j].level) i = j;
1416 /* Try for a "harder" monster twice (10%) */
1422 /* Pick a monster */
1423 value = randint0(total);
1425 /* Find the monster */
1426 for (i = 0; i < alloc_race_size; i++)
1428 /* Found the entry */
1429 if (value < table[i].prob3) break;
1432 value = value - table[i].prob3;
1435 /* Keep the "best" one */
1436 if (table[i].level < table[j].level) i = j;
1438 return (table[i].index);
1443 * @brief モンスターの呼称を作成する / Build a string describing a monster in some way.
1444 * @param desc 記述出力先の文字列参照ポインタ
1445 * @param m_ptr モンスターの参照ポインタ
1446 * @param mode 呼称オプション
1449 * We can correctly describe monsters based on their visibility.
1450 * We can force all monsters to be treated as visible or invisible.
1451 * We can build nominatives, objectives, possessives, or reflexives.
1452 * We can selectively pronominalize hidden, visible, or all monsters.
1453 * We can use definite or indefinite descriptions for hidden monsters.
1454 * We can use definite or indefinite descriptions for visible monsters.
1456 * Pronominalization involves the gender whenever possible and allowed,
1457 * so that by cleverly requesting pronominalization / visibility, you
1458 * can get messages like "You hit someone. She screams in agony!".
1460 * Reflexives are acquired by requesting Objective plus Possessive.
1462 * If no m_ptr arg is given (?), the monster is assumed to be hidden,
1463 * unless the "Assume Visible" mode is requested.
1465 * If no r_ptr arg is given, it is extracted from m_ptr and r_info
1466 * If neither m_ptr nor r_ptr is given, the monster is assumed to
1467 * be neuter, singular, and hidden (unless "Assume Visible" is set),
1468 * in which case you may be in trouble... :-)
1470 * I am assuming that no monster name is more than 70 characters long,
1471 * so that "char desc[80];" is sufficiently large for any result.
1474 * MD_OBJECTIVE --> Objective (or Reflexive)
1475 * MD_POSSESSIVE --> Possessive (or Reflexive)
1476 * MD_INDEF_HIDDEN --> Use indefinites for hidden monsters ("something")
1477 * MD_INDEF_VISIBLE --> Use indefinites for visible monsters ("a kobold")
1478 * MD_PRON_HIDDEN --> Pronominalize hidden monsters
1479 * MD_PRON_VISIBLE --> Pronominalize visible monsters
1480 * MD_ASSUME_HIDDEN --> Assume the monster is hidden
1481 * MD_ASSUME_VISIBLE --> Assume the monster is visible
1482 * MD_TRUE_NAME --> Chameleon's true name
1483 * MD_IGNORE_HALLU --> Ignore hallucination, and penetrate shape change
1486 * 0x00 --> Full nominative name ("the kobold") or "it"
1487 * MD_INDEF_HIDDEN --> Full nominative name ("the kobold") or "something"
1488 * MD_ASSUME_VISIBLE --> Genocide resistance name ("the kobold")
1489 * MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE --> Killing name ("a kobold")
1490 * MD_PRON_VISIBLE | MD_POSSESSIVE
1491 * --> Possessive, genderized if visable ("his") or "its"
1492 * MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE
1493 * --> Reflexive, genderized if visable ("himself") or "itself"
1495 void monster_desc(char *desc, monster_type *m_ptr, BIT_FLAGS mode)
1498 monster_race *r_ptr;
1502 char silly_name[1024];
1506 r_ptr = &r_info[m_ptr->ap_r_idx];
1508 /* Mode of MD_TRUE_NAME will reveal Chameleon's true name */
1509 if (mode & MD_TRUE_NAME) name = (r_name + real_r_ptr(m_ptr)->name);
1510 else name = (r_name + r_ptr->name);
1512 /* Are we hallucinating? (Idea from Nethack...) */
1513 if (p_ptr->image && !(mode & MD_IGNORE_HALLU))
1517 if (!get_rnd_line(_("silly_j.txt", "silly.txt"), m_ptr->r_idx, silly_name))
1523 monster_race *hallu_race;
1527 hallu_race = &r_info[randint1(max_r_idx - 1)];
1529 while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
1531 strcpy(silly_name, (r_name + hallu_race->name));
1534 /* Better not strcpy it, or we could corrupt r_info... */
1538 /* Can we "see" it (exists + forced, or visible + not unforced) */
1539 seen = (m_ptr && ((mode & MD_ASSUME_VISIBLE) || (!(mode & MD_ASSUME_HIDDEN) && m_ptr->ml)));
1541 /* Sexed Pronouns (seen and allowed, or unseen and allowed) */
1542 pron = (m_ptr && ((seen && (mode & MD_PRON_VISIBLE)) || (!seen && (mode & MD_PRON_HIDDEN))));
1545 /* First, try using pronouns, or describing hidden monsters */
1548 /* an encoding of the monster "sex" */
1551 /* Extract the gender (if applicable) */
1552 if (r_ptr->flags1 & (RF1_FEMALE)) kind = 0x20;
1553 else if (r_ptr->flags1 & (RF1_MALE)) kind = 0x10;
1555 /* Ignore the gender (if desired) */
1556 if (!m_ptr || !pron) kind = 0x00;
1559 /* Assume simple result */
1560 res = _("何か", "it");
1562 /* Brute force: split on the possibilities */
1563 switch (kind + (mode & (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE)))
1565 /* Neuter, or unknown */
1567 case 0x00: res = "何か"; break;
1568 case 0x00 + (MD_OBJECTIVE): res = "何か"; break;
1569 case 0x00 + (MD_POSSESSIVE): res = "何かの"; break;
1570 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "何か自身"; break;
1571 case 0x00 + (MD_INDEF_HIDDEN): res = "何か"; break;
1572 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "何か"; break;
1573 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "何か"; break;
1574 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "それ自身"; break;
1576 case 0x00: res = "it"; break;
1577 case 0x00 + (MD_OBJECTIVE): res = "it"; break;
1578 case 0x00 + (MD_POSSESSIVE): res = "its"; break;
1579 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1580 case 0x00 + (MD_INDEF_HIDDEN): res = "something"; break;
1581 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "something"; break;
1582 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "something's"; break;
1583 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1587 /* Male (assume human if vague) */
1589 case 0x10: res = "彼"; break;
1590 case 0x10 + (MD_OBJECTIVE): res = "彼"; break;
1591 case 0x10 + (MD_POSSESSIVE): res = "彼の"; break;
1592 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
1593 case 0x10 + (MD_INDEF_HIDDEN): res = "誰か"; break;
1594 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
1595 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
1596 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
1598 case 0x10: res = "he"; break;
1599 case 0x10 + (MD_OBJECTIVE): res = "him"; break;
1600 case 0x10 + (MD_POSSESSIVE): res = "his"; break;
1601 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1602 case 0x10 + (MD_INDEF_HIDDEN): res = "someone"; break;
1603 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1604 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1605 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1609 /* Female (assume human if vague) */
1611 case 0x20: res = "彼女"; break;
1612 case 0x20 + (MD_OBJECTIVE): res = "彼女"; break;
1613 case 0x20 + (MD_POSSESSIVE): res = "彼女の"; break;
1614 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
1615 case 0x20 + (MD_INDEF_HIDDEN): res = "誰か"; break;
1616 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
1617 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
1618 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
1620 case 0x20: res = "she"; break;
1621 case 0x20 + (MD_OBJECTIVE): res = "her"; break;
1622 case 0x20 + (MD_POSSESSIVE): res = "her"; break;
1623 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1624 case 0x20 + (MD_INDEF_HIDDEN): res = "someone"; break;
1625 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1626 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1627 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1631 /* Copy the result */
1632 (void)strcpy(desc, res);
1636 /* Handle visible monsters, "reflexive" request */
1637 else if ((mode & (MD_POSSESSIVE | MD_OBJECTIVE)) == (MD_POSSESSIVE | MD_OBJECTIVE))
1639 /* The monster is visible, so use its gender */
1641 if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, "彼女自身");
1642 else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, "彼自身");
1643 else strcpy(desc, "それ自身");
1645 if (r_ptr->flags1 & RF1_FEMALE) strcpy(desc, "herself");
1646 else if (r_ptr->flags1 & RF1_MALE) strcpy(desc, "himself");
1647 else strcpy(desc, "itself");
1652 /* Handle all other visible monster requests */
1656 if (is_pet(m_ptr) && !is_original_ap(m_ptr))
1662 while(strncmp(t, "』", 2) && *t) t++;
1666 (void)sprintf(desc, "%s?』", buf);
1669 (void)sprintf(desc, "%s?", name);
1671 (void)sprintf(desc, "%s?", name);
1676 /* It could be a Unique */
1677 if ((r_ptr->flags1 & RF1_UNIQUE) && !(p_ptr->image && !(mode & MD_IGNORE_HALLU)))
1679 /* Start with the name (thus nominative and objective) */
1680 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && !(mode & MD_TRUE_NAME))
1686 while (strncmp(t, "』", 2) && *t) t++;
1690 (void)sprintf(desc, "%s?』", buf);
1693 (void)sprintf(desc, "%s?", name);
1695 (void)sprintf(desc, "%s?", name);
1699 /* Inside monster arena, and it is not your mount */
1700 else if (p_ptr->inside_battle &&
1701 !(p_ptr->riding && (&m_list[p_ptr->riding] == m_ptr)))
1703 /* It is a fake unique monster */
1704 (void)sprintf(desc, _("%sもどき", "fake %s"), name);
1709 (void)strcpy(desc, name);
1713 /* It could be an indefinite monster */
1714 else if (mode & MD_INDEF_VISIBLE)
1716 /* XXX Check plurality for "some" */
1718 /* Indefinite monsters need an indefinite article */
1720 (void)strcpy(desc, "");
1722 (void)strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");
1725 (void)strcat(desc, name);
1728 /* It could be a normal, definite, monster */
1731 /* Definite monsters need a definite article */
1733 (void)strcpy(desc, _("あなたの", "your "));
1735 (void)strcpy(desc, _("", "the "));
1737 (void)strcat(desc, name);
1740 if (m_ptr->nickname)
1742 sprintf(buf,_("「%s」", " called %s"),quark_str(m_ptr->nickname));
1746 if (p_ptr->riding && (&m_list[p_ptr->riding] == m_ptr))
1748 strcat(desc,_("(乗馬中)", "(riding)"));
1751 if ((mode & MD_IGNORE_HALLU) && (m_ptr->mflag2 & MFLAG2_CHAMELEON))
1753 if (r_ptr->flags1 & RF1_UNIQUE)
1755 strcat(desc,_("(カメレオンの王)", "(Chameleon Lord)"));
1759 strcat(desc,_("(カメレオン)", "(Chameleon)"));
1763 if ((mode & MD_IGNORE_HALLU) && !is_original_ap(m_ptr))
1765 strcat(desc, format("(%s)", r_name + r_info[m_ptr->r_idx].name));
1768 /* Handle the Possessive as a special afterthought */
1769 if (mode & MD_POSSESSIVE)
1771 /* XXX Check for trailing "s" */
1773 /* Simply append "apostrophe" and "s" */
1774 (void)strcat(desc, _("の", "'s"));
1782 * @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)
1783 * @param r_idx 補完されるモンスター種族ID
1784 * @return 明らかになった情報の度数
1786 * Return the number of new flags learnt. -Mogami-
1788 int lore_do_probe(MONRACE_IDX r_idx)
1790 monster_race *r_ptr = &r_info[r_idx];
1794 /* Maximal info about awareness */
1795 if (r_ptr->r_wake != MAX_UCHAR) n++;
1796 if (r_ptr->r_ignore != MAX_UCHAR) n++;
1797 r_ptr->r_wake = r_ptr->r_ignore = MAX_UCHAR;
1799 /* Observe "maximal" attacks */
1800 for (i = 0; i < 4; i++)
1802 /* Examine "actual" blows */
1803 if (r_ptr->blow[i].effect || r_ptr->blow[i].method)
1805 /* Maximal observations */
1806 if (r_ptr->r_blows[i] != MAX_UCHAR) n++;
1807 r_ptr->r_blows[i] = MAX_UCHAR;
1813 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
1814 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
1815 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
1816 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
1817 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
1818 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
1820 /* Only "valid" drops */
1821 if (!(r_ptr->flags1 & RF1_ONLY_GOLD))
1823 if (r_ptr->r_drop_item != tmp_byte) n++;
1824 r_ptr->r_drop_item = tmp_byte;
1826 if (!(r_ptr->flags1 & RF1_ONLY_ITEM))
1828 if (r_ptr->r_drop_gold != tmp_byte) n++;
1829 r_ptr->r_drop_gold = tmp_byte;
1832 /* Observe many spells */
1833 if (r_ptr->r_cast_spell != MAX_UCHAR) n++;
1834 r_ptr->r_cast_spell = MAX_UCHAR;
1836 /* Count unknown flags */
1837 for (i = 0; i < 32; i++)
1839 if (!(r_ptr->r_flags1 & (1L << i)) &&
1840 (r_ptr->flags1 & (1L << i))) n++;
1841 if (!(r_ptr->r_flags2 & (1L << i)) &&
1842 (r_ptr->flags2 & (1L << i))) n++;
1843 if (!(r_ptr->r_flags3 & (1L << i)) &&
1844 (r_ptr->flags3 & (1L << i))) n++;
1845 if (!(r_ptr->r_flags4 & (1L << i)) &&
1846 (r_ptr->flags4 & (1L << i))) n++;
1847 if (!(r_ptr->r_flags5 & (1L << i)) &&
1848 (r_ptr->a_ability_flags1 & (1L << i))) n++;
1849 if (!(r_ptr->r_flags6 & (1L << i)) &&
1850 (r_ptr->a_ability_flags2 & (1L << i))) n++;
1851 if (!(r_ptr->r_flagsr & (1L << i)) &&
1852 (r_ptr->flagsr & (1L << i))) n++;
1854 /* r_flags7 is actually unused */
1856 if (!(r_ptr->r_flags7 & (1L << i)) &&
1857 (r_ptr->flags7 & (1L << i))) n++;
1861 /* Know all the flags */
1862 r_ptr->r_flags1 = r_ptr->flags1;
1863 r_ptr->r_flags2 = r_ptr->flags2;
1864 r_ptr->r_flags3 = r_ptr->flags3;
1865 r_ptr->r_flags4 = r_ptr->flags4;
1866 r_ptr->r_flags5 = r_ptr->a_ability_flags1;
1867 r_ptr->r_flags6 = r_ptr->a_ability_flags2;
1868 r_ptr->r_flagsr = r_ptr->flagsr;
1870 /* r_flags7 is actually unused */
1871 /* r_ptr->r_flags7 = r_ptr->flags7; */
1873 /* Know about evolution */
1874 if (!(r_ptr->r_xtra1 & MR1_SINKA)) n++;
1875 r_ptr->r_xtra1 |= MR1_SINKA;
1877 /* Update monster recall window */
1878 if (p_ptr->monster_race_idx == r_idx)
1880 p_ptr->window |= (PW_MONSTER);
1883 /* Return the number of new flags learnt */
1889 * @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
1890 * @param m_idx モンスター情報のID
1891 * @param num_item 手に入れたアイテム数
1892 * @param num_gold 手に入れた財宝の単位数
1895 * Note that learning the "GOOD"/"GREAT" flags gives information
1896 * about the treasure (even when the monster is killed for the first
1897 * time, such as uniques, and the treasure has not been examined yet).
1899 * This "indirect" method is used to prevent the player from learning
1900 * exactly how much treasure a monster can drop from observing only
1901 * a single example of a drop. This method actually observes how much
1902 * gold and items are dropped, and remembers that information to be
1903 * described later by the monster recall code.
1905 void lore_treasure(MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold)
1907 monster_type *m_ptr = &m_list[m_idx];
1909 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1911 /* If the monster doesn't have original appearance, don't note */
1912 if (!is_original_ap(m_ptr)) return;
1914 /* Note the number of things dropped */
1915 if (num_item > r_ptr->r_drop_item) r_ptr->r_drop_item = num_item;
1916 if (num_gold > r_ptr->r_drop_gold) r_ptr->r_drop_gold = num_gold;
1918 /* Hack -- memorize the good/great flags */
1919 if (r_ptr->flags1 & (RF1_DROP_GOOD)) r_ptr->r_flags1 |= (RF1_DROP_GOOD);
1920 if (r_ptr->flags1 & (RF1_DROP_GREAT)) r_ptr->r_flags1 |= (RF1_DROP_GREAT);
1922 /* Update monster recall window */
1923 if (p_ptr->monster_race_idx == m_ptr->r_idx)
1925 p_ptr->window |= (PW_MONSTER);
1931 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
1932 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
1933 * @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
1936 void sanity_blast(monster_type *m_ptr, bool necro)
1940 if (p_ptr->inside_battle || !character_dungeon) return;
1942 if (!necro && m_ptr)
1945 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
1947 power = r_ptr->level / 2;
1949 monster_desc(m_name, m_ptr, 0);
1951 if (!(r_ptr->flags1 & RF1_UNIQUE))
1953 if (r_ptr->flags1 & RF1_FRIENDS)
1958 if (!is_loading_now)
1959 return; /* No effect yet, just loaded... */
1962 return; /* Cannot see it for some reason */
1964 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
1968 return; /* Pet eldritch horrors are safe most of the time */
1970 if (randint1(100) > power) return;
1972 if (saving_throw(p_ptr->skill_sav - power))
1974 return; /* Save, no adverse effects */
1979 /* Something silly happens... */
1981 msg_format("%s%sの顔を見てしまった!",
1982 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
1984 msg_format("You behold the %s visage of %s!",
1985 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
1990 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
1991 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
1994 return; /* Never mind; we can't see it clearly enough */
1997 /* Something frightening happens... */
1999 msg_format("%s%sの顔を見てしまった!",
2000 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
2002 msg_format("You behold the %s visage of %s!",
2003 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
2006 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2008 /* Demon characters are unaffected */
2009 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
2010 if (p_ptr->wizard) return;
2012 /* Undead characters are 50% likely to be unaffected */
2013 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
2014 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
2015 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
2017 if (saving_throw(25 + p_ptr->lev)) return;
2022 monster_race *r_ptr;
2026 get_mon_num_prep(get_nightmare, NULL);
2028 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
2029 power = r_ptr->level + 10;
2030 desc = r_name + r_ptr->name;
2032 get_mon_num_prep(NULL, NULL);
2036 if (!(r_ptr->flags1 & RF1_UNIQUE))
2037 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
2040 sprintf(m_name, "%s", desc);
2042 if (!(r_ptr->flags1 & RF1_UNIQUE))
2044 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
2048 if (saving_throw(p_ptr->skill_sav * 100 / power))
2050 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
2057 /* Something silly happens... */
2058 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
2059 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2063 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2064 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2067 /* Never mind; we can't see it clearly enough */
2071 /* Something frightening happens... */
2072 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
2073 horror_desc[randint0(MAX_SAN_HORROR)], desc);
2075 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2077 if (!p_ptr->mimic_form)
2079 switch (p_ptr->prace)
2081 /* Demons may make a saving throw */
2084 if (saving_throw(20 + p_ptr->lev)) return;
2086 /* Undead may make a saving throw */
2091 if (saving_throw(10 + p_ptr->lev)) return;
2097 /* Demons may make a saving throw */
2098 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
2100 if (saving_throw(20 + p_ptr->lev)) return;
2102 /* Undead may make a saving throw */
2103 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
2105 if (saving_throw(10 + p_ptr->lev)) return;
2111 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!"));
2114 if (saving_throw(p_ptr->skill_sav - power))
2120 (void)do_dec_stat(A_INT);
2121 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
2124 (void)do_dec_stat(A_WIS);
2125 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
2127 switch (randint1(21))
2130 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
2132 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
2134 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!"));
2138 msg_print(_("あなたは完璧な馬鹿になった!", "You turn into an utter moron!"));
2141 if (p_ptr->muta3 & MUT3_HYPER_INT)
2143 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."));
2144 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
2146 p_ptr->muta3 |= MUT3_MORONIC;
2152 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
2154 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
2156 /* Duh, the following should never happen, but anyway... */
2157 if (p_ptr->muta3 & MUT3_FEARLESS)
2159 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."));
2160 p_ptr->muta3 &= ~(MUT3_FEARLESS);
2163 p_ptr->muta2 |= MUT2_COWARDICE;
2169 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
2171 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!"));
2172 p_ptr->muta2 |= MUT2_HALLU;
2178 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
2180 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!"));
2181 p_ptr->muta2 |= MUT2_BERS_RAGE;
2191 if (!p_ptr->resist_conf)
2193 (void)set_confused(p_ptr->confused + randint0(4) + 4);
2195 if (!p_ptr->free_act)
2197 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
2199 if (!p_ptr->resist_chaos)
2201 (void)set_image(p_ptr->image + randint0(250) + 150);
2210 if (lose_all_info())
2211 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!"));
2215 p_ptr->update |= PU_BONUS;
2220 * @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
2221 * @param m_idx 更新するモンスター情報のID
2222 * @param full プレイヤーとの距離更新を行うならばtrue
2225 * This involves extracting the distance to the player (if requested),
2226 * and then checking for visibility (natural, infravision, see-invis,
2227 * telepathy), updating the monster visibility flag, redrawing (or
2228 * erasing) the monster when its visibility changes, and taking note
2229 * of any interesting monster flags (cold-blooded, invisible, etc).
2231 * Note the new "mflag" field which encodes several monster state flags,
2232 * including "view" for when the monster is currently in line of sight,
2233 * and "mark" for when the monster is currently visible via detection.
2235 * The only monster fields that are changed here are "cdis" (the
2236 * distance from the player), "ml" (visible to the player), and
2237 * "mflag" (to maintain the "MFLAG_VIEW" flag).
2239 * Note the special "update_monsters()" function which can be used to
2240 * call this function once for every monster.
2242 * Note the "full" flag which requests that the "cdis" field be updated,
2243 * this is only needed when the monster (or the player) has moved.
2245 * Every time a monster moves, we must call this function for that
2246 * monster, and update the distance, and the visibility. Every time
2247 * the player moves, we must call this function for every monster, and
2248 * update the distance, and the visibility. Whenever the player "state"
2249 * changes in certain ways ("blindness", "infravision", "telepathy",
2250 * and "see invisible"), we must call this function for every monster,
2251 * and update the visibility.
2253 * Routines that change the "illumination" of a grid must also call this
2254 * function for any monster in that grid, since the "visibility" of some
2255 * monsters may be based on the illumination of their grid.
2257 * Note that this function is called once per monster every time the
2258 * player moves. When the player is running, this function is one
2259 * of the primary bottlenecks, along with "update_view()" and the
2260 * "process_monsters()" code, so efficiency is important.
2262 * Note the optimized "inline" version of the "distance()" function.
2264 * A monster is "visible" to the player if (1) it has been detected
2265 * by the player, (2) it is close to the player and the player has
2266 * telepathy, or (3) it is close to the player, and in line of sight
2267 * of the player, and it is "illuminated" by some combination of
2268 * infravision, torch light, or permanent light (invisible monsters
2269 * are only affected by "light" if the player can see invisible).
2271 * Monsters which are not on the current panel may be "visible" to
2272 * the player, and their descriptions will include an "offscreen"
2273 * reference. Currently, offscreen monsters cannot be targetted
2274 * or viewed directly, but old targets will remain set. XXX XXX
2276 * The player can choose to be disturbed by several things, including
2277 * "disturb_move" (monster which is viewable moves in some way), and
2278 * "disturb_near" (monster which is "easily" viewable moves in some
2279 * way). Note that "moves" includes "appears" and "disappears".
2281 void update_monster(MONSTER_IDX m_idx, bool full)
2283 monster_type *m_ptr = &m_list[m_idx];
2285 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2287 bool do_disturb = disturb_move;
2291 /* Current location */
2298 /* Seen by vision */
2301 /* Non-Ninja player in the darkness */
2302 bool in_darkness = (d_info[dungeon_type].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto;
2307 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2309 if (ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)
2313 /* Compute distance */
2316 /* Distance components */
2317 int dy = (p_ptr->y > fy) ? (p_ptr->y - fy) : (fy - p_ptr->y);
2318 int dx = (p_ptr->x > fx) ? (p_ptr->x - fx) : (fx - p_ptr->x);
2320 /* Approximate distance */
2321 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
2323 /* Restrict distance */
2324 if (d > 255) d = 255;
2328 /* Save the distance */
2332 /* Extract distance */
2335 /* Extract the distance */
2341 if (m_ptr->mflag2 & (MFLAG2_MARK)) flag = TRUE;
2345 if (d <= (in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT))
2347 if (!in_darkness || (d <= MAX_SIGHT / 4))
2349 if (p_ptr->special_defense & KATA_MUSOU)
2354 if (is_original_ap(m_ptr) && !p_ptr->image)
2356 /* Hack -- Memorize mental flags */
2357 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2358 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2362 /* Basic telepathy */
2363 /* Snipers get telepathy when they concentrate deeper */
2364 else if (p_ptr->telepathy)
2366 /* Empty mind, no telepathy */
2367 if (r_ptr->flags2 & (RF2_EMPTY_MIND))
2369 /* Memorize flags */
2370 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
2373 /* Weird mind, occasional telepathy */
2374 else if (r_ptr->flags2 & (RF2_WEIRD_MIND))
2376 /* One in ten individuals are detectable */
2377 if ((m_idx % 10) == 5)
2382 if (is_original_ap(m_ptr) && !p_ptr->image)
2384 /* Memorize flags */
2385 r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
2387 /* Hack -- Memorize mental flags */
2388 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2389 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2394 /* Normal mind, allow telepathy */
2400 if (is_original_ap(m_ptr) && !p_ptr->image)
2402 /* Hack -- Memorize mental flags */
2403 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2404 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2409 /* Magical sensing */
2410 if ((p_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL)))
2413 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ANIMAL);
2416 /* Magical sensing */
2417 if ((p_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD)))
2420 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_UNDEAD);
2423 /* Magical sensing */
2424 if ((p_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON)))
2427 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DEMON);
2430 /* Magical sensing */
2431 if ((p_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC)))
2434 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ORC);
2437 /* Magical sensing */
2438 if ((p_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL)))
2441 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_TROLL);
2444 /* Magical sensing */
2445 if ((p_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT)))
2448 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GIANT);
2451 /* Magical sensing */
2452 if ((p_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON)))
2455 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DRAGON);
2458 /* Magical sensing */
2459 if ((p_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN)))
2462 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_HUMAN);
2465 /* Magical sensing */
2466 if ((p_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL)))
2469 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_EVIL);
2472 /* Magical sensing */
2473 if ((p_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD)))
2476 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GOOD);
2479 /* Magical sensing */
2480 if ((p_ptr->esp_nonliving) &&
2481 ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING))
2484 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_NONLIVING);
2487 /* Magical sensing */
2488 if ((p_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE)))
2491 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags1 |= (RF1_UNIQUE);
2495 /* Normal line of sight, and not blind */
2496 if (player_has_los_bold(fy, fx) && !p_ptr->blind)
2498 bool do_invisible = FALSE;
2499 bool do_cold_blood = FALSE;
2501 /* Snipers can see targets in darkness when they concentrate deeper */
2502 if (p_ptr->concent >= CONCENT_RADAR_THRESHOLD)
2508 /* Use "infravision" */
2509 if (d <= p_ptr->see_infra)
2511 /* Handle "cold blooded" monsters */
2512 if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD)
2515 do_cold_blood = TRUE;
2518 /* Handle "warm blooded" monsters */
2526 /* Use "illumination" */
2527 if (player_can_see_bold(fy, fx))
2529 /* Handle "invisible" monsters */
2530 if (r_ptr->flags2 & (RF2_INVISIBLE))
2533 do_invisible = TRUE;
2543 /* Handle "normal" monsters */
2554 if (is_original_ap(m_ptr) && !p_ptr->image)
2556 /* Memorize flags */
2557 if (do_invisible) r_ptr->r_flags2 |= (RF2_INVISIBLE);
2558 if (do_cold_blood) r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
2565 /* The monster is now visible */
2568 /* It was previously unseen */
2571 /* Mark as visible */
2574 /* Draw the monster */
2577 /* Update health bar as needed */
2578 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2579 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2581 /* Hack -- Count "fresh" sightings */
2584 if ((m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
2585 r_info[MON_KAGE].r_sights++;
2586 else if (is_original_ap(m_ptr) && (r_ptr->r_sights < MAX_SHORT))
2590 /* Eldritch Horror */
2591 if (r_info[m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR)
2593 sanity_blast(m_ptr, FALSE);
2596 /* Disturb on appearance */
2597 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)))
2599 if (disturb_pets || is_hostile(m_ptr))
2600 disturb(TRUE, TRUE);
2605 /* The monster is not visible */
2608 /* It was previously seen */
2611 /* Mark as not visible */
2614 /* Erase the monster */
2617 /* Update health bar as needed */
2618 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2619 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2621 /* Disturb on disappearance */
2624 if (disturb_pets || is_hostile(m_ptr))
2625 disturb(TRUE, TRUE);
2631 /* The monster is now easily visible */
2635 if (!(m_ptr->mflag & (MFLAG_VIEW)))
2637 /* Mark as easily visible */
2638 m_ptr->mflag |= (MFLAG_VIEW);
2640 /* Disturb on appearance */
2643 if (disturb_pets || is_hostile(m_ptr))
2644 disturb(TRUE, TRUE);
2649 /* The monster is not easily visible */
2653 if (m_ptr->mflag & (MFLAG_VIEW))
2655 /* Mark as not easily visible */
2656 m_ptr->mflag &= ~(MFLAG_VIEW);
2658 /* Disturb on disappearance */
2661 if (disturb_pets || is_hostile(m_ptr))
2662 disturb(TRUE, TRUE);
2670 * @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).
2671 * @param full 距離更新を行うならtrue
2674 void update_monsters(bool full)
2678 /* Update each (live) monster */
2679 for (i = 1; i < m_max; i++)
2681 monster_type *m_ptr = &m_list[i];
2683 /* Skip dead monsters */
2684 if (!m_ptr->r_idx) continue;
2685 update_monster(i, full);
2691 * @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
2692 * @param r_idx モンスター種族ID
2693 * @return 対象にできるならtrueを返す
2695 static bool monster_hook_chameleon_lord(MONRACE_IDX r_idx)
2697 monster_race *r_ptr = &r_info[r_idx];
2698 monster_type *m_ptr = &m_list[chameleon_change_m_idx];
2699 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2701 if (!(r_ptr->flags1 & (RF1_UNIQUE))) return FALSE;
2702 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2704 if (ABS(r_ptr->level - r_info[MON_CHAMELEON_K].level) > 5) return FALSE;
2706 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))
2709 if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2712 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2714 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
2718 else if (summon_specific_who > 0)
2720 if (monster_has_hostile_align(&m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2727 * @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
2728 * @param r_idx モンスター種族ID
2729 * @return 対象にできるならtrueを返す
2731 static bool monster_hook_chameleon(MONRACE_IDX r_idx)
2733 monster_race *r_ptr = &r_info[r_idx];
2734 monster_type *m_ptr = &m_list[chameleon_change_m_idx];
2735 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2737 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2738 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2739 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2741 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))
2744 if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2747 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2749 if ((old_r_ptr->flags3 & RF3_GOOD) && !(r_ptr->flags3 & RF3_GOOD)) return FALSE;
2750 if ((old_r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags3 & RF3_EVIL)) return FALSE;
2751 if (!(old_r_ptr->flags3 & (RF3_GOOD | RF3_EVIL)) && (r_ptr->flags3 & (RF3_GOOD | RF3_EVIL))) return FALSE;
2755 else if (summon_specific_who > 0)
2757 if (monster_has_hostile_align(&m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2760 return (*(get_monster_hook()))(r_idx);
2765 * @param m_idx 変身処理を受けるモンスター情報のID
2766 * @param born 生成時の初変身先指定ならばtrue
2767 * @param r_idx 旧モンスター種族のID
2770 void choose_new_monster(MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx)
2773 monster_type *m_ptr = &m_list[m_idx];
2774 monster_race *r_ptr;
2775 char old_m_name[80];
2776 bool old_unique = FALSE;
2777 int old_r_idx = m_ptr->r_idx;
2779 if (r_info[m_ptr->r_idx].flags1 & RF1_UNIQUE)
2781 if (old_unique && (r_idx == MON_CHAMELEON)) r_idx = MON_CHAMELEON_K;
2782 r_ptr = &r_info[r_idx];
2784 monster_desc(old_m_name, m_ptr, 0);
2790 chameleon_change_m_idx = m_idx;
2792 get_mon_num_prep(monster_hook_chameleon_lord, NULL);
2794 get_mon_num_prep(monster_hook_chameleon, NULL);
2797 level = r_info[MON_CHAMELEON_K].level;
2798 else if (!dun_level)
2799 level = wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level;
2803 if (d_info[dungeon_type].flags1 & DF1_CHAMELEON) level+= 2+randint1(3);
2805 r_idx = get_mon_num(level);
2806 r_ptr = &r_info[r_idx];
2808 chameleon_change_m_idx = 0;
2814 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
2816 m_ptr->r_idx = r_idx;
2817 m_ptr->ap_r_idx = r_idx;
2818 update_monster(m_idx, FALSE);
2819 lite_spot(m_ptr->fy, m_ptr->fx);
2821 if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) ||
2822 (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)))
2823 p_ptr->update |= (PU_MON_LITE);
2825 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, TRUE);
2829 /* Sub-alignment of a chameleon */
2830 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD))
2832 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2833 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
2834 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
2839 if (m_idx == p_ptr->riding)
2842 monster_desc(m_name, m_ptr, 0);
2843 msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
2844 if (!(r_ptr->flags7 & RF7_RIDING))
2845 if (rakuba(0, TRUE)) msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
2848 /* Extract the monster base speed */
2849 m_ptr->mspeed = get_mspeed(r_ptr);
2851 oldmaxhp = m_ptr->max_maxhp;
2852 /* Assign maximal hitpoints */
2853 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
2855 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2859 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
2862 /* Monsters have double hitpoints in Nightmare mode */
2863 if (ironman_nightmare)
2865 u32b hp = m_ptr->max_maxhp * 2L;
2866 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
2869 m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp;
2870 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2871 m_ptr->hp = (long)(m_ptr->hp * m_ptr->max_maxhp) / oldmaxhp;
2873 /* reset dealt_damage */
2874 m_ptr->dealt_damage = 0;
2879 * @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
2880 * @param r_idx モンスター種族ID
2881 * @return 対象にできるならtrueを返す
2883 static bool monster_hook_tanuki(MONRACE_IDX r_idx)
2885 monster_race *r_ptr = &r_info[r_idx];
2887 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2888 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2889 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2890 if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2892 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))
2895 return (*(get_monster_hook()))(r_idx);
2900 * @brief モンスターの表層IDを設定する / Set initial racial appearance of a monster
2901 * @param r_idx モンスター種族ID
2902 * @return モンスター種族の表層ID
2904 static IDX initial_r_appearance(MONRACE_IDX r_idx)
2906 int attempts = 1000;
2909 DEPTH min = MIN(base_level-5, 50);
2911 if (!(r_info[r_idx].flags7 & RF7_TANUKI))
2914 get_mon_num_prep(monster_hook_tanuki, NULL);
2918 ap_r_idx = get_mon_num(base_level + 10);
2919 if (r_info[ap_r_idx].level >= min) return ap_r_idx;
2927 * @brief モンスターの個体加速を設定する / Get initial monster speed
2928 * @param r_ptr モンスター種族の参照ポインタ
2931 byte get_mspeed(monster_race *r_ptr)
2933 /* Extract the monster base speed */
2934 int mspeed = r_ptr->speed;
2936 /* Hack -- small racial variety */
2937 if (!(r_ptr->flags1 & RF1_UNIQUE) && !p_ptr->inside_arena)
2939 /* Allow some small variation per monster */
2940 int i = SPEED_TO_ENERGY(r_ptr->speed) / (one_in_(4) ? 3 : 10);
2941 if (i) mspeed += rand_spread(0, i);
2944 if (mspeed > 199) mspeed = 199;
2946 return (byte)mspeed;
2951 * @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.
2952 * @param who 召喚を行ったモンスターID
2955 * @param r_idx 生成モンスター種族
2956 * @param mode 生成オプション
2959 * To give the player a sporting chance, any monster that appears in
2960 * line-of-sight and is extremely dangerous can be marked as
2961 * "FORCE_SLEEP", which will cause them to be placed with low energy,
2962 * which often (but not always) lets the player move before they do.
2964 * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
2966 * Use special "here" and "dead" flags for unique monsters,
2967 * remove old "cur_num" and "max_num" fields.
2969 * Actually, do something similar for artifacts, to simplify
2970 * the "preserve" mode, and to make the "what artifacts" flag more useful.
2972 * This is the only function which may place a monster in the dungeon,
2973 * except for the savefile loading code.
2975 static bool place_monster_one(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
2977 /* Access the location */
2978 cave_type *c_ptr = &cave[y][x];
2979 monster_type *m_ptr;
2980 monster_race *r_ptr = &r_info[r_idx];
2981 cptr name = (r_name + r_ptr->name);
2985 /* DO NOT PLACE A MONSTER IN THE SMALL SCALE WILDERNESS !!! */
2986 if (p_ptr->wild_mode) return FALSE;
2988 /* Verify location */
2989 if (!in_bounds(y, x)) return (FALSE);
2992 if (!r_idx) return (FALSE);
2995 if (!r_ptr->name) return (FALSE);
2997 if (!(mode & PM_IGNORE_TERRAIN))
2999 /* Not on the Pattern */
3000 if (pattern_tile(y, x)) return FALSE;
3002 /* Require empty space (if not ghostly) */
3003 if (!monster_can_enter(y, x, r_ptr, 0)) return FALSE;
3006 if (!p_ptr->inside_battle)
3008 /* Hack -- "unique" monsters must be "unique" */
3009 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
3010 (r_ptr->flags7 & (RF7_NAZGUL))) &&
3011 (r_ptr->cur_num >= r_ptr->max_num))
3017 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
3018 (r_ptr->cur_num >= 1))
3023 if (r_idx == MON_BANORLUPART)
3025 if (r_info[MON_BANOR].cur_num > 0) return FALSE;
3026 if (r_info[MON_LUPART].cur_num > 0) return FALSE;
3029 /* Depth monsters may NOT be created out of depth, unless in Nightmare mode */
3030 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (dun_level < r_ptr->level) &&
3031 (!ironman_nightmare || (r_ptr->flags1 & (RF1_QUESTOR))))
3038 if (quest_number(dun_level))
3040 int hoge = quest_number(dun_level);
3041 if ((quest[hoge].type == QUEST_TYPE_KILL_LEVEL) || (quest[hoge].type == QUEST_TYPE_RANDOM))
3043 if(r_idx == quest[hoge].r_idx)
3045 int number_mon, i2, j2;
3048 /* Count all quest monsters */
3049 for (i2 = 0; i2 < cur_wid; ++i2)
3050 for (j2 = 0; j2 < cur_hgt; j2++)
3051 if (cave[j2][i2].m_idx > 0)
3052 if (m_list[cave[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
3054 if(number_mon + quest[hoge].cur_num >= quest[hoge].max_num)
3060 if (is_glyph_grid(c_ptr))
3062 if (randint1(BREAK_GLYPH) < (r_ptr->level+20))
3064 /* Describe observable breakage */
3065 if (c_ptr->info & CAVE_MARK)
3067 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
3070 /* Forget the rune */
3071 c_ptr->info &= ~(CAVE_MARK);
3073 /* Break the rune */
3074 c_ptr->info &= ~(CAVE_OBJECT);
3082 msg_format_wizard(CHEAT_MONSTER, _("%s(Lv%d)を生成しました。", "%s(Lv%d) was generated."), name, r_ptr->level);
3084 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL) || (r_ptr->level < 10)) mode &= ~PM_KAGE;
3086 /* Make a new monster */
3087 c_ptr->m_idx = m_pop();
3088 hack_m_idx_ii = c_ptr->m_idx;
3090 /* Mega-Hack -- catch "failure" */
3091 if (!c_ptr->m_idx) return (FALSE);
3094 /* Get a new monster record */
3095 m_ptr = &m_list[c_ptr->m_idx];
3098 m_ptr->r_idx = r_idx;
3099 m_ptr->ap_r_idx = initial_r_appearance(r_idx);
3105 /* Hack -- Appearance transfer */
3106 if ((mode & PM_MULTIPLY) && (who > 0) && !is_original_ap(&m_list[who]))
3108 m_ptr->ap_r_idx = m_list[who].ap_r_idx;
3110 /* Hack -- Shadower spawns Shadower */
3111 if (m_list[who].mflag2 & MFLAG2_KAGE) m_ptr->mflag2 |= MFLAG2_KAGE;
3114 /* Sub-alignment of a monster */
3115 if ((who > 0) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
3116 m_ptr->sub_align = m_list[who].sub_align;
3119 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3120 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
3121 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
3124 /* Place the monster at the location */
3129 /* No "timed status" yet */
3130 for (cmi = 0; cmi < MAX_MTIMED; cmi++) m_ptr->mtimed[cmi] = 0;
3132 /* Unknown distance */
3135 reset_target(m_ptr);
3137 m_ptr->nickname = 0;
3142 /* Your pet summons its pet. */
3143 if (who > 0 && is_pet(&m_list[who]))
3145 mode |= PM_FORCE_PET;
3146 m_ptr->parent_m_idx = who;
3150 m_ptr->parent_m_idx = 0;
3153 if (r_ptr->flags7 & RF7_CHAMELEON)
3155 choose_new_monster(c_ptr->m_idx, TRUE, 0);
3156 r_ptr = &r_info[m_ptr->r_idx];
3157 m_ptr->mflag2 |= MFLAG2_CHAMELEON;
3159 /* Hack - Set sub_align to neutral when the Chameleon Lord is generated as "GUARDIAN" */
3160 if ((r_ptr->flags1 & RF1_UNIQUE) && (who <= 0))
3161 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3163 else if ((mode & PM_KAGE) && !(mode & PM_FORCE_PET))
3165 m_ptr->ap_r_idx = MON_KAGE;
3166 m_ptr->mflag2 |= MFLAG2_KAGE;
3169 if (mode & PM_NO_PET) m_ptr->mflag2 |= MFLAG2_NOPET;
3175 if (mode & PM_FORCE_PET)
3180 else if ((r_ptr->flags7 & RF7_FRIENDLY) ||
3181 (mode & PM_FORCE_FRIENDLY) || is_friendly_idx(who))
3183 if (!monster_has_hostile_align(NULL, 0, -1, r_ptr)) set_friendly(m_ptr);
3186 /* Assume no sleeping */
3187 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
3189 /* Enforce sleeping if needed */
3190 if ((mode & PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare)
3192 int val = r_ptr->sleep;
3193 (void)set_monster_csleep(c_ptr->m_idx, (val * 2) + randint1(val * 10));
3196 /* Assign maximal hitpoints */
3197 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
3199 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
3203 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
3206 /* Monsters have double hitpoints in Nightmare mode */
3207 if (ironman_nightmare)
3209 u32b hp = m_ptr->max_maxhp * 2L;
3211 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
3214 m_ptr->maxhp = m_ptr->max_maxhp;
3216 /* And start out fully healthy */
3217 if (m_ptr->r_idx == MON_WOUNDED_BEAR)
3218 m_ptr->hp = m_ptr->maxhp / 2;
3219 else m_ptr->hp = m_ptr->maxhp;
3222 /* dealt damage is 0 at initial*/
3223 m_ptr->dealt_damage = 0;
3226 /* Extract the monster base speed */
3227 m_ptr->mspeed = get_mspeed(r_ptr);
3229 if (mode & PM_HASTE) (void)set_monster_fast(c_ptr->m_idx, 100);
3231 /* Give a random starting energy */
3232 if (!ironman_nightmare)
3234 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100);
3238 /* Nightmare monsters are more prepared */
3239 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100) * 2;
3242 /* Force monster to wait for player, unless in Nightmare mode */
3243 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
3245 /* Monster is still being nice */
3246 m_ptr->mflag |= (MFLAG_NICE);
3248 /* Must repair monsters */
3249 repair_monsters = TRUE;
3252 /* Hack -- see "process_monsters()" */
3253 if (c_ptr->m_idx < hack_m_idx)
3255 /* Monster is still being born */
3256 m_ptr->mflag |= (MFLAG_BORN);
3260 if (r_ptr->flags7 & RF7_SELF_LD_MASK)
3261 p_ptr->update |= (PU_MON_LITE);
3262 else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !MON_CSLEEP(m_ptr))
3263 p_ptr->update |= (PU_MON_LITE);
3264 update_monster(c_ptr->m_idx, TRUE);
3267 /* Count the monsters on the level */
3268 real_r_ptr(m_ptr)->cur_num++;
3271 * Memorize location of the unique monster in saved floors.
3272 * A unique monster move from old saved floor.
3274 if (character_dungeon &&
3275 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)))
3276 real_r_ptr(m_ptr)->floor_id = p_ptr->floor_id;
3278 /* Hack -- Count the number of "reproducers" */
3279 if (r_ptr->flags2 & RF2_MULTIPLY) num_repro++;
3281 /* Hack -- Notice new multi-hued monsters */
3283 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3284 if (ap_r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER))
3285 shimmer_monsters = TRUE;
3288 if (p_ptr->warning && character_dungeon)
3290 if (r_ptr->flags1 & RF1_UNIQUE)
3294 char o_name[MAX_NLEN];
3296 if (r_ptr->level > p_ptr->lev + 30)
3297 color = _("黒く", "black");
3298 else if (r_ptr->level > p_ptr->lev + 15)
3299 color = _("紫色に", "purple");
3300 else if (r_ptr->level > p_ptr->lev + 5)
3301 color = _("ルビー色に", "deep red");
3302 else if (r_ptr->level > p_ptr->lev - 5)
3303 color = _("赤く", "red");
3304 else if (r_ptr->level > p_ptr->lev - 15)
3305 color = _("ピンク色に", "pink");
3307 color = _("白く", "white");
3309 o_ptr = choose_warning_item();
3312 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3313 msg_format(_("%sは%s光った。", "%s glows %s."), o_name, color);
3317 msg_format(_("%s光る物が頭に浮かんだ。", "An %s image forms in your mind."), color);
3322 if (is_explosive_rune_grid(c_ptr))
3324 /* Break the ward */
3325 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
3327 /* Describe observable breakage */
3328 if (c_ptr->info & CAVE_MARK)
3330 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
3331 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);
3336 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
3339 /* Forget the rune */
3340 c_ptr->info &= ~(CAVE_MARK);
3342 /* Break the rune */
3343 c_ptr->info &= ~(CAVE_OBJECT);
3356 #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 */
3359 * @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
3360 * @param r_idx 生成モンスター種族
3361 * @param yp 結果生成位置y座標
3362 * @param xp 結果生成位置x座標
3363 * @param y 中心生成位置y座標
3364 * @param x 中心生成位置x座標
3365 * @param max_dist 生成位置の最大半径
3369 static bool mon_scatter(MONRACE_IDX r_idx, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION max_dist)
3371 int place_x[MON_SCAT_MAXD];
3372 int place_y[MON_SCAT_MAXD];
3373 int num[MON_SCAT_MAXD];
3377 if (max_dist >= MON_SCAT_MAXD)
3380 for (i = 0; i < MON_SCAT_MAXD; i++)
3383 for (nx = x - max_dist; nx <= x + max_dist; nx++)
3385 for (ny = y - max_dist; ny <= y + max_dist; ny++)
3387 /* Ignore annoying locations */
3388 if (!in_bounds(ny, nx)) continue;
3390 /* Require "line of projection" */
3391 if (!projectable(y, x, ny, nx)) continue;
3395 monster_race *r_ptr = &r_info[r_idx];
3397 /* Require empty space (if not ghostly) */
3398 if (!monster_can_enter(ny, nx, r_ptr, 0))
3403 /* Walls and Monsters block flow */
3404 if (!cave_empty_bold2(ny, nx)) continue;
3406 /* ... nor on the Pattern */
3407 if (pattern_tile(ny, nx)) continue;
3410 i = distance(y, x, ny, nx);
3418 if (one_in_(num[i]))
3427 while (i < MON_SCAT_MAXD && 0 == num[i])
3429 if (i >= MON_SCAT_MAXD)
3439 * @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
3440 * @param who 召喚主のモンスター情報ID
3441 * @param y 中心生成位置y座標
3442 * @param x 中心生成位置x座標
3443 * @param r_idx 生成モンスター種族
3444 * @param mode 生成オプション
3447 static bool place_monster_group(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
3449 monster_race *r_ptr = &r_info[r_idx];
3452 int total = 0, extra = 0;
3456 POSITION hack_y[GROUP_MAX];
3457 POSITION hack_x[GROUP_MAX];
3460 /* Pick a group size */
3461 total = randint1(10);
3463 /* Hard monsters, small groups */
3464 if (r_ptr->level > dun_level)
3466 extra = r_ptr->level - dun_level;
3467 extra = 0 - randint1(extra);
3470 /* Easy monsters, large groups */
3471 else if (r_ptr->level < dun_level)
3473 extra = dun_level - r_ptr->level;
3474 extra = randint1(extra);
3477 /* Hack -- limit group reduction */
3478 if (extra > 9) extra = 9;
3480 /* Modify the group size */
3484 if (total < 1) total = 1;
3487 if (total > GROUP_MAX) total = GROUP_MAX;
3490 /* Start on the monster */
3495 /* Puddle monsters, breadth first, up to total */
3496 for (n = 0; (n < hack_n) && (hack_n < total); n++)
3498 /* Grab the location */
3499 POSITION hx = hack_x[n];
3500 POSITION hy = hack_y[n];
3502 /* Check each direction, up to total */
3503 for (i = 0; (i < 8) && (hack_n < total); i++)
3507 scatter(&my, &mx, hy, hx, 4, 0);
3509 /* Walls and Monsters block flow */
3510 if (!cave_empty_bold2(my, mx)) continue;
3512 /* Attempt to place another monster */
3513 if (place_monster_one(who, my, mx, r_idx, mode))
3515 /* Add it to the "hack" set */
3516 hack_y[hack_n] = my;
3517 hack_x[hack_n] = mx;
3529 * @var place_monster_idx
3530 * @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
3531 * @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
3533 static MONSTER_IDX place_monster_idx = 0;
3536 * @var place_monster_m_idx
3537 * @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
3538 * @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
3540 static MONSTER_IDX place_monster_m_idx = 0;
3543 * @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
3544 * @param r_idx チェックするモンスター種族のID
3545 * @return 護衛にできるならばtrue
3547 static bool place_monster_can_escort(MONRACE_IDX r_idx)
3549 monster_race *r_ptr = &r_info[place_monster_idx];
3550 monster_type *m_ptr = &m_list[place_monster_m_idx];
3552 monster_race *z_ptr = &r_info[r_idx];
3554 /* Hack - Escorts have to have the same dungeon flag */
3555 if (mon_hook_dungeon(place_monster_idx) != mon_hook_dungeon(r_idx)) return (FALSE);
3557 /* Require similar "race" */
3558 if (z_ptr->d_char != r_ptr->d_char) return (FALSE);
3560 /* Skip more advanced monsters */
3561 if (z_ptr->level > r_ptr->level) return (FALSE);
3563 /* Skip unique monsters */
3564 if (z_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3566 /* Paranoia -- Skip identical monsters */
3567 if (place_monster_idx == r_idx) return (FALSE);
3569 /* Skip different alignment */
3570 if (monster_has_hostile_align(m_ptr, 0, 0, z_ptr)) return FALSE;
3572 if (r_ptr->flags7 & RF7_FRIENDLY)
3574 if (monster_has_hostile_align(NULL, 1, -1, z_ptr)) return FALSE;
3577 if ((r_ptr->flags7 & RF7_CHAMELEON) && !(z_ptr->flags7 & RF7_CHAMELEON))
3585 * @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
3586 * @param who 召喚主のモンスター情報ID
3589 * @param r_idx 生成するモンスターの種族ID
3590 * @param mode 生成オプション
3591 * @return 生成に成功したらtrue
3593 * Note that certain monsters are now marked as requiring "friends".
3594 * These monsters, if successfully placed, and if the "grp" parameter
3595 * is TRUE, will be surrounded by a "group" of identical monsters.
3597 * Note that certain monsters are now marked as requiring an "escort",
3598 * which is a collection of monsters with similar "race" but lower level.
3600 * Some monsters induce a fake "group" flag on their escorts.
3602 * Note the "bizarre" use of non-recursion to prevent annoying output
3603 * when running a code profiler.
3605 * Note the use of the new "monster allocation table" code to restrict
3606 * the "get_mon_num()" function to "legal" escort types.
3608 bool place_monster_aux(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
3611 monster_race *r_ptr = &r_info[r_idx];
3613 if (!(mode & PM_NO_KAGE) && one_in_(333))
3616 /* Place one monster, or fail */
3617 if (!place_monster_one(who, y, x, r_idx, mode)) return (FALSE);
3619 /* Require the "group" flag */
3620 if (!(mode & PM_ALLOW_GROUP)) return (TRUE);
3622 place_monster_m_idx = hack_m_idx_ii;
3625 for(i = 0; i < 6; i++)
3627 if(!r_ptr->reinforce_id[i]) break;
3628 n = damroll(r_ptr->reinforce_dd[i], r_ptr->reinforce_ds[i]);
3629 for(j = 0; j < n; j++)
3631 POSITION nx, ny, d = 7;
3632 scatter(&ny, &nx, y, x, d, 0);
3633 (void)place_monster_one(place_monster_m_idx, ny, nx, r_ptr->reinforce_id[i], mode);
3637 /* Friends for certain monsters */
3638 if (r_ptr->flags1 & (RF1_FRIENDS))
3640 /* Attempt to place a group */
3641 (void)place_monster_group(who, y, x, r_idx, mode);
3644 /* Escorts for certain monsters */
3645 if (r_ptr->flags1 & (RF1_ESCORT))
3647 /* Set the escort index */
3648 place_monster_idx = r_idx;
3650 /* Try to place several "escorts" */
3651 for (i = 0; i < 32; i++)
3653 POSITION nx, ny, d = 3;
3656 /* Pick a location */
3657 scatter(&ny, &nx, y, x, d, 0);
3659 /* Require empty grids */
3660 if (!cave_empty_bold2(ny, nx)) continue;
3662 /* Prepare allocation table */
3663 get_mon_num_prep(place_monster_can_escort, get_monster_hook2(ny, nx));
3665 /* Pick a random race */
3666 z = get_mon_num(r_ptr->level);
3668 /* Handle failure */
3671 /* Place a single escort */
3672 (void)place_monster_one(place_monster_m_idx, ny, nx, z, mode);
3674 /* Place a "group" of escorts if needed */
3675 if ((r_info[z].flags1 & RF1_FRIENDS) ||
3676 (r_ptr->flags1 & RF1_ESCORTS))
3678 /* Place a group of monsters */
3679 (void)place_monster_group(place_monster_m_idx, ny, nx, z, mode);
3689 * @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
3692 * @param mode 生成オプション
3693 * @return 生成に成功したらtrue
3695 bool place_monster(POSITION y, POSITION x, BIT_FLAGS mode)
3699 /* Prepare allocation table */
3700 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3702 /* Pick a monster */
3703 r_idx = get_mon_num(monster_level);
3705 /* Handle failure */
3706 if (!r_idx) return (FALSE);
3708 /* Attempt to place the monster */
3709 if (place_monster_aux(0, y, x, r_idx, mode)) return (TRUE);
3715 * @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
3718 * @return 生成に成功したらtrue
3720 bool alloc_horde(POSITION y, POSITION x)
3722 monster_race *r_ptr = NULL;
3723 MONRACE_IDX r_idx = 0;
3725 int attempts = 1000;
3729 /* Prepare allocation table */
3730 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3734 /* Pick a monster */
3735 r_idx = get_mon_num(monster_level);
3737 /* Handle failure */
3738 if (!r_idx) return (FALSE);
3740 r_ptr = &r_info[r_idx];
3742 if (r_ptr->flags1 & RF1_UNIQUE) continue;
3744 if (r_idx == MON_HAGURE) continue;
3747 if (attempts < 1) return FALSE;
3753 /* Attempt to place the monster */
3754 if (place_monster_aux(0, y, x, r_idx, 0L)) break;
3757 if (attempts < 1) return FALSE;
3759 m_idx = cave[y][x].m_idx;
3761 if (m_list[m_idx].mflag2 & MFLAG2_CHAMELEON) r_ptr = &r_info[m_list[m_idx].r_idx];
3762 summon_kin_type = r_ptr->d_char;
3764 for (attempts = randint1(10) + 5; attempts; attempts--)
3766 scatter(&cy, &cx, y, x, 5, 0);
3768 (void)summon_specific(m_idx, cy, cx, dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP);
3778 * @brief ダンジョンの主生成を試みる / Put the Guardian
3779 * @param def_val 現在の主の生成状態
3780 * @return 生成に成功したらtrue
3782 bool alloc_guardian(bool def_val)
3784 MONRACE_IDX guardian = d_info[dungeon_type].final_guardian;
3786 if (guardian && (d_info[dungeon_type].maxdepth == dun_level) && (r_info[guardian].cur_num < r_info[guardian].max_num))
3790 int try_count = 4000;
3792 /* Find a good position */
3795 /* Get a random spot */
3796 oy = randint1(cur_hgt - 4) + 2;
3797 ox = randint1(cur_wid - 4) + 2;
3799 /* Is it a good spot ? */
3800 if (cave_empty_bold2(oy, ox) && monster_can_cross_terrain(cave[oy][ox].feat, &r_info[guardian], 0))
3802 /* Place the guardian */
3803 if (place_monster_aux(0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET))) return TRUE;
3806 /* One less try count */
3818 * @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.
3819 * @param dis プレイヤーから離れるべき最低距離
3820 * @param mode 生成オプション
3821 * @return 生成に成功したらtrue
3823 * Place the monster at least "dis" distance from the player.
3824 * Use "slp" to choose the initial "sleep" status
3825 * Use "monster_level" for the monster level
3827 bool alloc_monster(POSITION dis, BIT_FLAGS mode)
3830 int attempts_left = 10000;
3832 /* Put the Guardian */
3833 if (alloc_guardian(FALSE)) return TRUE;
3835 /* Find a legal, distant, unoccupied, space */
3836 while (attempts_left--)
3838 /* Pick a location */
3839 y = randint0(cur_hgt);
3840 x = randint0(cur_wid);
3842 /* Require empty floor grid (was "naked") */
3845 if (!cave_empty_bold2(y, x)) continue;
3849 if (!cave_empty_bold(y, x)) continue;
3852 /* Accept far away grids */
3853 if (distance(y, x, p_ptr->y, p_ptr->x) > dis) break;
3858 if (cheat_xtra || cheat_hear)
3860 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?"));
3867 if (randint1(5000) <= dun_level)
3869 if (alloc_horde(y, x))
3871 if (cheat_hear) msg_format(_("モンスターの大群(%c)", "Monster horde (%c)."), summon_kin_type);
3877 /* Attempt to place the monster, allow groups */
3878 if (place_monster(y, x, (mode | PM_ALLOW_GROUP))) return (TRUE);
3886 * @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
3887 * @param r_idx チェックするモンスター種族ID
3888 * @return 召喚対象にできるならばTRUE
3890 static bool summon_specific_okay(MONRACE_IDX r_idx)
3892 monster_race *r_ptr = &r_info[r_idx];
3894 /* Hack - Only summon dungeon monsters */
3895 if (!mon_hook_dungeon(r_idx)) return (FALSE);
3897 /* Hack -- identify the summoning monster */
3898 if (summon_specific_who > 0)
3900 monster_type *m_ptr = &m_list[summon_specific_who];
3902 /* Do not summon enemies */
3904 /* Friendly vs. opposite aligned normal or pet */
3905 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
3907 /* Use the player's alignment */
3908 else if (summon_specific_who < 0)
3910 /* Do not summon enemies of the pets */
3911 if (monster_has_hostile_align(NULL, 10, -10, r_ptr))
3913 if (!one_in_(ABS(p_ptr->align) / 2 + 1)) return FALSE;
3917 if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE;
3919 /* Hack -- no specific type specified */
3920 if (!summon_specific_type) return (TRUE);
3922 if ((summon_specific_who < 0) &&
3923 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
3924 monster_has_hostile_align(NULL, 10, -10, r_ptr))
3927 if ((r_ptr->flags7 & RF7_CHAMELEON) && (d_info[dungeon_type].flags1 & DF1_CHAMELEON)) return TRUE;
3929 return (summon_specific_aux(r_idx));
3934 * @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.
3935 * @param who 召喚主のモンスター情報ID
3940 * @param mode 生成オプション
3941 * @return 召喚できたらtrueを返す
3944 * We will attempt to place the monster up to 10 times before giving up.
3946 * Note: SUMMON_UNIQUE and SUMMON_AMBERITES will summon Unique's
3947 * Note: SUMMON_HI_UNDEAD and SUMMON_HI_DRAGON may summon Unique's
3948 * Note: None of the other summon codes will ever summon Unique's.
3950 * This function has been changed. We now take the "monster level"
3951 * of the summoning monster as a parameter, and use that, along with
3952 * the current dungeon level, to help determine the level of the
3953 * desired monster. Note that this is an upper bound, and also
3954 * tends to "prefer" monsters of that level. Currently, we use
3955 * the average of the dungeon and monster levels, and then add
3956 * five to allow slight increases in monster power.
3958 * Note that we use the new "monster allocation table" creation code
3959 * to restrict the "get_mon_num()" function to the set of "legal"
3960 * monsters, making this function much faster and more reliable.
3962 * Note that this function may not succeed, though this is very rare.
3964 bool summon_specific(MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode)
3969 if (p_ptr->inside_arena) return (FALSE);
3971 if (!mon_scatter(0, &y, &x, y1, x1, 2)) return FALSE;
3973 /* Save the summoner */
3974 summon_specific_who = who;
3976 /* Save the "summon" type */
3977 summon_specific_type = type;
3979 summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
3981 /* Prepare allocation table */
3982 get_mon_num_prep(summon_specific_okay, get_monster_hook2(y, x));
3984 /* Pick a monster, using the level calculation */
3985 r_idx = get_mon_num((dun_level + lev) / 2 + 5);
3987 /* Handle failure */
3990 summon_specific_type = 0;
3994 if ((type == SUMMON_BLUE_HORROR) || (type == SUMMON_DAWN)) mode |= PM_NO_KAGE;
3996 /* Attempt to place the monster (awake, allow groups) */
3997 if (!place_monster_aux(who, y, x, r_idx, mode))
3999 summon_specific_type = 0;
4003 summon_specific_type = 0;
4005 sound(SOUND_SUMMON);
4011 * @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
4012 * @param who 召喚主のモンスター情報ID
4015 * @param r_idx 生成するモンスター種族ID
4016 * @param mode 生成オプション
4017 * @return 召喚できたらtrueを返す
4019 bool summon_named_creature (MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode)
4024 /* if (!r_idx) return; */
4026 /* Prevent illegal monsters */
4027 if (r_idx >= max_r_idx) return FALSE;
4029 if (p_ptr->inside_arena) return FALSE;
4031 if (!mon_scatter(r_idx, &y, &x, oy, ox, 2)) return FALSE;
4033 /* Place it (allow groups) */
4034 return place_monster_aux(who, y, x, r_idx, (mode | PM_NO_KAGE));
4039 * @brief モンスターを増殖生成する / Let the given monster attempt to reproduce.
4040 * @param m_idx 増殖するモンスター情報ID
4041 * @param clone クローン・モンスター処理ならばtrue
4042 * @param mode 生成オプション
4043 * @return 生成できたらtrueを返す
4045 * Note that "reproduction" REQUIRES empty space.
4047 bool multiply_monster(MONSTER_IDX m_idx, bool clone, BIT_FLAGS mode)
4049 monster_type *m_ptr = &m_list[m_idx];
4053 if (!mon_scatter(m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1))
4056 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
4058 /* Create a new monster (awake, no groups) */
4059 if (!place_monster_aux(m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE | PM_MULTIPLY)))
4062 /* Hack -- Transfer "clone" flag */
4063 if (clone || (m_ptr->smart & SM_CLONED))
4065 m_list[hack_m_idx_ii].smart |= SM_CLONED;
4066 m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET;
4075 * @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
4076 * @param m_idx モンスター情報ID
4077 * @param dam 与えたダメージ
4080 * Technically should attempt to treat "Beholder"'s as jelly's
4082 void message_pain(MONSTER_IDX m_idx, HIT_POINT dam)
4084 long oldhp, newhp, tmp;
4087 monster_type *m_ptr = &m_list[m_idx];
4088 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4092 /* Get the monster name */
4093 monster_desc(m_name, m_ptr, 0);
4095 if(dam == 0) // Notice non-damage
4097 msg_format(_("%^sはダメージを受けていない。", "%^s is unharmed."), m_name);
4101 /* Note -- subtle fix -CFT */
4102 newhp = (long)(m_ptr->hp);
4103 oldhp = newhp + (long)(dam);
4104 tmp = (newhp * 100L) / oldhp;
4105 percentage = (int)(tmp);
4107 if(my_strchr(",ejmvwQ", r_ptr->d_char)) // Mushrooms, Eyes, Jellies, Molds, Vortices, Worms, Quylthulgs
4110 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4111 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4112 else if(percentage > 50) msg_format("%^sは縮こまった。", m_name);
4113 else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
4114 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4115 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4116 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4118 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4119 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4120 else if(percentage > 50) msg_format("%^s squelches.", m_name);
4121 else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
4122 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4123 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4124 else msg_format("%^s jerks limply.", m_name);
4128 else if(my_strchr("l", r_ptr->d_char)) // Fish
4131 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4132 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4133 else if(percentage > 50) msg_format("%^sは躊躇した。", m_name);
4134 else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
4135 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4136 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4137 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4139 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4140 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4141 else if(percentage > 50) msg_format("%^s hesitates.", m_name);
4142 else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
4143 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4144 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4145 else msg_format("%^s jerks limply.", m_name);
4149 else if(my_strchr("g#+<>", r_ptr->d_char)) // Golems, Walls, Doors, Stairs
4152 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4153 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4154 else if(percentage > 50) msg_format("%^sは雷鳴のように吠えた。", m_name);
4155 else if(percentage > 35) msg_format("%^sは苦しげに吠えた。", m_name);
4156 else if(percentage > 20) msg_format("%^sはうめいた。", m_name);
4157 else if(percentage > 10) msg_format("%^sは躊躇した。", m_name);
4158 else msg_format("%^sはくしゃくしゃになった。", m_name);
4160 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4161 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4162 else if(percentage > 50) msg_format("%^s roars thunderously.", m_name);
4163 else if(percentage > 35) msg_format("%^s rumbles.", m_name);
4164 else if(percentage > 20) msg_format("%^s grunts.", m_name);
4165 else if(percentage > 10) msg_format("%^s hesitates.", m_name);
4166 else msg_format("%^s crumples.", m_name);
4170 else if(my_strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char)) // Snakes, Hydrae, Reptiles, Mimics
4173 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4174 else if(percentage > 75) msg_format("%^sはシーッと鳴いた。", m_name);
4175 else if(percentage > 50) msg_format("%^sは怒って頭を上げた。", m_name);
4176 else if(percentage > 35) msg_format("%^sは猛然と威嚇した。", m_name);
4177 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4178 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4179 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4181 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4182 else if(percentage > 75) msg_format("%^s hisses.", m_name);
4183 else if(percentage > 50) msg_format("%^s rears up in anger.", m_name);
4184 else if(percentage > 35) msg_format("%^s hisses furiously.", m_name);
4185 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4186 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4187 else msg_format("%^s jerks limply.", m_name);
4191 else if(my_strchr("f", r_ptr->d_char))
4194 if(percentage > 95) msg_format("%sは攻撃に肩をすくめた。", m_name);
4195 else if(percentage > 75) msg_format("%^sは吠えた。", m_name);
4196 else if(percentage > 50) msg_format("%^sは怒って吠えた。", m_name);
4197 else if(percentage > 35) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
4198 else if(percentage > 20) msg_format("%^sは痛みで弱々しく鳴いた。", m_name);
4199 else if(percentage > 10) msg_format("%^sは苦痛にうめいた。", m_name);
4200 else msg_format("%sは哀れな鳴き声を出した。", m_name);
4202 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4203 else if(percentage > 75) msg_format("%^s roars.", m_name);
4204 else if(percentage > 50) msg_format("%^s growls angrily.", m_name);
4205 else if(percentage > 35) msg_format("%^s hisses with pain.", m_name);
4206 else if(percentage > 20) msg_format("%^s mewls in pain.", m_name);
4207 else if(percentage > 10) msg_format("%^s hisses in agony.", m_name);
4208 else msg_format("%^s mewls pitifully.", m_name);
4212 else if(my_strchr("acFIKS", r_ptr->d_char)) // Ants, Centipedes, Flies, Insects, Beetles, Spiders
4215 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4216 else if(percentage > 75) msg_format("%^sはキーキー鳴いた。", m_name);
4217 else if(percentage > 50) msg_format("%^sはヨロヨロ逃げ回った。", m_name);
4218 else if(percentage > 35) msg_format("%^sはうるさく鳴いた。", m_name);
4219 else if(percentage > 20) msg_format("%^sは痛みに痙攣した。", m_name);
4220 else if(percentage > 10) msg_format("%^sは苦痛で痙攣した。", m_name);
4221 else msg_format("%^sはピクピクひきつった。", m_name);
4223 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4224 else if(percentage > 75) msg_format("%^s chitters.", m_name);
4225 else if(percentage > 50) msg_format("%^s scuttles about.", m_name);
4226 else if(percentage > 35) msg_format("%^s twitters.", m_name);
4227 else if(percentage > 20) msg_format("%^s jerks in pain.", m_name);
4228 else if(percentage > 10) msg_format("%^s jerks in agony.", m_name);
4229 else msg_format("%^s twitches.", m_name);
4233 else if(my_strchr("B", r_ptr->d_char)) // Birds
4236 if(percentage > 95) msg_format("%^sはさえずった。", m_name);
4237 else if(percentage > 75) msg_format("%^sはピーピー鳴いた。", m_name);
4238 else if(percentage > 50) msg_format("%^sはギャーギャー鳴いた。", m_name);
4239 else if(percentage > 35) msg_format("%^sはギャーギャー鳴きわめいた。", m_name);
4240 else if(percentage > 20) msg_format("%^sは苦しんだ。", m_name);
4241 else if(percentage > 10) msg_format("%^sはのたうち回った。", m_name);
4242 else msg_format("%^sはキーキーと鳴き叫んだ。", m_name);
4244 if(percentage > 95) msg_format("%^s chirps.", m_name);
4245 else if(percentage > 75) msg_format("%^s twitters.", m_name);
4246 else if(percentage > 50) msg_format("%^s squawks.", m_name);
4247 else if(percentage > 35) msg_format("%^s chatters.", m_name);
4248 else if(percentage > 20) msg_format("%^s jeers.", m_name);
4249 else if(percentage > 10) msg_format("%^s flutters about.", m_name);
4250 else msg_format("%^s squeaks.", m_name);
4254 else if(my_strchr("duDLUW", r_ptr->d_char)) // Dragons, Demons, High Undead
4257 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4258 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4259 else if(percentage > 50) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
4260 else if(percentage > 35) msg_format("%^sは痛みでうなった。", m_name);
4261 else if(percentage > 20) msg_format("%^sは痛みに吠えた。", m_name);
4262 else if(percentage > 10) msg_format("%^sは苦しげに叫んだ。", m_name);
4263 else msg_format("%^sは弱々しくうなった。", m_name);
4265 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4266 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4267 else if(percentage > 50) msg_format("%^s hisses in pain.", m_name);
4268 else if(percentage > 35) msg_format("%^s snarls with pain.", m_name);
4269 else if(percentage > 20) msg_format("%^s roars with pain.", m_name);
4270 else if(percentage > 10) msg_format("%^s gasps.", m_name);
4271 else msg_format("%^s snarls feebly.", m_name);
4275 else if(my_strchr("s", r_ptr->d_char)) // Skeletons
4278 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4279 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4280 else if(percentage > 50) msg_format("%^sはカタカタと笑った。", m_name);
4281 else if(percentage > 35) msg_format("%^sはよろめいた。", m_name);
4282 else if(percentage > 20) msg_format("%^sはカタカタ言った。", m_name);
4283 else if(percentage > 10) msg_format("%^sはよろめいた。", m_name);
4284 else msg_format("%^sはガタガタ言った。", m_name);
4286 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4287 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4288 else if(percentage > 50) msg_format("%^s rattles.", m_name);
4289 else if(percentage > 35) msg_format("%^s stumbles.", m_name);
4290 else if(percentage > 20) msg_format("%^s rattles.", m_name);
4291 else if(percentage > 10) msg_format("%^s staggers.", m_name);
4292 else msg_format("%^s clatters.", m_name);
4296 else if(my_strchr("z", r_ptr->d_char)) // Zombies
4299 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4300 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4301 else if(percentage > 50) msg_format("%^sはうめいた。", m_name);
4302 else if(percentage > 35) msg_format("%sは苦しげにうめいた。", m_name);
4303 else if(percentage > 20) msg_format("%^sは躊躇した。", m_name);
4304 else if(percentage > 10) msg_format("%^sはうなった。", m_name);
4305 else msg_format("%^sはよろめいた。", m_name);
4307 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4308 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4309 else if(percentage > 50) msg_format("%^s groans.", m_name);
4310 else if(percentage > 35) msg_format("%^s moans.", m_name);
4311 else if(percentage > 20) msg_format("%^s hesitates.", m_name);
4312 else if(percentage > 10) msg_format("%^s grunts.", m_name);
4313 else msg_format("%^s staggers.", m_name);
4317 else if(my_strchr("G", r_ptr->d_char)) // Ghosts
4320 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4321 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4322 else if(percentage > 50) msg_format("%sはうめいた。", m_name);
4323 else if(percentage > 35) msg_format("%^sは泣きわめいた。", m_name);
4324 else if(percentage > 20) msg_format("%^sは吠えた。", m_name);
4325 else if(percentage > 10) msg_format("%sは弱々しくうめいた。", m_name);
4326 else msg_format("%^sはかすかにうめいた。", m_name);
4328 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4329 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4330 else if(percentage > 50) msg_format("%^s moans.", m_name);
4331 else if(percentage > 35) msg_format("%^s wails.", m_name);
4332 else if(percentage > 20) msg_format("%^s howls.", m_name);
4333 else if(percentage > 10) msg_format("%^s moans softly.", m_name);
4334 else msg_format("%^s sighs.", m_name);
4338 else if(my_strchr("CZ", r_ptr->d_char)) // Dogs and Hounds
4341 if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
4342 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4343 else if(percentage > 50) msg_format("%^sは痛みでキャンキャン吠えた。", m_name);
4344 else if(percentage > 35) msg_format("%^sは痛みで鳴きわめいた。", m_name);
4345 else if(percentage > 20) msg_format("%^sは苦痛のあまり鳴きわめいた。", m_name);
4346 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4347 else msg_format("%^sは弱々しく吠えた。", m_name);
4349 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4350 else if(percentage > 75) msg_format("%^s snarls with pain.", m_name);
4351 else if(percentage > 50) msg_format("%^s yelps in pain.", m_name);
4352 else if(percentage > 35) msg_format("%^s howls in pain.", m_name);
4353 else if(percentage > 20) msg_format("%^s howls in agony.", m_name);
4354 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4355 else msg_format("%^s yelps feebly.", m_name);
4359 else if(my_strchr("Xbilqrt", r_ptr->d_char)) // One type of creatures (ignore,squeal,shriek)
4362 if(percentage > 95) msg_format("%^sは攻撃を気にとめていない。", m_name);
4363 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4364 else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
4365 else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
4366 else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
4367 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4368 else msg_format("%^sは弱々しく叫んだ。", m_name);
4370 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4371 else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
4372 else if(percentage > 50) msg_format("%^s squeals in pain.", m_name);
4373 else if(percentage > 35) msg_format("%^s shrieks in pain.", m_name);
4374 else if(percentage > 20) msg_format("%^s shrieks in agony.", m_name);
4375 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4376 else msg_format("%^s cries out feebly.", m_name);
4380 else // Another type of creatures (shrug,cry,scream)
4383 if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
4384 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4385 else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
4386 else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
4387 else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
4388 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4389 else msg_format("%^sは弱々しく叫んだ。", m_name);
4391 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4392 else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
4393 else if(percentage > 50) msg_format("%^s cries out in pain.", m_name);
4394 else if(percentage > 35) msg_format("%^s screams in pain.", m_name);
4395 else if(percentage > 20) msg_format("%^s screams in agony.", m_name);
4396 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4397 else msg_format("%^s cries out feebly.", m_name);
4405 * @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.
4406 * @param m_idx 更新を行う「モンスター情報ID
4407 * @param what 学習対象ID
4410 void update_smart_learn(MONSTER_IDX m_idx, int what)
4412 monster_type *m_ptr = &m_list[m_idx];
4414 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4417 /* Not allowed to learn */
4418 if (!smart_learn) return;
4420 /* Too stupid to learn anything */
4421 if (r_ptr->flags2 & (RF2_STUPID)) return;
4423 /* Not intelligent, only learn sometimes */
4424 if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50)) return;
4428 /* Analyze the knowledge */
4432 if (p_ptr->resist_acid) m_ptr->smart |= (SM_RES_ACID);
4433 if (IS_OPPOSE_ACID()) m_ptr->smart |= (SM_OPP_ACID);
4434 if (p_ptr->immune_acid) m_ptr->smart |= (SM_IMM_ACID);
4438 if (p_ptr->resist_elec) m_ptr->smart |= (SM_RES_ELEC);
4439 if (IS_OPPOSE_ELEC()) m_ptr->smart |= (SM_OPP_ELEC);
4440 if (p_ptr->immune_elec) m_ptr->smart |= (SM_IMM_ELEC);
4444 if (p_ptr->resist_fire) m_ptr->smart |= (SM_RES_FIRE);
4445 if (IS_OPPOSE_FIRE()) m_ptr->smart |= (SM_OPP_FIRE);
4446 if (p_ptr->immune_fire) m_ptr->smart |= (SM_IMM_FIRE);
4450 if (p_ptr->resist_cold) m_ptr->smart |= (SM_RES_COLD);
4451 if (IS_OPPOSE_COLD()) m_ptr->smart |= (SM_OPP_COLD);
4452 if (p_ptr->immune_cold) m_ptr->smart |= (SM_IMM_COLD);
4456 if (p_ptr->resist_pois) m_ptr->smart |= (SM_RES_POIS);
4457 if (IS_OPPOSE_POIS()) m_ptr->smart |= (SM_OPP_POIS);
4462 if (p_ptr->resist_neth) m_ptr->smart |= (SM_RES_NETH);
4466 if (p_ptr->resist_lite) m_ptr->smart |= (SM_RES_LITE);
4470 if (p_ptr->resist_dark) m_ptr->smart |= (SM_RES_DARK);
4474 if (p_ptr->resist_fear) m_ptr->smart |= (SM_RES_FEAR);
4478 if (p_ptr->resist_conf) m_ptr->smart |= (SM_RES_CONF);
4482 if (p_ptr->resist_chaos) m_ptr->smart |= (SM_RES_CHAOS);
4486 if (p_ptr->resist_disen) m_ptr->smart |= (SM_RES_DISEN);
4490 if (p_ptr->resist_blind) m_ptr->smart |= (SM_RES_BLIND);
4494 if (p_ptr->resist_nexus) m_ptr->smart |= (SM_RES_NEXUS);
4498 if (p_ptr->resist_sound) m_ptr->smart |= (SM_RES_SOUND);
4502 if (p_ptr->resist_shard) m_ptr->smart |= (SM_RES_SHARD);
4506 if (p_ptr->free_act) m_ptr->smart |= (SM_IMM_FREE);
4510 if (!p_ptr->msp) m_ptr->smart |= (SM_IMM_MANA);
4514 if (p_ptr->reflect) m_ptr-> smart |= (SM_IMM_REFLECT);
4521 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
4524 * @return 配置に成功したらTRUE
4526 bool player_place(POSITION y, POSITION x)
4528 /* Paranoia XXX XXX */
4529 if (cave[y][x].m_idx != 0) return FALSE;
4531 /* Save player location */
4541 * @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
4542 * @param m_ptr モンスター参照ポインタ
4545 void monster_drop_carried_objects(monster_type *m_ptr)
4547 OBJECT_IDX this_o_idx, next_o_idx = 0;
4553 /* Drop objects being carried */
4554 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4556 o_ptr = &o_list[this_o_idx];
4558 /* Acquire next object */
4559 next_o_idx = o_ptr->next_o_idx;
4562 /* Copy the object */
4563 object_copy(q_ptr, o_ptr);
4565 /* Forget monster */
4566 q_ptr->held_m_idx = 0;
4568 delete_object_idx(this_o_idx);
4571 (void)drop_near(q_ptr, -1, m_ptr->fy, m_ptr->fx);
4574 /* Forget objects */
4575 m_ptr->hold_o_idx = 0;