4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: misc code for monsters */
15 #define HORDE_NOGOOD 0x01
16 #define HORDE_NOEVIL 0x02
18 cptr horror_desc[MAX_SAN_HORROR] =
72 cptr funny_desc[MAX_SAN_FUNNY] =
87 "¥Õ¥¡¥ó¥¿¥¹¥Æ¥£¥Ã¥¯¤Ê",
132 cptr funny_comments[MAX_SAN_COMMENT] =
153 * Set the target of counter attack
155 void set_target(monster_type *m_ptr, int y, int x)
163 * Reset the target of counter attack
165 void reset_target(monster_type *m_ptr)
167 set_target(m_ptr, 0, 0);
172 * Extract monster race pointer of a monster's true form
174 monster_race *real_r_ptr(monster_type *m_ptr)
176 monster_race *r_ptr = &r_info[m_ptr->r_idx];
178 /* Extract real race */
179 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
181 if (r_ptr->flags1 & RF1_UNIQUE)
182 return &r_info[MON_CHAMELEON_K];
184 return &r_info[MON_CHAMELEON];
194 * Delete a monster by index.
196 * When a monster is deleted, all of its objects are deleted.
198 void delete_monster_idx(int i)
202 monster_type *m_ptr = &m_list[i];
204 monster_race *r_ptr = &r_info[m_ptr->r_idx];
206 s16b this_o_idx, next_o_idx = 0;
214 /* Hack -- Reduce the racial counter */
215 real_r_ptr(m_ptr)->cur_num--;
217 /* Hack -- count the number of "reproducers" */
218 if (r_ptr->flags2 & (RF2_MULTIPLY)) num_repro--;
220 if (MON_CSLEEP(m_ptr)) (void)set_monster_csleep(i, 0);
221 if (MON_FAST(m_ptr)) (void)set_monster_fast(i, 0);
222 if (MON_SLOW(m_ptr)) (void)set_monster_slow(i, 0);
223 if (MON_STUNNED(m_ptr)) (void)set_monster_stunned(i, 0);
224 if (MON_CONFUSED(m_ptr)) (void)set_monster_confused(i, 0);
225 if (MON_MONFEAR(m_ptr)) (void)set_monster_monfear(i, 0);
226 if (MON_INVULNER(m_ptr)) (void)set_monster_invulner(i, 0, FALSE);
229 /* Hack -- remove target monster */
230 if (i == target_who) target_who = 0;
232 /* Hack -- remove tracked monster */
233 if (i == p_ptr->health_who) health_track(0);
235 if (pet_t_m_idx == i ) pet_t_m_idx = 0;
236 if (riding_t_m_idx == i) riding_t_m_idx = 0;
237 if (p_ptr->riding == i) p_ptr->riding = 0;
239 /* Monster is gone */
240 cave[y][x].m_idx = 0;
244 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
249 o_ptr = &o_list[this_o_idx];
251 /* Acquire next object */
252 next_o_idx = o_ptr->next_o_idx;
255 * o_ptr->held_m_idx is needed in delete_object_idx()
256 * to prevent calling lite_spot()
259 /* Delete the object */
260 delete_object_idx(this_o_idx);
264 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
267 /* Wipe the Monster */
268 (void)WIPE(m_ptr, monster_type);
276 /* Update some things */
277 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
278 p_ptr->update |= (PU_MON_LITE);
283 * Delete the monster, if any, at a given location
285 void delete_monster(int y, int x)
290 if (!in_bounds(y, x)) return;
295 /* Delete the monster (if any) */
296 if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
301 * Move an object from index i1 to index i2 in the object list
303 static void compact_monsters_aux(int i1, int i2)
311 s16b this_o_idx, next_o_idx = 0;
315 if (i1 == i2) return;
328 /* Update the cave */
331 /* Repair objects being carried by monster */
332 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
337 o_ptr = &o_list[this_o_idx];
339 /* Acquire next object */
340 next_o_idx = o_ptr->next_o_idx;
342 /* Reset monster pointer */
343 o_ptr->held_m_idx = i2;
346 /* Hack -- Update the target */
347 if (target_who == i1) target_who = i2;
349 /* Hack -- Update the target */
350 if (pet_t_m_idx == i1) pet_t_m_idx = i2;
351 if (riding_t_m_idx == i1) riding_t_m_idx = i2;
353 /* Hack -- Update the riding */
354 if (p_ptr->riding == i1) p_ptr->riding = i2;
356 /* Hack -- Update the health bar */
357 if (p_ptr->health_who == i1) health_track(i2);
359 /* Hack -- Update parent index */
362 for (i = 1; i < m_max; i++)
364 monster_type *m2_ptr = &m_list[i];
366 if (m2_ptr->parent_m_idx == i1)
367 m2_ptr->parent_m_idx = i2;
372 COPY(&m_list[i2], &m_list[i1], monster_type);
375 (void)WIPE(&m_list[i1], monster_type);
377 for (i = 0; i < MAX_MTIMED; i++)
379 int mproc_idx = get_mproc_idx(i1, i);
380 if (mproc_idx >= 0) mproc_list[i][mproc_idx] = i2;
386 * Compact and Reorder the monster list
388 * This function can be very dangerous, use with caution!
390 * When actually "compacting" monsters, we base the saving throw
391 * on a combination of monster level, distance from player, and
392 * current "desperation".
394 * After "compacting" (if needed), we "reorder" the monsters into a more
395 * compact order, and we reset the allocation info, and the "live" array.
397 void compact_monsters(int size)
400 int cur_lev, cur_dis, chance;
402 /* Message (only if compacting) */
404 if (size) msg_print("¥â¥ó¥¹¥¿¡¼¾ðÊó¤ò°µ½Ì¤·¤Æ¤¤¤Þ¤¹...");
406 if (size) msg_print("Compacting monsters...");
410 /* Compact at least 'size' objects */
411 for (num = 0, cnt = 1; num < size; cnt++)
413 /* Get more vicious each iteration */
416 /* Get closer each iteration */
417 cur_dis = 5 * (20 - cnt);
419 /* Check all the monsters */
420 for (i = 1; i < m_max; i++)
422 monster_type *m_ptr = &m_list[i];
424 monster_race *r_ptr = &r_info[m_ptr->r_idx];
426 /* Paranoia -- skip "dead" monsters */
427 if (!m_ptr->r_idx) continue;
429 /* Hack -- High level monsters start out "immune" */
430 if (r_ptr->level > cur_lev) continue;
432 if (i == p_ptr->riding) continue;
434 /* Ignore nearby monsters */
435 if ((cur_dis > 0) && (m_ptr->cdis < cur_dis)) continue;
437 /* Saving throw chance */
440 /* Only compact "Quest" Monsters in emergencies */
441 if ((r_ptr->flags1 & (RF1_QUESTOR)) && (cnt < 1000)) chance = 100;
443 /* Try not to compact Unique Monsters */
444 if (r_ptr->flags1 & (RF1_UNIQUE)) chance = 100;
446 /* All monsters get a saving throw */
447 if (randint0(100) < chance) continue;
449 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
453 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
454 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
457 /* Delete the monster */
458 delete_monster_idx(i);
460 /* Count the monster */
466 /* Excise dead monsters (backwards!) */
467 for (i = m_max - 1; i >= 1; i--)
469 /* Get the i'th monster */
470 monster_type *m_ptr = &m_list[i];
472 /* Skip real monsters */
473 if (m_ptr->r_idx) continue;
475 /* Move last monster into open hole */
476 compact_monsters_aux(m_max - 1, i);
478 /* Compress "m_max" */
485 * Delete/Remove all the monsters when the player leaves the level
487 * This is an efficient method of simulating multiple calls to the
488 * "delete_monster()" function, with no visual effects.
490 void wipe_m_list(void)
494 /* Hack -- if Banor or Lupart dies, stay another dead */
495 if (!r_info[MON_BANORLUPART].max_num)
497 if (r_info[MON_BANOR].max_num)
499 r_info[MON_BANOR].max_num = 0;
500 r_info[MON_BANOR].r_pkills++;
501 r_info[MON_BANOR].r_akills++;
502 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
504 if (r_info[MON_LUPART].max_num)
506 r_info[MON_LUPART].max_num = 0;
507 r_info[MON_LUPART].r_pkills++;
508 r_info[MON_LUPART].r_akills++;
509 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
513 /* Delete all the monsters */
514 for (i = m_max - 1; i >= 1; i--)
516 monster_type *m_ptr = &m_list[i];
518 /* Skip dead monsters */
519 if (!m_ptr->r_idx) continue;
521 /* Monster is gone */
522 cave[m_ptr->fy][m_ptr->fx].m_idx = 0;
524 /* Wipe the Monster */
525 (void)WIPE(m_ptr, monster_type);
530 * Wiping racial counters of all monsters and incrementing of racial
531 * counters of monsters in party_mon[] are required to prevent multiple
532 * generation of unique monster who is the minion of player.
535 /* Hack -- Wipe the racial counter of all monster races */
536 for (i = 1; i < max_r_idx; i++) r_info[i].cur_num = 0;
544 /* Reset "mproc_max[]" */
545 for (i = 0; i < MAX_MTIMED; i++) mproc_max[i] = 0;
547 /* Hack -- reset "reproducer" count */
550 /* Hack -- no more target */
555 /* Hack -- no more tracking */
561 * Acquires and returns the index of a "free" monster.
563 * This routine should almost never fail, but it *can* happen.
570 /* Normal allocation */
571 if (m_max < max_m_idx)
573 /* Access the next hole */
576 /* Expand the array */
582 /* Return the index */
587 /* Recycle dead monsters */
588 for (i = 1; i < m_max; i++)
592 /* Acquire monster */
595 /* Skip live monsters */
596 if (m_ptr->r_idx) continue;
601 /* Use this monster */
606 /* Warn the player (except during dungeon creation) */
608 if (character_dungeon) msg_print("¥â¥ó¥¹¥¿¡¼¤¬Â¿¤¹¤®¤ë¡ª");
610 if (character_dungeon) msg_print("Too many monsters!");
614 /* Try not to crash */
622 * Hack -- the "type" of the current "summon specific"
624 static int summon_specific_type = 0;
628 * Hack -- the index of the summoning monster
630 static int summon_specific_who = -1;
633 static bool summon_unique_okay = FALSE;
636 static bool summon_specific_aux(int r_idx)
638 monster_race *r_ptr = &r_info[r_idx];
641 /* Check our requirements */
642 switch (summon_specific_type)
646 okay = (r_ptr->d_char == 'a');
652 okay = (r_ptr->d_char == 'S');
658 okay = ((r_ptr->d_char == 'C') || (r_ptr->d_char == 'Z'));
664 okay = (r_ptr->d_char == 'M');
670 okay = (r_ptr->d_char == 'A' && ((r_ptr->flags3 & RF3_EVIL) || (r_ptr->flags3 & RF3_GOOD)));
676 okay = (r_ptr->flags3 & RF3_DEMON);
682 okay = (r_ptr->flags3 & RF3_UNDEAD);
688 okay = (r_ptr->flags3 & RF3_DRAGON);
692 case SUMMON_HI_UNDEAD:
694 okay = ((r_ptr->d_char == 'L') ||
695 (r_ptr->d_char == 'V') ||
696 (r_ptr->d_char == 'W'));
700 case SUMMON_HI_DRAGON:
702 okay = (r_ptr->d_char == 'D');
706 case SUMMON_HI_DEMON:
708 okay = (((r_ptr->d_char == 'U') ||
709 (r_ptr->d_char == 'H') ||
710 (r_ptr->d_char == 'B')) &&
711 (r_ptr->flags3 & RF3_DEMON)) ? TRUE : FALSE;
715 case SUMMON_AMBERITES:
717 okay = (r_ptr->flags3 & (RF3_AMBERITE)) ? TRUE : FALSE;
723 okay = (r_ptr->flags1 & (RF1_UNIQUE)) ? TRUE : FALSE;
727 case SUMMON_BIZARRE1:
729 okay = (r_ptr->d_char == 'm');
732 case SUMMON_BIZARRE2:
734 okay = (r_ptr->d_char == 'b');
737 case SUMMON_BIZARRE3:
739 okay = (r_ptr->d_char == 'Q');
743 case SUMMON_BIZARRE4:
745 okay = (r_ptr->d_char == 'v');
749 case SUMMON_BIZARRE5:
751 okay = (r_ptr->d_char == '$');
755 case SUMMON_BIZARRE6:
757 okay = ((r_ptr->d_char == '!') ||
758 (r_ptr->d_char == '?') ||
759 (r_ptr->d_char == '=') ||
760 (r_ptr->d_char == '$') ||
761 (r_ptr->d_char == '|'));
767 okay = (r_ptr->d_char == 'g');
773 okay = ((r_ptr->d_char == 'U') &&
774 (r_ptr->flags4 & RF4_ROCKET));
781 okay = ((r_ptr->d_char == summon_kin_type) && (r_idx != MON_HAGURE));
787 okay = (r_idx == MON_DAWN);
793 okay = (r_ptr->flags3 & (RF3_ANIMAL));
797 case SUMMON_ANIMAL_RANGER:
799 okay = ((r_ptr->flags3 & (RF3_ANIMAL)) &&
800 (my_strchr("abcflqrwBCHIJKMRS", r_ptr->d_char)) &&
801 !(r_ptr->flags3 & (RF3_DRAGON)) &&
802 !(r_ptr->flags3 & (RF3_EVIL)) &&
803 !(r_ptr->flags3 & (RF3_UNDEAD)) &&
804 !(r_ptr->flags3 & (RF3_DEMON)) &&
805 !(r_ptr->flags2 & (RF2_MULTIPLY)) &&
806 !(r_ptr->flags4 || r_ptr->flags5 || r_ptr->flags6));
810 case SUMMON_HI_DRAGON_LIVING:
812 okay = ((r_ptr->d_char == 'D') && monster_living(r_ptr));
818 okay = monster_living(r_ptr);
824 okay = (r_idx == MON_PHANTOM_B || r_idx == MON_PHANTOM_W);
828 case SUMMON_BLUE_HORROR:
830 okay = (r_idx == MON_BLUE_HORROR);
834 case SUMMON_ELEMENTAL:
836 okay = (r_ptr->d_char == 'E');
842 okay = (r_ptr->d_char == 'v');
848 okay = (r_ptr->d_char == 'H');
854 okay = (r_ptr->d_char == 'B');
858 case SUMMON_KAMIKAZE:
861 for (i = 0; i < 4; i++)
862 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
866 case SUMMON_KAMIKAZE_LIVING:
870 for (i = 0; i < 4; i++)
871 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
872 okay = (okay && monster_living(r_ptr));
878 okay = (r_idx == MON_MANES);
884 okay = (r_idx == MON_LOUSE);
888 case SUMMON_GUARDIANS:
890 okay = (r_ptr->flags7 & RF7_GUARDIAN);
896 okay = ((r_idx == MON_NOV_PALADIN) ||
897 (r_idx == MON_NOV_PALADIN_G) ||
898 (r_idx == MON_PALADIN) ||
899 (r_idx == MON_W_KNIGHT) ||
900 (r_idx == MON_ULTRA_PALADIN) ||
901 (r_idx == MON_KNI_TEMPLAR));
907 okay = (r_ptr->d_char == 'B' &&
908 (r_ptr->flags8 & RF8_WILD_MOUNTAIN) &&
909 (r_ptr->flags8 & RF8_WILD_ONLY));
913 case SUMMON_PIRANHAS:
915 okay = (r_idx == MON_PIRANHA);
919 case SUMMON_ARMAGE_GOOD:
921 okay = (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_GOOD));
925 case SUMMON_ARMAGE_EVIL:
927 okay = ((r_ptr->flags3 & RF3_DEMON) ||
928 (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_EVIL)));
934 /* Since okay is int, "return (okay);" is not correct. */
935 return (bool)(okay ? TRUE : FALSE);
939 static int chameleon_change_m_idx = 0;
943 * Some dungeon types restrict the possible monsters.
944 * Return TRUE is the monster is OK and FALSE otherwise
946 static bool restrict_monster_to_dungeon(int r_idx)
948 dungeon_info_type *d_ptr = &d_info[dungeon_type];
949 monster_race *r_ptr = &r_info[r_idx];
952 if (d_ptr->flags1 & DF1_CHAMELEON)
954 if (chameleon_change_m_idx) return TRUE;
956 if (d_ptr->flags1 & DF1_NO_MAGIC)
958 if (r_idx != MON_CHAMELEON &&
960 !(r_ptr->flags4 & RF4_NOMAGIC_MASK) &&
961 !(r_ptr->flags5 & RF5_NOMAGIC_MASK) &&
962 !(r_ptr->flags6 & RF6_NOMAGIC_MASK))
965 if (d_ptr->flags1 & DF1_NO_MELEE)
967 if (r_idx == MON_CHAMELEON) return TRUE;
968 if (!(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK)) &&
969 !(r_ptr->flags5 & (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)) &&
970 !(r_ptr->flags6 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK)))
973 if (d_ptr->flags1 & DF1_BEGINNER)
975 if (r_ptr->level > dun_level)
979 if (d_ptr->special_div >= 64) return TRUE;
980 if (summon_specific_type && !(d_ptr->flags1 & DF1_CHAMELEON)) return TRUE;
984 case DUNGEON_MODE_AND:
987 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
992 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
997 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
1002 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
1007 if ((d_ptr->mflags5 & r_ptr->flags5) != d_ptr->mflags5)
1012 if ((d_ptr->mflags6 & r_ptr->flags6) != d_ptr->mflags6)
1017 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
1022 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
1027 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
1032 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
1035 for (a = 0; a < 5; a++)
1036 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return FALSE;
1040 case DUNGEON_MODE_NAND:
1043 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
1048 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
1053 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
1058 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
1063 if ((d_ptr->mflags5 & r_ptr->flags5) != d_ptr->mflags5)
1068 if ((d_ptr->mflags6 & r_ptr->flags6) != d_ptr->mflags6)
1073 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
1078 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
1083 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
1088 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
1091 for (a = 0; a < 5; a++)
1092 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return TRUE;
1096 case DUNGEON_MODE_OR:
1097 if (r_ptr->flags1 & d_ptr->mflags1) return TRUE;
1098 if (r_ptr->flags2 & d_ptr->mflags2) return TRUE;
1099 if (r_ptr->flags3 & d_ptr->mflags3) return TRUE;
1100 if (r_ptr->flags4 & d_ptr->mflags4) return TRUE;
1101 if (r_ptr->flags5 & d_ptr->mflags5) return TRUE;
1102 if (r_ptr->flags6 & d_ptr->mflags6) return TRUE;
1103 if (r_ptr->flags7 & d_ptr->mflags7) return TRUE;
1104 if (r_ptr->flags8 & d_ptr->mflags8) return TRUE;
1105 if (r_ptr->flags9 & d_ptr->mflags9) return TRUE;
1106 if (r_ptr->flagsr & d_ptr->mflagsr) return TRUE;
1107 for (a = 0; a < 5; a++)
1108 if (d_ptr->r_char[a] == r_ptr->d_char) return TRUE;
1112 case DUNGEON_MODE_NOR:
1113 if (r_ptr->flags1 & d_ptr->mflags1) return FALSE;
1114 if (r_ptr->flags2 & d_ptr->mflags2) return FALSE;
1115 if (r_ptr->flags3 & d_ptr->mflags3) return FALSE;
1116 if (r_ptr->flags4 & d_ptr->mflags4) return FALSE;
1117 if (r_ptr->flags5 & d_ptr->mflags5) return FALSE;
1118 if (r_ptr->flags6 & d_ptr->mflags6) return FALSE;
1119 if (r_ptr->flags7 & d_ptr->mflags7) return FALSE;
1120 if (r_ptr->flags8 & d_ptr->mflags8) return FALSE;
1121 if (r_ptr->flags9 & d_ptr->mflags9) return FALSE;
1122 if (r_ptr->flagsr & d_ptr->mflagsr) return FALSE;
1123 for (a = 0; a < 5; a++)
1124 if (d_ptr->r_char[a] == r_ptr->d_char) return FALSE;
1133 * Apply a "monster restriction function" to the "monster allocation table"
1135 errr get_mon_num_prep(monster_hook_type monster_hook,
1136 monster_hook_type monster_hook2)
1140 /* Todo: Check the hooks for non-changes */
1142 /* Set the new hooks */
1143 get_mon_num_hook = monster_hook;
1144 get_mon_num2_hook = monster_hook2;
1146 /* Scan the allocation table */
1147 for (i = 0; i < alloc_race_size; i++)
1149 monster_race *r_ptr;
1152 alloc_entry *entry = &alloc_race_table[i];
1155 r_ptr = &r_info[entry->index];
1157 /* Skip monsters which don't pass the restriction */
1158 if ((get_mon_num_hook && !((*get_mon_num_hook)(entry->index))) ||
1159 (get_mon_num2_hook && !((*get_mon_num2_hook)(entry->index))))
1162 if (!p_ptr->inside_battle && !chameleon_change_m_idx &&
1163 summon_specific_type != SUMMON_GUARDIANS)
1165 /* Hack -- don't create questors */
1166 if (r_ptr->flags1 & RF1_QUESTOR)
1169 if (r_ptr->flags7 & RF7_GUARDIAN)
1172 /* Depth Monsters never appear out of depth */
1173 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) &&
1174 (r_ptr->level > dun_level))
1178 /* Accept this monster */
1179 entry->prob2 = entry->prob1;
1181 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)
1183 int hoge = entry->prob2 * d_info[dungeon_type].special_div;
1184 entry->prob2 = hoge / 64;
1185 if (randint0(64) < (hoge & 0x3f)) entry->prob2++;
1194 static int mysqrt(int n)
1232 * Choose a monster race that seems "appropriate" to the given level
1234 * This function uses the "prob2" field of the "monster allocation table",
1235 * and various local information, to calculate the "prob3" field of the
1236 * same table, which is then used to choose an "appropriate" monster, in
1237 * a relatively efficient manner.
1239 * Note that "town" monsters will *only* be created in the town, and
1240 * "normal" monsters will *never* be created in the town, unless the
1241 * "level" is "modified", for example, by polymorph or summoning.
1243 * There is a small chance (1/50) of "boosting" the given depth by
1244 * a small amount (up to four levels), except in the town.
1246 * It is (slightly) more likely to acquire a monster of the given level
1247 * than one of a lower level. This is done by choosing several monsters
1248 * appropriate to the given level and keeping the "hardest" one.
1250 * Note that if no monsters are "appropriate", then this function will
1251 * fail, and return zero, but this should *almost* never happen.
1253 s16b get_mon_num(int level)
1261 monster_race *r_ptr;
1263 alloc_entry *table = alloc_race_table;
1265 int pls_kakuritu, pls_level;
1266 int hoge = mysqrt(level*10000L);
1268 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1270 pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - ((dungeon_turn / (TURNS_PER_TICK * 2500L) - hoge / 10)));
1271 pls_level = MIN(NASTY_MON_PLUS_MAX, 3 + dungeon_turn / (TURNS_PER_TICK * 20000L) - hoge / 40);
1273 if (d_info[dungeon_type].flags1 & DF1_MAZE)
1275 pls_kakuritu = MIN(pls_kakuritu / 2, pls_kakuritu - 10);
1276 if (pls_kakuritu < 2) pls_kakuritu = 2;
1281 /* Boost the level */
1282 if (!p_ptr->inside_battle && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1284 /* Nightmare mode allows more out-of depth monsters */
1285 if (ironman_nightmare && !randint0(pls_kakuritu))
1287 /* What a bizarre calculation */
1288 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
1292 /* Occasional "nasty" monster */
1293 if (!randint0(pls_kakuritu))
1295 /* Pick a level bonus */
1296 int d = MIN(5, level / 10) + pls_level;
1298 /* Boost the level */
1302 /* Occasional "nasty" monster */
1303 if (!randint0(pls_kakuritu))
1305 /* Pick a level bonus */
1306 int d = MIN(5, level / 10) + pls_level;
1308 /* Boost the level */
1317 /* Process probabilities */
1318 for (i = 0; i < alloc_race_size; i++)
1320 /* Monsters are sorted by depth */
1321 if (table[i].level > level) break;
1326 /* Access the "r_idx" of the chosen monster */
1327 r_idx = table[i].index;
1329 /* Access the actual race */
1330 r_ptr = &r_info[r_idx];
1332 if (!p_ptr->inside_battle && !chameleon_change_m_idx)
1334 /* Hack -- "unique" monsters must be "unique" */
1335 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
1336 (r_ptr->flags7 & (RF7_NAZGUL))) &&
1337 (r_ptr->cur_num >= r_ptr->max_num))
1342 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
1343 (r_ptr->cur_num >= 1))
1348 if (r_idx == MON_BANORLUPART)
1350 if (r_info[MON_BANOR].cur_num > 0) continue;
1351 if (r_info[MON_LUPART].cur_num > 0) continue;
1356 table[i].prob3 = table[i].prob2;
1359 total += table[i].prob3;
1362 /* No legal monsters */
1363 if (total <= 0) return (0);
1366 /* Pick a monster */
1367 value = randint0(total);
1369 /* Find the monster */
1370 for (i = 0; i < alloc_race_size; i++)
1372 /* Found the entry */
1373 if (value < table[i].prob3) break;
1376 value = value - table[i].prob3;
1383 /* Try for a "harder" monster once (50%) or twice (10%) */
1389 /* Pick a monster */
1390 value = randint0(total);
1392 /* Find the monster */
1393 for (i = 0; i < alloc_race_size; i++)
1395 /* Found the entry */
1396 if (value < table[i].prob3) break;
1399 value = value - table[i].prob3;
1402 /* Keep the "best" one */
1403 if (table[i].level < table[j].level) i = j;
1406 /* Try for a "harder" monster twice (10%) */
1412 /* Pick a monster */
1413 value = randint0(total);
1415 /* Find the monster */
1416 for (i = 0; i < alloc_race_size; i++)
1418 /* Found the entry */
1419 if (value < table[i].prob3) break;
1422 value = value - table[i].prob3;
1425 /* Keep the "best" one */
1426 if (table[i].level < table[j].level) i = j;
1430 return (table[i].index);
1438 * Build a string describing a monster in some way.
1440 * We can correctly describe monsters based on their visibility.
1441 * We can force all monsters to be treated as visible or invisible.
1442 * We can build nominatives, objectives, possessives, or reflexives.
1443 * We can selectively pronominalize hidden, visible, or all monsters.
1444 * We can use definite or indefinite descriptions for hidden monsters.
1445 * We can use definite or indefinite descriptions for visible monsters.
1447 * Pronominalization involves the gender whenever possible and allowed,
1448 * so that by cleverly requesting pronominalization / visibility, you
1449 * can get messages like "You hit someone. She screams in agony!".
1451 * Reflexives are acquired by requesting Objective plus Possessive.
1453 * If no m_ptr arg is given (?), the monster is assumed to be hidden,
1454 * unless the "Assume Visible" mode is requested.
1456 * If no r_ptr arg is given, it is extracted from m_ptr and r_info
1457 * If neither m_ptr nor r_ptr is given, the monster is assumed to
1458 * be neuter, singular, and hidden (unless "Assume Visible" is set),
1459 * in which case you may be in trouble... :-)
1461 * I am assuming that no monster name is more than 70 characters long,
1462 * so that "char desc[80];" is sufficiently large for any result.
1465 * MD_OBJECTIVE --> Objective (or Reflexive)
1466 * MD_POSSESSIVE --> Possessive (or Reflexive)
1467 * MD_INDEF_HIDDEN --> Use indefinites for hidden monsters ("something")
1468 * MD_INDEF_VISIBLE --> Use indefinites for visible monsters ("a kobold")
1469 * MD_PRON_HIDDEN --> Pronominalize hidden monsters
1470 * MD_PRON_VISIBLE --> Pronominalize visible monsters
1471 * MD_ASSUME_HIDDEN --> Assume the monster is hidden
1472 * MD_ASSUME_VISIBLE --> Assume the monster is visible
1473 * MD_TRUE_NAME --> Chameleon's true name
1474 * MD_IGNORE_HALLU --> Ignore hallucination, and penetrate shape change
1477 * 0x00 --> Full nominative name ("the kobold") or "it"
1478 * MD_INDEF_HIDDEN --> Full nominative name ("the kobold") or "something"
1479 * MD_ASSUME_VISIBLE --> Genocide resistance name ("the kobold")
1480 * MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE --> Killing name ("a kobold")
1481 * MD_PRON_VISIBLE | MD_POSSESSIVE
1482 * --> Possessive, genderized if visable ("his") or "its"
1483 * MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE
1484 * --> Reflexive, genderized if visable ("himself") or "itself"
1486 void monster_desc(char *desc, monster_type *m_ptr, int mode)
1489 monster_race *r_ptr;
1493 char silly_name[1024];
1497 r_ptr = &r_info[m_ptr->ap_r_idx];
1499 /* Mode of MD_TRUE_NAME will reveal Chameleon's true name */
1500 if (mode & MD_TRUE_NAME) name = (r_name + real_r_ptr(m_ptr)->name);
1501 else name = (r_name + r_ptr->name);
1503 /* Are we hallucinating? (Idea from Nethack...) */
1504 if (p_ptr->image && !(mode & MD_IGNORE_HALLU))
1509 if (!get_rnd_line("silly_j.txt", m_ptr->r_idx, silly_name))
1511 if (!get_rnd_line("silly.txt", m_ptr->r_idx, silly_name))
1519 monster_race *hallu_race;
1523 hallu_race = &r_info[randint1(max_r_idx - 1)];
1525 while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
1527 strcpy(silly_name, (r_name + hallu_race->name));
1530 /* Better not strcpy it, or we could corrupt r_info... */
1534 /* Can we "see" it (exists + forced, or visible + not unforced) */
1535 seen = (m_ptr && ((mode & MD_ASSUME_VISIBLE) || (!(mode & MD_ASSUME_HIDDEN) && m_ptr->ml)));
1537 /* Sexed Pronouns (seen and allowed, or unseen and allowed) */
1538 pron = (m_ptr && ((seen && (mode & MD_PRON_VISIBLE)) || (!seen && (mode & MD_PRON_HIDDEN))));
1541 /* First, try using pronouns, or describing hidden monsters */
1544 /* an encoding of the monster "sex" */
1547 /* Extract the gender (if applicable) */
1548 if (r_ptr->flags1 & (RF1_FEMALE)) kind = 0x20;
1549 else if (r_ptr->flags1 & (RF1_MALE)) kind = 0x10;
1551 /* Ignore the gender (if desired) */
1552 if (!m_ptr || !pron) kind = 0x00;
1555 /* Assume simple result */
1563 /* Brute force: split on the possibilities */
1564 switch (kind + (mode & (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE)))
1566 /* Neuter, or unknown */
1568 case 0x00: res = "²¿¤«"; break;
1569 case 0x00 + (MD_OBJECTIVE): res = "²¿¤«"; break;
1570 case 0x00 + (MD_POSSESSIVE): res = "²¿¤«¤Î"; break;
1571 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "²¿¤«¼«¿È"; break;
1572 case 0x00 + (MD_INDEF_HIDDEN): res = "²¿¤«"; break;
1573 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "²¿¤«"; break;
1574 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "²¿¤«"; break;
1575 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "¤½¤ì¼«¿È"; break;
1577 case 0x00: res = "it"; break;
1578 case 0x00 + (MD_OBJECTIVE): res = "it"; break;
1579 case 0x00 + (MD_POSSESSIVE): res = "its"; break;
1580 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1581 case 0x00 + (MD_INDEF_HIDDEN): res = "something"; break;
1582 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "something"; break;
1583 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "something's"; break;
1584 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1588 /* Male (assume human if vague) */
1590 case 0x10: res = "Èà"; break;
1591 case 0x10 + (MD_OBJECTIVE): res = "Èà"; break;
1592 case 0x10 + (MD_POSSESSIVE): res = "Èà¤Î"; break;
1593 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "È༫¿È"; break;
1594 case 0x10 + (MD_INDEF_HIDDEN): res = "狼"; break;
1595 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "狼"; break;
1596 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "狼¤Î"; break;
1597 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "È༫¿È"; break;
1599 case 0x10: res = "he"; break;
1600 case 0x10 + (MD_OBJECTIVE): res = "him"; break;
1601 case 0x10 + (MD_POSSESSIVE): res = "his"; break;
1602 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1603 case 0x10 + (MD_INDEF_HIDDEN): res = "someone"; break;
1604 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1605 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1606 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1610 /* Female (assume human if vague) */
1612 case 0x20: res = "Èà½÷"; break;
1613 case 0x20 + (MD_OBJECTIVE): res = "Èà½÷"; break;
1614 case 0x20 + (MD_POSSESSIVE): res = "Èà½÷¤Î"; break;
1615 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "Èà½÷¼«¿È"; break;
1616 case 0x20 + (MD_INDEF_HIDDEN): res = "狼"; break;
1617 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "狼"; break;
1618 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "狼¤Î"; break;
1619 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "Èà½÷¼«¿È"; break;
1621 case 0x20: res = "she"; break;
1622 case 0x20 + (MD_OBJECTIVE): res = "her"; break;
1623 case 0x20 + (MD_POSSESSIVE): res = "her"; break;
1624 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1625 case 0x20 + (MD_INDEF_HIDDEN): res = "someone"; break;
1626 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1627 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1628 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1632 /* Copy the result */
1633 (void)strcpy(desc, res);
1637 /* Handle visible monsters, "reflexive" request */
1638 else if ((mode & (MD_POSSESSIVE | MD_OBJECTIVE)) == (MD_POSSESSIVE | MD_OBJECTIVE))
1640 /* The monster is visible, so use its gender */
1642 if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, "Èà½÷¼«¿È");
1643 else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, "È༫¿È");
1644 else strcpy(desc, "¤½¤ì¼«¿È");
1646 if (r_ptr->flags1 & RF1_FEMALE) strcpy(desc, "herself");
1647 else if (r_ptr->flags1 & RF1_MALE) strcpy(desc, "himself");
1648 else strcpy(desc, "itself");
1653 /* Handle all other visible monster requests */
1657 if (is_pet(m_ptr) && !is_original_ap(m_ptr))
1663 while(strncmp(t, "¡Ù", 2) && *t) t++;
1667 (void)sprintf(desc, "%s¡©¡Ù", buf);
1670 (void)sprintf(desc, "%s¡©", name);
1672 (void)sprintf(desc, "%s?", name);
1677 /* It could be a Unique */
1678 if ((r_ptr->flags1 & RF1_UNIQUE) && !(p_ptr->image && !(mode & MD_IGNORE_HALLU)))
1680 /* Start with the name (thus nominative and objective) */
1681 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && !(mode & MD_TRUE_NAME))
1687 while (strncmp(t, "¡Ù", 2) && *t) t++;
1691 (void)sprintf(desc, "%s¡©¡Ù", buf);
1694 (void)sprintf(desc, "%s¡©", name);
1696 (void)sprintf(desc, "%s?", name);
1700 /* Inside monster arena, and it is not your mount */
1701 else if (p_ptr->inside_battle &&
1702 !(p_ptr->riding && (&m_list[p_ptr->riding] == m_ptr)))
1704 /* It is a fake unique monster */
1706 (void)sprintf(desc, "%s¤â¤É¤", name);
1708 (void)sprintf(desc, "fake %s", name);
1714 (void)strcpy(desc, name);
1718 /* It could be an indefinite monster */
1719 else if (mode & MD_INDEF_VISIBLE)
1721 /* XXX Check plurality for "some" */
1723 /* Indefinite monsters need an indefinite article */
1725 (void)strcpy(desc, "");
1727 (void)strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");
1730 (void)strcat(desc, name);
1733 /* It could be a normal, definite, monster */
1736 /* Definite monsters need a definite article */
1739 (void)strcpy(desc, "¤¢¤Ê¤¿¤Î");
1741 (void)strcpy(desc, "your ");
1746 (void)strcpy(desc, "");
1748 (void)strcpy(desc, "the ");
1751 (void)strcat(desc, name);
1754 if (m_ptr->nickname)
1757 sprintf(buf,"¡Ö%s¡×",quark_str(m_ptr->nickname));
1759 sprintf(buf," called %s",quark_str(m_ptr->nickname));
1764 if (p_ptr->riding && (&m_list[p_ptr->riding] == m_ptr))
1767 strcat(desc,"(¾èÇÏÃæ)");
1769 strcat(desc,"(riding)");
1773 if ((mode & MD_IGNORE_HALLU) && (m_ptr->mflag2 & MFLAG2_CHAMELEON))
1775 if (r_ptr->flags1 & RF1_UNIQUE)
1778 strcat(desc,"(¥«¥á¥ì¥ª¥ó¤Î²¦)");
1780 strcat(desc,"(Chameleon Lord)");
1786 strcat(desc,"(¥«¥á¥ì¥ª¥ó)");
1788 strcat(desc,"(Chameleon)");
1793 if ((mode & MD_IGNORE_HALLU) && !is_original_ap(m_ptr))
1795 strcat(desc, format("(%s)", r_name + r_info[m_ptr->r_idx].name));
1798 /* Handle the Possessive as a special afterthought */
1799 if (mode & MD_POSSESSIVE)
1801 /* XXX Check for trailing "s" */
1803 /* Simply append "apostrophe" and "s" */
1805 (void)strcat(desc, "¤Î");
1807 (void)strcat(desc, "'s");
1817 * Learn about a monster (by "probing" it)
1819 * Return the number of new flags learnt. -Mogami-
1821 int lore_do_probe(int r_idx)
1823 monster_race *r_ptr = &r_info[r_idx];
1827 /* Maximal info about awareness */
1828 if (r_ptr->r_wake != MAX_UCHAR) n++;
1829 if (r_ptr->r_ignore != MAX_UCHAR) n++;
1830 r_ptr->r_wake = r_ptr->r_ignore = MAX_UCHAR;
1832 /* Observe "maximal" attacks */
1833 for (i = 0; i < 4; i++)
1835 /* Examine "actual" blows */
1836 if (r_ptr->blow[i].effect || r_ptr->blow[i].method)
1838 /* Maximal observations */
1839 if (r_ptr->r_blows[i] != MAX_UCHAR) n++;
1840 r_ptr->r_blows[i] = MAX_UCHAR;
1846 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
1847 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
1848 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
1849 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
1850 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
1851 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
1853 /* Only "valid" drops */
1854 if (!(r_ptr->flags1 & RF1_ONLY_GOLD))
1856 if (r_ptr->r_drop_item != tmp_byte) n++;
1857 r_ptr->r_drop_item = tmp_byte;
1859 if (!(r_ptr->flags1 & RF1_ONLY_ITEM))
1861 if (r_ptr->r_drop_gold != tmp_byte) n++;
1862 r_ptr->r_drop_gold = tmp_byte;
1865 /* Observe many spells */
1866 if (r_ptr->r_cast_spell != MAX_UCHAR) n++;
1867 r_ptr->r_cast_spell = MAX_UCHAR;
1869 /* Count unknown flags */
1870 for (i = 0; i < 32; i++)
1872 if (!(r_ptr->r_flags1 & (1L << i)) &&
1873 (r_ptr->flags1 & (1L << i))) n++;
1874 if (!(r_ptr->r_flags2 & (1L << i)) &&
1875 (r_ptr->flags2 & (1L << i))) n++;
1876 if (!(r_ptr->r_flags3 & (1L << i)) &&
1877 (r_ptr->flags3 & (1L << i))) n++;
1878 if (!(r_ptr->r_flags4 & (1L << i)) &&
1879 (r_ptr->flags4 & (1L << i))) n++;
1880 if (!(r_ptr->r_flags5 & (1L << i)) &&
1881 (r_ptr->flags5 & (1L << i))) n++;
1882 if (!(r_ptr->r_flags6 & (1L << i)) &&
1883 (r_ptr->flags6 & (1L << i))) n++;
1884 if (!(r_ptr->r_flagsr & (1L << i)) &&
1885 (r_ptr->flagsr & (1L << i))) n++;
1887 /* r_flags7 is actually unused */
1889 if (!(r_ptr->r_flags7 & (1L << i)) &&
1890 (r_ptr->flags7 & (1L << i))) n++;
1894 /* Know all the flags */
1895 r_ptr->r_flags1 = r_ptr->flags1;
1896 r_ptr->r_flags2 = r_ptr->flags2;
1897 r_ptr->r_flags3 = r_ptr->flags3;
1898 r_ptr->r_flags4 = r_ptr->flags4;
1899 r_ptr->r_flags5 = r_ptr->flags5;
1900 r_ptr->r_flags6 = r_ptr->flags6;
1901 r_ptr->r_flagsr = r_ptr->flagsr;
1903 /* r_flags7 is actually unused */
1904 /* r_ptr->r_flags7 = r_ptr->flags7; */
1906 /* Know about evolution */
1907 if (!(r_ptr->r_xtra1 & MR1_SINKA)) n++;
1908 r_ptr->r_xtra1 |= MR1_SINKA;
1910 /* Update monster recall window */
1911 if (p_ptr->monster_race_idx == r_idx)
1914 p_ptr->window |= (PW_MONSTER);
1917 /* Return the number of new flags learnt */
1923 * Take note that the given monster just dropped some treasure
1925 * Note that learning the "GOOD"/"GREAT" flags gives information
1926 * about the treasure (even when the monster is killed for the first
1927 * time, such as uniques, and the treasure has not been examined yet).
1929 * This "indirect" method is used to prevent the player from learning
1930 * exactly how much treasure a monster can drop from observing only
1931 * a single example of a drop. This method actually observes how much
1932 * gold and items are dropped, and remembers that information to be
1933 * described later by the monster recall code.
1935 void lore_treasure(int m_idx, int num_item, int num_gold)
1937 monster_type *m_ptr = &m_list[m_idx];
1939 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1941 /* If the monster doesn't have original appearance, don't note */
1942 if (!is_original_ap(m_ptr)) return;
1944 /* Note the number of things dropped */
1945 if (num_item > r_ptr->r_drop_item) r_ptr->r_drop_item = num_item;
1946 if (num_gold > r_ptr->r_drop_gold) r_ptr->r_drop_gold = num_gold;
1948 /* Hack -- memorize the good/great flags */
1949 if (r_ptr->flags1 & (RF1_DROP_GOOD)) r_ptr->r_flags1 |= (RF1_DROP_GOOD);
1950 if (r_ptr->flags1 & (RF1_DROP_GREAT)) r_ptr->r_flags1 |= (RF1_DROP_GREAT);
1952 /* Update monster recall window */
1953 if (p_ptr->monster_race_idx == m_ptr->r_idx)
1956 p_ptr->window |= (PW_MONSTER);
1962 void sanity_blast(monster_type *m_ptr, bool necro)
1964 bool happened = FALSE;
1967 if (p_ptr->inside_battle || !character_dungeon) return;
1972 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
1974 power = r_ptr->level / 2;
1976 monster_desc(m_name, m_ptr, 0);
1978 if (!(r_ptr->flags1 & RF1_UNIQUE))
1980 if (r_ptr->flags1 & RF1_FRIENDS)
1986 return; /* No effect yet, just loaded... */
1989 return; /* Cannot see it for some reason */
1991 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
1997 return; /* Pet eldritch horrors are safe most of the time */
1999 if (randint1(100) > power) return;
2001 if (saving_throw(p_ptr->skill_sav - power))
2003 return; /* Save, no adverse effects */
2008 /* Something silly happens... */
2010 msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª",
2011 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2013 msg_format("You behold the %s visage of %s!",
2014 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2020 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2021 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2024 return; /* Never mind; we can't see it clearly enough */
2027 /* Something frightening happens... */
2029 msg_format("%s%s¤Î´é¤ò¸«¤Æ¤·¤Þ¤Ã¤¿¡ª",
2030 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
2032 msg_format("You behold the %s visage of %s!",
2033 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
2036 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2038 /* Demon characters are unaffected */
2039 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
2040 if (p_ptr->wizard) return;
2042 /* Undead characters are 50% likely to be unaffected */
2043 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
2044 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
2045 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
2047 if (saving_throw(25 + p_ptr->lev)) return;
2053 msg_print("¥Í¥¯¥í¥Î¥ß¥³¥ó¤òÆɤó¤ÇÀµµ¤¤ò¼º¤Ã¤¿¡ª");
2055 msg_print("Your sanity is shaken by reading the Necronomicon!");
2060 if (!saving_throw(p_ptr->skill_sav - power)) /* Mind blast */
2062 if (!p_ptr->resist_conf)
2064 (void)set_confused(p_ptr->confused + randint0(4) + 4);
2066 if (!p_ptr->resist_chaos && one_in_(3))
2068 (void)set_image(p_ptr->image + randint0(250) + 150);
2073 if (!saving_throw(p_ptr->skill_sav - power)) /* Lose int & wis */
2080 if (!saving_throw(p_ptr->skill_sav - power)) /* Brain smash */
2082 if (!p_ptr->resist_conf)
2084 (void)set_confused(p_ptr->confused + randint0(4) + 4);
2086 if (!p_ptr->free_act)
2088 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
2090 while (randint0(100) > p_ptr->skill_sav)
2091 (void)do_dec_stat(A_INT);
2092 while (randint0(100) > p_ptr->skill_sav)
2093 (void)do_dec_stat(A_WIS);
2094 if (!p_ptr->resist_chaos)
2096 (void)set_image(p_ptr->image + randint0(250) + 150);
2101 if (!saving_throw(p_ptr->skill_sav - power)) /* Amnesia */
2104 if (lose_all_info())
2106 msg_print("¤¢¤Þ¤ê¤Î¶²ÉݤËÁ´¤Æ¤Î¤³¤È¤ò˺¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
2108 msg_print("You forget everything in your utmost terror!");
2114 if (saving_throw(p_ptr->skill_sav - power))
2119 /* Else gain permanent insanity */
2120 if ((p_ptr->muta3 & MUT3_MORONIC) && /*(p_ptr->muta2 & MUT2_BERS_RAGE) &&*/
2121 ((p_ptr->muta2 & MUT2_COWARDICE) || (p_ptr->resist_fear)) &&
2122 ((p_ptr->muta2 & MUT2_HALLU) || (p_ptr->resist_chaos)))
2124 /* The poor bastard already has all possible insanities! */
2130 switch (randint1(21))
2133 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
2135 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
2138 msg_print("¤¢¤Ê¤¿¤Ï´°àú¤ÊÇϼ¯¤Ë¤Ê¤Ã¤¿¤è¤¦¤Êµ¤¤¬¤·¤¿¡£¤·¤«¤·¤½¤ì¤Ï¸µ¡¹¤À¤Ã¤¿¡£");
2140 msg_print("You turn into an utter moron!");
2146 msg_print("¤¢¤Ê¤¿¤Ï´°àú¤ÊÇϼ¯¤Ë¤Ê¤Ã¤¿¡ª");
2148 msg_print("You turn into an utter moron!");
2152 if (p_ptr->muta3 & MUT3_HYPER_INT)
2155 msg_print("¤¢¤Ê¤¿¤ÎǾ¤ÏÀ¸ÂÎ¥³¥ó¥Ô¥å¡¼¥¿¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£");
2157 msg_print("Your brain is no longer a living computer.");
2160 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
2162 p_ptr->muta3 |= MUT3_MORONIC;
2176 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
2179 msg_print("¤¢¤Ê¤¿¤Ï¥Ñ¥é¥Î¥¤¥¢¤Ë¤Ê¤Ã¤¿¡ª");
2181 msg_print("You become paranoid!");
2185 /* Duh, the following should never happen, but anyway... */
2186 if (p_ptr->muta3 & MUT3_FEARLESS)
2189 msg_print("¤¢¤Ê¤¿¤Ï¤â¤¦¶²¤ìÃΤ餺¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£");
2191 msg_print("You are no longer fearless.");
2194 p_ptr->muta3 &= ~(MUT3_FEARLESS);
2197 p_ptr->muta2 |= MUT2_COWARDICE;
2211 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
2214 msg_print("¸¸³Ð¤ò¤Ò¤µ¯¤³¤¹Àº¿ÀºøÍð¤Ë´Ù¤Ã¤¿¡ª");
2216 msg_print("You are afflicted by a hallucinatory insanity!");
2219 p_ptr->muta2 |= MUT2_HALLU;
2224 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
2227 msg_print("·ãÎõ¤Ê´¶¾ð¤Îȯºî¤Ë¤ª¤½¤ï¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡ª");
2229 msg_print("You become subject to fits of berserk rage!");
2232 p_ptr->muta2 |= MUT2_BERS_RAGE;
2239 p_ptr->update |= PU_BONUS;
2245 * This function updates the monster record of the given monster
2247 * This involves extracting the distance to the player (if requested),
2248 * and then checking for visibility (natural, infravision, see-invis,
2249 * telepathy), updating the monster visibility flag, redrawing (or
2250 * erasing) the monster when its visibility changes, and taking note
2251 * of any interesting monster flags (cold-blooded, invisible, etc).
2253 * Note the new "mflag" field which encodes several monster state flags,
2254 * including "view" for when the monster is currently in line of sight,
2255 * and "mark" for when the monster is currently visible via detection.
2257 * The only monster fields that are changed here are "cdis" (the
2258 * distance from the player), "ml" (visible to the player), and
2259 * "mflag" (to maintain the "MFLAG_VIEW" flag).
2261 * Note the special "update_monsters()" function which can be used to
2262 * call this function once for every monster.
2264 * Note the "full" flag which requests that the "cdis" field be updated,
2265 * this is only needed when the monster (or the player) has moved.
2267 * Every time a monster moves, we must call this function for that
2268 * monster, and update the distance, and the visibility. Every time
2269 * the player moves, we must call this function for every monster, and
2270 * update the distance, and the visibility. Whenever the player "state"
2271 * changes in certain ways ("blindness", "infravision", "telepathy",
2272 * and "see invisible"), we must call this function for every monster,
2273 * and update the visibility.
2275 * Routines that change the "illumination" of a grid must also call this
2276 * function for any monster in that grid, since the "visibility" of some
2277 * monsters may be based on the illumination of their grid.
2279 * Note that this function is called once per monster every time the
2280 * player moves. When the player is running, this function is one
2281 * of the primary bottlenecks, along with "update_view()" and the
2282 * "process_monsters()" code, so efficiency is important.
2284 * Note the optimized "inline" version of the "distance()" function.
2286 * A monster is "visible" to the player if (1) it has been detected
2287 * by the player, (2) it is close to the player and the player has
2288 * telepathy, or (3) it is close to the player, and in line of sight
2289 * of the player, and it is "illuminated" by some combination of
2290 * infravision, torch light, or permanent light (invisible monsters
2291 * are only affected by "light" if the player can see invisible).
2293 * Monsters which are not on the current panel may be "visible" to
2294 * the player, and their descriptions will include an "offscreen"
2295 * reference. Currently, offscreen monsters cannot be targetted
2296 * or viewed directly, but old targets will remain set. XXX XXX
2298 * The player can choose to be disturbed by several things, including
2299 * "disturb_move" (monster which is viewable moves in some way), and
2300 * "disturb_near" (monster which is "easily" viewable moves in some
2301 * way). Note that "moves" includes "appears" and "disappears".
2303 void update_mon(int m_idx, bool full)
2305 monster_type *m_ptr = &m_list[m_idx];
2307 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2309 bool do_disturb = disturb_move;
2313 /* Current location */
2320 /* Seen by vision */
2323 /* Non-Ninja player in the darkness */
2324 bool in_darkness = (d_info[dungeon_type].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto;
2329 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2331 if (ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)
2335 /* Compute distance */
2338 /* Distance components */
2339 int dy = (py > fy) ? (py - fy) : (fy - py);
2340 int dx = (px > fx) ? (px - fx) : (fx - px);
2342 /* Approximate distance */
2343 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
2345 /* Restrict distance */
2346 if (d > 255) d = 255;
2350 /* Save the distance */
2354 /* Extract distance */
2357 /* Extract the distance */
2363 if (m_ptr->mflag2 & (MFLAG2_MARK)) flag = TRUE;
2367 if (d <= (in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT))
2369 if (!in_darkness || (d <= MAX_SIGHT / 4))
2371 if (p_ptr->special_defense & KATA_MUSOU)
2376 if (is_original_ap(m_ptr) && !p_ptr->image)
2378 /* Hack -- Memorize mental flags */
2379 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2380 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2384 /* Basic telepathy */
2385 /* Snipers get telepathy when they concentrate deeper */
2386 else if (p_ptr->telepathy)
2388 /* Empty mind, no telepathy */
2389 if (r_ptr->flags2 & (RF2_EMPTY_MIND))
2391 /* Memorize flags */
2392 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
2395 /* Weird mind, occasional telepathy */
2396 else if (r_ptr->flags2 & (RF2_WEIRD_MIND))
2398 /* One in ten individuals are detectable */
2399 if ((m_idx % 10) == 5)
2404 if (is_original_ap(m_ptr) && !p_ptr->image)
2406 /* Memorize flags */
2407 r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
2409 /* Hack -- Memorize mental flags */
2410 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2411 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2416 /* Normal mind, allow telepathy */
2422 if (is_original_ap(m_ptr) && !p_ptr->image)
2424 /* Hack -- Memorize mental flags */
2425 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2426 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2431 /* Magical sensing */
2432 if ((p_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL)))
2435 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ANIMAL);
2438 /* Magical sensing */
2439 if ((p_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD)))
2442 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_UNDEAD);
2445 /* Magical sensing */
2446 if ((p_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON)))
2449 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DEMON);
2452 /* Magical sensing */
2453 if ((p_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC)))
2456 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ORC);
2459 /* Magical sensing */
2460 if ((p_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL)))
2463 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_TROLL);
2466 /* Magical sensing */
2467 if ((p_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT)))
2470 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GIANT);
2473 /* Magical sensing */
2474 if ((p_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON)))
2477 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DRAGON);
2480 /* Magical sensing */
2481 if ((p_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN)))
2484 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_HUMAN);
2487 /* Magical sensing */
2488 if ((p_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL)))
2491 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_EVIL);
2494 /* Magical sensing */
2495 if ((p_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD)))
2498 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GOOD);
2501 /* Magical sensing */
2502 if ((p_ptr->esp_nonliving) &&
2503 ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING))
2506 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_NONLIVING);
2509 /* Magical sensing */
2510 if ((p_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE)))
2513 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags1 |= (RF1_UNIQUE);
2517 /* Normal line of sight, and not blind */
2518 if (player_has_los_bold(fy, fx) && !p_ptr->blind)
2520 bool do_invisible = FALSE;
2521 bool do_cold_blood = FALSE;
2523 /* Snipers can see targets in darkness when they concentrate deeper */
2524 if (p_ptr->concent >= CONCENT_RADAR_THRESHOLD)
2530 /* Use "infravision" */
2531 if (d <= p_ptr->see_infra)
2533 /* Handle "cold blooded" monsters */
2534 if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD)
2537 do_cold_blood = TRUE;
2540 /* Handle "warm blooded" monsters */
2548 /* Use "illumination" */
2549 if (player_can_see_bold(fy, fx))
2551 /* Handle "invisible" monsters */
2552 if (r_ptr->flags2 & (RF2_INVISIBLE))
2555 do_invisible = TRUE;
2565 /* Handle "normal" monsters */
2576 if (is_original_ap(m_ptr) && !p_ptr->image)
2578 /* Memorize flags */
2579 if (do_invisible) r_ptr->r_flags2 |= (RF2_INVISIBLE);
2580 if (do_cold_blood) r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
2587 /* The monster is now visible */
2590 /* It was previously unseen */
2593 /* Mark as visible */
2596 /* Draw the monster */
2599 /* Update health bar as needed */
2600 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2601 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2603 /* Hack -- Count "fresh" sightings */
2606 if ((m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
2607 r_info[MON_KAGE].r_sights++;
2608 else if (is_original_ap(m_ptr) && (r_ptr->r_sights < MAX_SHORT))
2612 /* Eldritch Horror */
2613 if (r_info[m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR)
2615 sanity_blast(m_ptr, FALSE);
2618 /* Disturb on appearance */
2619 if (disturb_near && (projectable(m_ptr->fy, m_ptr->fx, py, px) && projectable(py, px, m_ptr->fy, m_ptr->fx)))
2621 if (disturb_pets || is_hostile(m_ptr))
2627 /* The monster is not visible */
2630 /* It was previously seen */
2633 /* Mark as not visible */
2636 /* Erase the monster */
2639 /* Update health bar as needed */
2640 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2641 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2643 /* Disturb on disappearance */
2646 if (disturb_pets || is_hostile(m_ptr))
2653 /* The monster is now easily visible */
2657 if (!(m_ptr->mflag & (MFLAG_VIEW)))
2659 /* Mark as easily visible */
2660 m_ptr->mflag |= (MFLAG_VIEW);
2662 /* Disturb on appearance */
2665 if (disturb_pets || is_hostile(m_ptr))
2671 /* The monster is not easily visible */
2675 if (m_ptr->mflag & (MFLAG_VIEW))
2677 /* Mark as not easily visible */
2678 m_ptr->mflag &= ~(MFLAG_VIEW);
2680 /* Disturb on disappearance */
2683 if (disturb_pets || is_hostile(m_ptr))
2692 * This function simply updates all the (non-dead) monsters (see above).
2694 void update_monsters(bool full)
2698 /* Update each (live) monster */
2699 for (i = 1; i < m_max; i++)
2701 monster_type *m_ptr = &m_list[i];
2703 /* Skip dead monsters */
2704 if (!m_ptr->r_idx) continue;
2706 /* Update the monster */
2707 update_mon(i, full);
2713 * Hack -- the index of the summoning monster
2715 static bool monster_hook_chameleon_lord(int r_idx)
2717 monster_race *r_ptr = &r_info[r_idx];
2718 monster_type *m_ptr = &m_list[chameleon_change_m_idx];
2719 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2721 if (!(r_ptr->flags1 & (RF1_UNIQUE))) return FALSE;
2722 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2724 if (ABS(r_ptr->level - r_info[MON_CHAMELEON_K].level) > 5) return FALSE;
2726 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))
2729 if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2732 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2734 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
2738 else if (summon_specific_who > 0)
2740 if (monster_has_hostile_align(&m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2746 static bool monster_hook_chameleon(int r_idx)
2748 monster_race *r_ptr = &r_info[r_idx];
2749 monster_type *m_ptr = &m_list[chameleon_change_m_idx];
2750 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2752 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2753 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2754 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2756 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))
2759 if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2762 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2764 if ((old_r_ptr->flags3 & RF3_GOOD) && !(r_ptr->flags3 & RF3_GOOD)) return FALSE;
2765 if ((old_r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags3 & RF3_EVIL)) return FALSE;
2766 if (!(old_r_ptr->flags3 & (RF3_GOOD | RF3_EVIL)) && (r_ptr->flags3 & (RF3_GOOD | RF3_EVIL))) return FALSE;
2770 else if (summon_specific_who > 0)
2772 if (monster_has_hostile_align(&m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2775 return (*(get_monster_hook()))(r_idx);
2779 void choose_new_monster(int m_idx, bool born, int r_idx)
2782 monster_type *m_ptr = &m_list[m_idx];
2783 monster_race *r_ptr;
2784 char old_m_name[80];
2785 bool old_unique = FALSE;
2786 int old_r_idx = m_ptr->r_idx;
2788 if (r_info[m_ptr->r_idx].flags1 & RF1_UNIQUE)
2790 if (old_unique && (r_idx == MON_CHAMELEON)) r_idx = MON_CHAMELEON_K;
2791 r_ptr = &r_info[r_idx];
2793 monster_desc(old_m_name, m_ptr, 0);
2799 chameleon_change_m_idx = m_idx;
2801 get_mon_num_prep(monster_hook_chameleon_lord, NULL);
2803 get_mon_num_prep(monster_hook_chameleon, NULL);
2806 level = r_info[MON_CHAMELEON_K].level;
2807 else if (!dun_level)
2808 level = wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level;
2812 if (d_info[dungeon_type].flags1 & DF1_CHAMELEON) level+= 2+randint1(3);
2814 r_idx = get_mon_num(level);
2815 r_ptr = &r_info[r_idx];
2817 chameleon_change_m_idx = 0;
2823 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
2825 m_ptr->r_idx = r_idx;
2826 m_ptr->ap_r_idx = r_idx;
2827 update_mon(m_idx, FALSE);
2828 lite_spot(m_ptr->fy, m_ptr->fx);
2830 if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) ||
2831 (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)))
2832 p_ptr->update |= (PU_MON_LITE);
2834 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, TRUE);
2838 /* Sub-alignment of a chameleon */
2839 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD))
2841 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2842 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
2843 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
2848 if (m_idx == p_ptr->riding)
2851 monster_desc(m_name, m_ptr, 0);
2853 msg_format("ÆÍÁ³%s¤¬ÊѿȤ·¤¿¡£", old_m_name);
2855 msg_format("Suddenly, %s transforms!", old_m_name);
2857 if (!(r_ptr->flags7 & RF7_RIDING))
2859 if (rakuba(0, TRUE)) msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2861 if (rakuba(0, TRUE)) msg_format("You have fallen from %s.", m_name);
2865 /* Extract the monster base speed */
2866 m_ptr->mspeed = get_mspeed(r_ptr);
2868 oldmaxhp = m_ptr->max_maxhp;
2869 /* Assign maximal hitpoints */
2870 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
2872 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2876 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
2879 /* Monsters have double hitpoints in Nightmare mode */
2880 if (ironman_nightmare)
2882 u32b hp = m_ptr->max_maxhp * 2L;
2883 m_ptr->max_maxhp = (s16b)MIN(30000, hp);
2886 m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp;
2887 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2888 m_ptr->hp = (long)(m_ptr->hp * m_ptr->max_maxhp) / oldmaxhp;
2895 static bool monster_hook_tanuki(int r_idx)
2897 monster_race *r_ptr = &r_info[r_idx];
2899 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2900 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2901 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2902 if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2904 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))
2907 return (*(get_monster_hook()))(r_idx);
2912 * Set initial racial appearance of a monster
2914 static int initial_r_appearance(int r_idx)
2916 int attempts = 1000;
2919 int min = MIN(base_level-5, 50);
2921 if (!(r_info[r_idx].flags7 & RF7_TANUKI))
2924 get_mon_num_prep(monster_hook_tanuki, NULL);
2928 ap_r_idx = get_mon_num(base_level + 10);
2929 if (r_info[ap_r_idx].level >= min) return ap_r_idx;
2937 * Get initial monster speed
2939 byte get_mspeed(monster_race *r_ptr)
2941 /* Extract the monster base speed */
2942 int mspeed = r_ptr->speed;
2944 /* Hack -- small racial variety */
2945 if (!(r_ptr->flags1 & RF1_UNIQUE) && !p_ptr->inside_arena)
2947 /* Allow some small variation per monster */
2948 int i = SPEED_TO_ENERGY(r_ptr->speed) / (one_in_(4) ? 3 : 10);
2949 if (i) mspeed += rand_spread(0, i);
2952 if (mspeed > 199) mspeed = 199;
2954 return (byte)mspeed;
2959 * Attempt to place a monster of the given race at the given location.
2961 * To give the player a sporting chance, any monster that appears in
2962 * line-of-sight and is extremely dangerous can be marked as
2963 * "FORCE_SLEEP", which will cause them to be placed with low energy,
2964 * which often (but not always) lets the player move before they do.
2966 * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
2968 * XXX XXX XXX Use special "here" and "dead" flags for unique monsters,
2969 * remove old "cur_num" and "max_num" fields.
2971 * XXX XXX XXX Actually, do something similar for artifacts, to simplify
2972 * the "preserve" mode, and to make the "what artifacts" flag more useful.
2974 * This is the only function which may place a monster in the dungeon,
2975 * except for the savefile loading code.
2977 static bool place_monster_one(int who, int y, int x, int r_idx, u32b mode)
2979 /* Access the location */
2980 cave_type *c_ptr = &cave[y][x];
2982 monster_type *m_ptr;
2984 monster_race *r_ptr = &r_info[r_idx];
2986 cptr name = (r_name + r_ptr->name);
2990 /* DO NOT PLACE A MONSTER IN THE SMALL SCALE WILDERNESS !!! */
2991 if (p_ptr->wild_mode) return FALSE;
2993 /* Verify location */
2994 if (!in_bounds(y, x)) return (FALSE);
2997 if (!r_idx) return (FALSE);
3000 if (!r_ptr->name) return (FALSE);
3002 if (!(mode & PM_IGNORE_TERRAIN))
3004 /* Not on the Pattern */
3005 if (pattern_tile(y, x)) return FALSE;
3007 /* Require empty space (if not ghostly) */
3008 if (!monster_can_enter(y, x, r_ptr, 0)) return FALSE;
3011 if (!p_ptr->inside_battle)
3013 /* Hack -- "unique" monsters must be "unique" */
3014 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
3015 (r_ptr->flags7 & (RF7_NAZGUL))) &&
3016 (r_ptr->cur_num >= r_ptr->max_num))
3022 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
3023 (r_ptr->cur_num >= 1))
3028 if (r_idx == MON_BANORLUPART)
3030 if (r_info[MON_BANOR].cur_num > 0) return FALSE;
3031 if (r_info[MON_LUPART].cur_num > 0) return FALSE;
3034 /* Depth monsters may NOT be created out of depth, unless in Nightmare mode */
3035 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (dun_level < r_ptr->level) &&
3036 (!ironman_nightmare || (r_ptr->flags1 & (RF1_QUESTOR))))
3043 if (quest_number(dun_level))
3045 int hoge = quest_number(dun_level);
3046 if ((quest[hoge].type == QUEST_TYPE_KILL_LEVEL) || (quest[hoge].type == QUEST_TYPE_RANDOM))
3048 if(r_idx == quest[hoge].r_idx)
3050 int number_mon, i2, j2;
3053 /* Count all quest monsters */
3054 for (i2 = 0; i2 < cur_wid; ++i2)
3055 for (j2 = 0; j2 < cur_hgt; j2++)
3056 if (cave[j2][i2].m_idx > 0)
3057 if (m_list[cave[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
3059 if(number_mon + quest[hoge].cur_num >= quest[hoge].max_num)
3065 if (is_glyph_grid(c_ptr))
3067 if (randint1(BREAK_GLYPH) < (r_ptr->level+20))
3069 /* Describe observable breakage */
3070 if (c_ptr->info & CAVE_MARK)
3073 msg_print("¼é¤ê¤Î¥ë¡¼¥ó¤¬²õ¤ì¤¿¡ª");
3075 msg_print("The rune of protection is broken!");
3080 /* Forget the rune */
3081 c_ptr->info &= ~(CAVE_MARK);
3083 /* Break the rune */
3084 c_ptr->info &= ~(CAVE_OBJECT);
3093 /* Powerful monster */
3094 if (r_ptr->level > dun_level)
3096 /* Unique monsters */
3097 if (r_ptr->flags1 & (RF1_UNIQUE))
3099 /* Message for cheaters */
3101 if (cheat_hear) msg_format("¿¼ÁؤΥæ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼ (%s)¡£", name);
3103 if (cheat_hear) msg_format("Deep Unique (%s).", name);
3107 /* Normal monsters */
3110 /* Message for cheaters */
3112 if (cheat_hear) msg_format("¿¼ÁؤΥâ¥ó¥¹¥¿¡¼ (%s)¡£", name);
3114 if (cheat_hear) msg_format("Deep Monster (%s).", name);
3119 /* Note the monster */
3120 else if (r_ptr->flags1 & (RF1_UNIQUE))
3122 /* Unique monsters induce message */
3124 if (cheat_hear) msg_format("¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼ (%s)¡£", name);
3126 if (cheat_hear) msg_format("Unique (%s).", name);
3131 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL) || (r_ptr->level < 10)) mode &= ~PM_KAGE;
3133 /* Make a new monster */
3134 c_ptr->m_idx = m_pop();
3135 hack_m_idx_ii = c_ptr->m_idx;
3137 /* Mega-Hack -- catch "failure" */
3138 if (!c_ptr->m_idx) return (FALSE);
3141 /* Get a new monster record */
3142 m_ptr = &m_list[c_ptr->m_idx];
3145 m_ptr->r_idx = r_idx;
3146 m_ptr->ap_r_idx = initial_r_appearance(r_idx);
3152 /* Hack -- Appearance transfer */
3153 if ((mode & PM_MULTIPLY) && (who > 0) && !is_original_ap(&m_list[who]))
3155 m_ptr->ap_r_idx = m_list[who].ap_r_idx;
3157 /* Hack -- Shadower spawns Shadower */
3158 if (m_list[who].mflag2 & MFLAG2_KAGE) m_ptr->mflag2 |= MFLAG2_KAGE;
3161 /* Sub-alignment of a monster */
3162 if ((who > 0) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
3163 m_ptr->sub_align = m_list[who].sub_align;
3166 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3167 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
3168 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
3171 /* Place the monster at the location */
3176 /* No "timed status" yet */
3177 for (cmi = 0; cmi < MAX_MTIMED; cmi++) m_ptr->mtimed[cmi] = 0;
3179 /* Unknown distance */
3182 reset_target(m_ptr);
3184 m_ptr->nickname = 0;
3189 /* Your pet summons its pet. */
3190 if (who > 0 && is_pet(&m_list[who]))
3192 mode |= PM_FORCE_PET;
3193 m_ptr->parent_m_idx = who;
3197 m_ptr->parent_m_idx = 0;
3200 if (r_ptr->flags7 & RF7_CHAMELEON)
3202 choose_new_monster(c_ptr->m_idx, TRUE, 0);
3203 r_ptr = &r_info[m_ptr->r_idx];
3204 m_ptr->mflag2 |= MFLAG2_CHAMELEON;
3206 /* Hack - Set sub_align to neutral when the Chameleon Lord is generated as "GUARDIAN" */
3207 if ((r_ptr->flags1 & RF1_UNIQUE) && (who <= 0))
3208 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3210 else if ((mode & PM_KAGE) && !(mode & PM_FORCE_PET))
3212 m_ptr->ap_r_idx = MON_KAGE;
3213 m_ptr->mflag2 |= MFLAG2_KAGE;
3216 if (mode & PM_NO_PET) m_ptr->mflag2 |= MFLAG2_NOPET;
3222 if (mode & PM_FORCE_PET)
3227 else if ((r_ptr->flags7 & RF7_FRIENDLY) ||
3228 (mode & PM_FORCE_FRIENDLY) || is_friendly_idx(who))
3230 if (!monster_has_hostile_align(NULL, 0, -1, r_ptr)) set_friendly(m_ptr);
3233 /* Assume no sleeping */
3234 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
3236 /* Enforce sleeping if needed */
3237 if ((mode & PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare)
3239 int val = r_ptr->sleep;
3240 (void)set_monster_csleep(c_ptr->m_idx, (val * 2) + randint1(val * 10));
3243 /* Assign maximal hitpoints */
3244 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
3246 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
3250 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
3253 /* Monsters have double hitpoints in Nightmare mode */
3254 if (ironman_nightmare)
3256 u32b hp = m_ptr->max_maxhp * 2L;
3258 m_ptr->max_maxhp = (s16b)MIN(30000, hp);
3261 m_ptr->maxhp = m_ptr->max_maxhp;
3263 /* And start out fully healthy */
3264 if (m_ptr->r_idx == MON_WOUNDED_BEAR)
3265 m_ptr->hp = m_ptr->maxhp / 2;
3266 else m_ptr->hp = m_ptr->maxhp;
3269 /* Extract the monster base speed */
3270 m_ptr->mspeed = get_mspeed(r_ptr);
3272 if (mode & PM_HASTE) (void)set_monster_fast(c_ptr->m_idx, 100);
3274 /* Give a random starting energy */
3275 if (!ironman_nightmare)
3277 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100);
3281 /* Nightmare monsters are more prepared */
3282 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100) * 2;
3285 /* Force monster to wait for player, unless in Nightmare mode */
3286 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
3288 /* Monster is still being nice */
3289 m_ptr->mflag |= (MFLAG_NICE);
3291 /* Must repair monsters */
3292 repair_monsters = TRUE;
3295 /* Hack -- see "process_monsters()" */
3296 if (c_ptr->m_idx < hack_m_idx)
3298 /* Monster is still being born */
3299 m_ptr->mflag |= (MFLAG_BORN);
3303 if (r_ptr->flags7 & RF7_SELF_LD_MASK)
3304 p_ptr->update |= (PU_MON_LITE);
3305 else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !MON_CSLEEP(m_ptr))
3306 p_ptr->update |= (PU_MON_LITE);
3308 /* Update the monster */
3309 update_mon(c_ptr->m_idx, TRUE);
3312 /* Count the monsters on the level */
3313 real_r_ptr(m_ptr)->cur_num++;
3316 * Memorize location of the unique monster in saved floors.
3317 * A unique monster move from old saved floor.
3319 if (character_dungeon &&
3320 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)))
3321 real_r_ptr(m_ptr)->floor_id = p_ptr->floor_id;
3323 /* Hack -- Count the number of "reproducers" */
3324 if (r_ptr->flags2 & RF2_MULTIPLY) num_repro++;
3326 /* Hack -- Notice new multi-hued monsters */
3328 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3329 if (ap_r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER))
3330 shimmer_monsters = TRUE;
3333 if (p_ptr->warning && character_dungeon)
3335 if (r_ptr->flags1 & RF1_UNIQUE)
3339 char o_name[MAX_NLEN];
3341 if (r_ptr->level > p_ptr->lev + 30)
3347 else if (r_ptr->level > p_ptr->lev + 15)
3353 else if (r_ptr->level > p_ptr->lev + 5)
3355 color = "¥ë¥Ó¡¼¿§¤Ë";
3359 else if (r_ptr->level > p_ptr->lev - 5)
3365 else if (r_ptr->level > p_ptr->lev - 15)
3367 color = "¥Ô¥ó¥¯¿§¤Ë";
3378 o_ptr = choose_warning_item();
3381 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3383 msg_format("%s¤Ï%s¸÷¤Ã¤¿¡£", o_name, color);
3385 msg_format("%s glows %s.", o_name, color);
3391 msg_format("s%¸÷¤ëʪ¤¬Æ¬¤ËÉ⤫¤ó¤À¡£", color);
3393 msg_format("An %s image forms in your mind.");
3399 if (is_explosive_rune_grid(c_ptr))
3401 /* Break the ward */
3402 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
3404 /* Describe observable breakage */
3405 if (c_ptr->info & CAVE_MARK)
3408 msg_print("¥ë¡¼¥ó¤¬Çúȯ¤·¤¿¡ª");
3410 msg_print("The rune explodes!");
3413 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);
3419 msg_print("Çúȯ¤Î¥ë¡¼¥ó¤Ï²ò½ü¤µ¤ì¤¿¡£");
3421 msg_print("An explosive rune was disarmed.");
3425 /* Forget the rune */
3426 c_ptr->info &= ~(CAVE_MARK);
3428 /* Break the rune */
3429 c_ptr->info &= ~(CAVE_OBJECT);
3442 * improved version of scatter() for place monster
3445 #define MON_SCAT_MAXD 10
3447 static bool mon_scatter(int r_idx, int *yp, int *xp, int y, int x, int max_dist)
3449 int place_x[MON_SCAT_MAXD];
3450 int place_y[MON_SCAT_MAXD];
3451 int num[MON_SCAT_MAXD];
3455 if (max_dist >= MON_SCAT_MAXD)
3458 for (i = 0; i < MON_SCAT_MAXD; i++)
3461 for (nx = x - max_dist; nx <= x + max_dist; nx++)
3463 for (ny = y - max_dist; ny <= y + max_dist; ny++)
3465 /* Ignore annoying locations */
3466 if (!in_bounds(ny, nx)) continue;
3468 /* Require "line of projection" */
3469 if (!projectable(y, x, ny, nx)) continue;
3473 monster_race *r_ptr = &r_info[r_idx];
3475 /* Require empty space (if not ghostly) */
3476 if (!monster_can_enter(ny, nx, r_ptr, 0))
3481 /* Walls and Monsters block flow */
3482 if (!cave_empty_bold2(ny, nx)) continue;
3484 /* ... nor on the Pattern */
3485 if (pattern_tile(ny, nx)) continue;
3488 i = distance(y, x, ny, nx);
3496 if (one_in_(num[i]))
3505 while (i < MON_SCAT_MAXD && 0 == num[i])
3507 if (i >= MON_SCAT_MAXD)
3518 * Maximum size of a group of monsters
3520 #define GROUP_MAX 32
3524 * Attempt to place a "group" of monsters around the given location
3526 static bool place_monster_group(int who, int y, int x, int r_idx, u32b mode)
3528 monster_race *r_ptr = &r_info[r_idx];
3531 int total = 0, extra = 0;
3535 byte hack_y[GROUP_MAX];
3536 byte hack_x[GROUP_MAX];
3539 /* Pick a group size */
3540 total = randint1(10);
3542 /* Hard monsters, small groups */
3543 if (r_ptr->level > dun_level)
3545 extra = r_ptr->level - dun_level;
3546 extra = 0 - randint1(extra);
3549 /* Easy monsters, large groups */
3550 else if (r_ptr->level < dun_level)
3552 extra = dun_level - r_ptr->level;
3553 extra = randint1(extra);
3556 /* Hack -- limit group reduction */
3557 if (extra > 9) extra = 9;
3559 /* Modify the group size */
3563 if (total < 1) total = 1;
3566 if (total > GROUP_MAX) total = GROUP_MAX;
3569 /* Start on the monster */
3574 /* Puddle monsters, breadth first, up to total */
3575 for (n = 0; (n < hack_n) && (hack_n < total); n++)
3577 /* Grab the location */
3581 /* Check each direction, up to total */
3582 for (i = 0; (i < 8) && (hack_n < total); i++)
3586 scatter(&my, &mx, hy, hx, 4, 0);
3588 /* Walls and Monsters block flow */
3589 if (!cave_empty_bold2(my, mx)) continue;
3591 /* Attempt to place another monster */
3592 if (place_monster_one(who, my, mx, r_idx, mode))
3594 /* Add it to the "hack" set */
3595 hack_y[hack_n] = my;
3596 hack_x[hack_n] = mx;
3609 * Hack -- help pick an escort type
3611 static int place_monster_idx = 0;
3612 static int place_monster_m_idx = 0;
3615 * Hack -- help pick an escort type
3617 static bool place_monster_okay(int r_idx)
3619 monster_race *r_ptr = &r_info[place_monster_idx];
3620 monster_type *m_ptr = &m_list[place_monster_m_idx];
3622 monster_race *z_ptr = &r_info[r_idx];
3624 /* Hack - Escorts have to have the same dungeon flag */
3625 if (mon_hook_dungeon(place_monster_idx) != mon_hook_dungeon(r_idx)) return (FALSE);
3627 /* Require similar "race" */
3628 if (z_ptr->d_char != r_ptr->d_char) return (FALSE);
3630 /* Skip more advanced monsters */
3631 if (z_ptr->level > r_ptr->level) return (FALSE);
3633 /* Skip unique monsters */
3634 if (z_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3636 /* Paranoia -- Skip identical monsters */
3637 if (place_monster_idx == r_idx) return (FALSE);
3639 /* Skip different alignment */
3640 if (monster_has_hostile_align(m_ptr, 0, 0, z_ptr)) return FALSE;
3642 if (r_ptr->flags7 & RF7_FRIENDLY)
3644 if (monster_has_hostile_align(NULL, 1, -1, z_ptr)) return FALSE;
3647 if ((r_ptr->flags7 & RF7_CHAMELEON) && !(z_ptr->flags7 & RF7_CHAMELEON))
3656 * Attempt to place a monster of the given race at the given location
3658 * Note that certain monsters are now marked as requiring "friends".
3659 * These monsters, if successfully placed, and if the "grp" parameter
3660 * is TRUE, will be surrounded by a "group" of identical monsters.
3662 * Note that certain monsters are now marked as requiring an "escort",
3663 * which is a collection of monsters with similar "race" but lower level.
3665 * Some monsters induce a fake "group" flag on their escorts.
3667 * Note the "bizarre" use of non-recursion to prevent annoying output
3668 * when running a code profiler.
3670 * Note the use of the new "monster allocation table" code to restrict
3671 * the "get_mon_num()" function to "legal" escort types.
3673 bool place_monster_aux(int who, int y, int x, int r_idx, u32b mode)
3676 monster_race *r_ptr = &r_info[r_idx];
3678 if (!(mode & PM_NO_KAGE) && one_in_(333))
3681 /* Place one monster, or fail */
3682 if (!place_monster_one(who, y, x, r_idx, mode)) return (FALSE);
3685 /* Require the "group" flag */
3686 if (!(mode & PM_ALLOW_GROUP)) return (TRUE);
3688 place_monster_m_idx = hack_m_idx_ii;
3690 /* Friends for certain monsters */
3691 if (r_ptr->flags1 & (RF1_FRIENDS))
3693 /* Attempt to place a group */
3694 (void)place_monster_group(who, y, x, r_idx, mode);
3698 /* Escorts for certain monsters */
3699 if (r_ptr->flags1 & (RF1_ESCORT))
3701 /* Set the escort index */
3702 place_monster_idx = r_idx;
3704 /* Try to place several "escorts" */
3705 for (i = 0; i < 32; i++)
3707 int nx, ny, z, d = 3;
3709 /* Pick a location */
3710 scatter(&ny, &nx, y, x, d, 0);
3712 /* Require empty grids */
3713 if (!cave_empty_bold2(ny, nx)) continue;
3715 /* Prepare allocation table */
3716 get_mon_num_prep(place_monster_okay, get_monster_hook2(ny, nx));
3718 /* Pick a random race */
3719 z = get_mon_num(r_ptr->level);
3721 /* Handle failure */
3724 /* Place a single escort */
3725 (void)place_monster_one(place_monster_m_idx, ny, nx, z, mode);
3727 /* Place a "group" of escorts if needed */
3728 if ((r_info[z].flags1 & RF1_FRIENDS) ||
3729 (r_ptr->flags1 & RF1_ESCORTS))
3731 /* Place a group of monsters */
3732 (void)place_monster_group(place_monster_m_idx, ny, nx, z, mode);
3743 * Hack -- attempt to place a monster at the given location
3745 * Attempt to find a monster appropriate to the "monster_level"
3747 bool place_monster(int y, int x, u32b mode)
3751 /* Prepare allocation table */
3752 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3754 /* Pick a monster */
3755 r_idx = get_mon_num(monster_level);
3757 /* Handle failure */
3758 if (!r_idx) return (FALSE);
3760 /* Attempt to place the monster */
3761 if (place_monster_aux(0, y, x, r_idx, mode)) return (TRUE);
3768 #ifdef MONSTER_HORDES
3770 bool alloc_horde(int y, int x)
3772 monster_race *r_ptr = NULL;
3775 int attempts = 1000;
3779 /* Prepare allocation table */
3780 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3784 /* Pick a monster */
3785 r_idx = get_mon_num(monster_level);
3787 /* Handle failure */
3788 if (!r_idx) return (FALSE);
3790 r_ptr = &r_info[r_idx];
3792 if (r_ptr->flags1 & RF1_UNIQUE) continue;
3794 if (r_idx == MON_HAGURE) continue;
3797 if (attempts < 1) return FALSE;
3803 /* Attempt to place the monster */
3804 if (place_monster_aux(0, y, x, r_idx, 0L)) break;
3807 if (attempts < 1) return FALSE;
3809 m_idx = cave[y][x].m_idx;
3811 if (m_list[m_idx].mflag2 & MFLAG2_CHAMELEON) r_ptr = &r_info[m_list[m_idx].r_idx];
3812 summon_kin_type = r_ptr->d_char;
3814 for (attempts = randint1(10) + 5; attempts; attempts--)
3816 scatter(&cy, &cx, y, x, 5, 0);
3818 (void)summon_specific(m_idx, cy, cx, dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP);
3827 #endif /* MONSTER_HORDES */
3833 bool alloc_guardian(bool def_val)
3835 int guardian = d_info[dungeon_type].final_guardian;
3837 if (guardian && (d_info[dungeon_type].maxdepth == dun_level) && (r_info[guardian].cur_num < r_info[guardian].max_num))
3843 /* Find a good position */
3846 /* Get a random spot */
3847 oy = randint1(cur_hgt - 4) + 2;
3848 ox = randint1(cur_wid - 4) + 2;
3850 /* Is it a good spot ? */
3851 if (cave_empty_bold2(oy, ox) && monster_can_cross_terrain(cave[oy][ox].feat, &r_info[guardian], 0))
3853 /* Place the guardian */
3854 if (place_monster_aux(0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET))) return TRUE;
3869 * Attempt to allocate a random monster in the dungeon.
3871 * Place the monster at least "dis" distance from the player.
3873 * Use "slp" to choose the initial "sleep" status
3875 * Use "monster_level" for the monster level
3877 bool alloc_monster(int dis, u32b mode)
3880 int attempts_left = 10000;
3882 /* Put the Guardian */
3883 if (alloc_guardian(FALSE)) return TRUE;
3885 /* Find a legal, distant, unoccupied, space */
3886 while (attempts_left--)
3888 /* Pick a location */
3889 y = randint0(cur_hgt);
3890 x = randint0(cur_wid);
3892 /* Require empty floor grid (was "naked") */
3895 if (!cave_empty_bold2(y, x)) continue;
3899 if (!cave_empty_bold(y, x)) continue;
3902 /* Accept far away grids */
3903 if (distance(y, x, py, px) > dis) break;
3908 if (cheat_xtra || cheat_hear)
3911 msg_print("·Ù¹ð¡ª¿·¤¿¤Ê¥â¥ó¥¹¥¿¡¼¤òÇÛÃ֤Ǥ¤Þ¤»¤ó¡£¾®¤µ¤¤³¬¤Ç¤¹¤«¡©");
3913 msg_print("Warning! Could not allocate a new monster. Small level?");
3922 #ifdef MONSTER_HORDES
3923 if (randint1(5000) <= dun_level)
3925 if (alloc_horde(y, x))
3928 if (cheat_hear) msg_format("¥â¥ó¥¹¥¿¡¼¤ÎÂç·²(%c)", summon_kin_type);
3930 if (cheat_hear) msg_format("Monster horde (%c).", summon_kin_type);
3938 #endif /* MONSTER_HORDES */
3940 /* Attempt to place the monster, allow groups */
3941 if (place_monster(y, x, (mode | PM_ALLOW_GROUP))) return (TRUE);
3943 #ifdef MONSTER_HORDES
3945 #endif /* MONSTER_HORDES */
3955 * Hack -- help decide if a monster race is "okay" to summon
3957 static bool summon_specific_okay(int r_idx)
3959 monster_race *r_ptr = &r_info[r_idx];
3961 /* Hack - Only summon dungeon monsters */
3962 if (!mon_hook_dungeon(r_idx)) return (FALSE);
3964 /* Hack -- identify the summoning monster */
3965 if (summon_specific_who > 0)
3967 monster_type *m_ptr = &m_list[summon_specific_who];
3969 /* Do not summon enemies */
3971 /* Friendly vs. opposite aligned normal or pet */
3972 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
3974 /* Use the player's alignment */
3975 else if (summon_specific_who < 0)
3977 /* Do not summon enemies of the pets */
3978 if (monster_has_hostile_align(NULL, 10, -10, r_ptr))
3980 if (!one_in_(ABS(p_ptr->align) / 2 + 1)) return FALSE;
3984 /* Hack -- no specific type specified */
3985 if (!summon_specific_type) return (TRUE);
3987 if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE;
3989 if ((summon_specific_who < 0) &&
3990 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
3991 monster_has_hostile_align(NULL, 10, -10, r_ptr))
3994 if ((r_ptr->flags7 & RF7_CHAMELEON) && (d_info[dungeon_type].flags1 & DF1_CHAMELEON)) return TRUE;
3996 return (summon_specific_aux(r_idx));
4001 * Place a monster (of the specified "type") near the given
4002 * location. Return TRUE if a monster was actually summoned.
4004 * We will attempt to place the monster up to 10 times before giving up.
4006 * Note: SUMMON_UNIQUE and SUMMON_AMBERITES will summon Unique's
4007 * Note: SUMMON_HI_UNDEAD and SUMMON_HI_DRAGON may summon Unique's
4008 * Note: None of the other summon codes will ever summon Unique's.
4010 * This function has been changed. We now take the "monster level"
4011 * of the summoning monster as a parameter, and use that, along with
4012 * the current dungeon level, to help determine the level of the
4013 * desired monster. Note that this is an upper bound, and also
4014 * tends to "prefer" monsters of that level. Currently, we use
4015 * the average of the dungeon and monster levels, and then add
4016 * five to allow slight increases in monster power.
4018 * Note that we use the new "monster allocation table" creation code
4019 * to restrict the "get_mon_num()" function to the set of "legal"
4020 * monsters, making this function much faster and more reliable.
4022 * Note that this function may not succeed, though this is very rare.
4024 bool summon_specific(int who, int y1, int x1, int lev, int type, u32b mode)
4028 if (p_ptr->inside_arena) return (FALSE);
4030 if (!mon_scatter(0, &y, &x, y1, x1, 2)) return FALSE;
4032 /* Save the summoner */
4033 summon_specific_who = who;
4035 /* Save the "summon" type */
4036 summon_specific_type = type;
4038 summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
4040 /* Prepare allocation table */
4041 get_mon_num_prep(summon_specific_okay, get_monster_hook2(y, x));
4043 /* Pick a monster, using the level calculation */
4044 r_idx = get_mon_num((dun_level + lev) / 2 + 5);
4046 /* Handle failure */
4049 summon_specific_type = 0;
4053 if ((type == SUMMON_BLUE_HORROR) || (type == SUMMON_DAWN)) mode |= PM_NO_KAGE;
4055 /* Attempt to place the monster (awake, allow groups) */
4056 if (!place_monster_aux(who, y, x, r_idx, mode))
4058 summon_specific_type = 0;
4062 summon_specific_type = 0;
4067 /* A "dangerous" function, creates a pet of the specified type */
4068 bool summon_named_creature (int who, int oy, int ox, int r_idx, u32b mode)
4073 /* if (!r_idx) return; */
4075 /* Prevent illegal monsters */
4076 if (r_idx >= max_r_idx) return FALSE;
4078 if (p_ptr->inside_arena) return FALSE;
4080 if (!mon_scatter(r_idx, &y, &x, oy, ox, 2)) return FALSE;
4082 /* Place it (allow groups) */
4083 return place_monster_aux(who, y, x, r_idx, (mode | PM_NO_KAGE));
4088 * Let the given monster attempt to reproduce.
4090 * Note that "reproduction" REQUIRES empty space.
4092 bool multiply_monster(int m_idx, bool clone, u32b mode)
4094 monster_type *m_ptr = &m_list[m_idx];
4098 if (!mon_scatter(m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1))
4101 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
4103 /* Create a new monster (awake, no groups) */
4104 if (!place_monster_aux(m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE | PM_MULTIPLY)))
4107 /* Hack -- Transfer "clone" flag */
4108 if (clone || (m_ptr->smart & SM_CLONED))
4110 m_list[hack_m_idx_ii].smart |= SM_CLONED;
4111 m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET;
4122 * Dump a message describing a monster's reaction to damage
4124 * Technically should attempt to treat "Beholder"'s as jelly's
4126 void message_pain(int m_idx, int dam)
4128 long oldhp, newhp, tmp;
4131 monster_type *m_ptr = &m_list[m_idx];
4132 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4137 /* Get the monster name */
4138 monster_desc(m_name, m_ptr, 0);
4140 /* Notice non-damage */
4144 msg_format("%^s¤Ï¥À¥á¡¼¥¸¤ò¼õ¤±¤Æ¤¤¤Ê¤¤¡£", m_name);
4146 msg_format("%^s is unharmed.", m_name);
4152 /* Note -- subtle fix -CFT */
4153 newhp = (long)(m_ptr->hp);
4154 oldhp = newhp + (long)(dam);
4155 tmp = (newhp * 100L) / oldhp;
4156 percentage = (int)(tmp);
4159 /* Mushrooms, Eyes, Jellies, Molds, Vortices, Worms, Quylthulgs */
4160 if (my_strchr(",ejmvwQ", r_ptr->d_char))
4163 if (percentage > 95)
4164 msg_format("%^s¤Ï¤Û¤È¤ó¤Éµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
4165 else if (percentage > 75)
4166 msg_format("%^s¤Ï¤·¤ê¹þ¤ß¤·¤¿¡£", m_name);
4167 else if (percentage > 50)
4168 msg_format("%^s¤Ï½Ì¤³¤Þ¤Ã¤¿¡£", m_name);
4169 else if (percentage > 35)
4170 msg_format("%^s¤ÏÄˤߤ˿̤¨¤¿¡£", m_name);
4171 else if (percentage > 20)
4172 msg_format("%^s¤Ï¿È¤â¤À¤¨¤·¤¿¡£", m_name);
4173 else if (percentage > 10)
4174 msg_format("%^s¤Ï¶ìÄˤǿȤâ¤À¤¨¤·¤¿¡£", m_name);
4176 msg_format("%^s¤Ï¤°¤Ë¤ã¤°¤Ë¤ã¤ÈáÛÚ»¤·¤¿¡£", m_name);
4178 if (percentage > 95)
4179 msg_format("%^s barely notices.", m_name);
4180 else if (percentage > 75)
4181 msg_format("%^s flinches.", m_name);
4182 else if (percentage > 50)
4183 msg_format("%^s squelches.", m_name);
4184 else if (percentage > 35)
4185 msg_format("%^s quivers in pain.", m_name);
4186 else if (percentage > 20)
4187 msg_format("%^s writhes about.", m_name);
4188 else if (percentage > 10)
4189 msg_format("%^s writhes in agony.", m_name);
4191 msg_format("%^s jerks limply.", m_name);
4198 else if (my_strchr("l", r_ptr->d_char))
4200 if (percentage > 95)
4202 msg_format("%^s¤Ï¤Û¤È¤ó¤Éµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
4204 msg_format("%^s barely notices.", m_name);
4206 else if (percentage > 75)
4208 msg_format("%^s¤Ï¤·¤ê¹þ¤ß¤·¤¿¡£", m_name);
4210 msg_format("%^s flinches.", m_name);
4212 else if (percentage > 50)
4214 msg_format("%^s¤Ïí´í°¤·¤¿¡£", m_name);
4216 msg_format("%^s hesitates.", m_name);
4218 else if (percentage > 35)
4220 msg_format("%^s¤ÏÄˤߤ˿̤¨¤¿¡£", m_name);
4222 msg_format("%^s quivers in pain.", m_name);
4224 else if (percentage > 20)
4226 msg_format("%^s¤Ï¿È¤â¤À¤¨¤·¤¿¡£", m_name);
4228 msg_format("%^s writhes about.", m_name);
4230 else if (percentage > 10)
4232 msg_format("%^s¤Ï¶ìÄˤǿȤâ¤À¤¨¤·¤¿¡£", m_name);
4234 msg_format("%^s writhes in agony.", m_name);
4238 msg_format("%^s¤Ï¤°¤Ë¤ã¤°¤Ë¤ã¤ÈáÛÚ»¤·¤¿¡£", m_name);
4240 msg_format("%^s jerks limply.", m_name);
4245 /* Golems, Walls, Doors, Stairs */
4246 else if (my_strchr("g#+<>", r_ptr->d_char))
4248 if (percentage > 95)
4250 msg_format("%s¤Ï¹¶·â¤òµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
4252 msg_format("%^s ignores the attack.", m_name);
4254 else if (percentage > 75)
4256 msg_format("%s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", m_name);
4258 msg_format("%^s shrugs off the attack.", m_name);
4260 else if (percentage > 50)
4262 msg_format("%^s¤ÏÍëÌĤΤ褦¤ËËʤ¨¤¿¡£", m_name);
4264 msg_format("%^s roars thunderously.", m_name);
4266 else if (percentage > 35)
4268 msg_format("%^s¤Ï¶ì¤·¤²¤ËËʤ¨¤¿¡£", m_name);
4270 msg_format("%^s rumbles.", m_name);
4272 else if (percentage > 20)
4274 msg_format("%^s¤Ï¤¦¤á¤¤¤¿¡£", m_name);
4276 msg_format("%^s grunts.", m_name);
4278 else if (percentage > 10)
4280 msg_format("%^s¤Ïí´í°¤·¤¿¡£", m_name);
4282 msg_format("%^s hesitates.", m_name);
4286 msg_format("%^s¤Ï¤¯¤·¤ã¤¯¤·¤ã¤Ë¤Ê¤Ã¤¿¡£", m_name);
4288 msg_format("%^s crumples.", m_name);
4293 /* Snakes, Hydrae, Reptiles, Mimics */
4294 else if (my_strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char))
4296 if (percentage > 95)
4298 msg_format("%^s¤Ï¤Û¤È¤ó¤Éµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
4300 msg_format("%^s barely notices.", m_name);
4302 else if (percentage > 75)
4304 msg_format("%^s¤Ï¥·¡¼¥Ã¤ÈÌĤ¤¤¿¡£", m_name);
4306 msg_format("%^s hisses.", m_name);
4308 else if (percentage > 50)
4310 msg_format("%^s¤ÏÅܤäÆƬ¤ò¾å¤²¤¿¡£", m_name);
4312 msg_format("%^s rears up in anger.", m_name);
4314 else if (percentage > 35)
4316 msg_format("%^s¤ÏÌÔÁ³¤È°Ò³Å¤·¤¿¡£", m_name);
4318 msg_format("%^s hisses furiously.", m_name);
4320 else if (percentage > 20)
4322 msg_format("%^s¤Ï¿È¤â¤À¤¨¤·¤¿¡£", m_name);
4324 msg_format("%^s writhes about.", m_name);
4326 else if (percentage > 10)
4328 msg_format("%^s¤Ï¶ìÄˤǿȤâ¤À¤¨¤·¤¿¡£", m_name);
4330 msg_format("%^s writhes in agony.", m_name);
4334 msg_format("%^s¤Ï¤°¤Ë¤ã¤°¤Ë¤ã¤ÈáÛÚ»¤·¤¿¡£", m_name);
4336 msg_format("%^s jerks limply.", m_name);
4342 else if (my_strchr("f", r_ptr->d_char))
4344 if (percentage > 95)
4346 msg_format("%s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", m_name);
4348 msg_format("%^s shrugs off the attack.", m_name);
4350 else if (percentage > 75)
4352 msg_format("%^s¤ÏËʤ¨¤¿¡£", m_name);
4354 msg_format("%^s roars.", m_name);
4356 else if (percentage > 50)
4358 msg_format("%^s¤ÏÅܤäÆËʤ¨¤¿¡£", m_name);
4360 msg_format("%^s growls angrily.", m_name);
4362 else if (percentage > 35)
4364 msg_format("%^s¤ÏÄˤߤǥ·¡¼¥Ã¤ÈÌĤ¤¤¿¡£", m_name);
4366 msg_format("%^s hisses with pain.", m_name);
4368 else if (percentage > 20)
4370 msg_format("%^s¤ÏÄˤߤǼ塹¤·¤¯ÌĤ¤¤¿¡£", m_name);
4372 msg_format("%^s mewls in pain.", m_name);
4374 else if (percentage > 10)
4376 msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤¿¡£", m_name);
4378 msg_format("%^s hisses in agony.", m_name);
4382 msg_format("%s¤Ï°¥¤ì¤ÊÌĤÀ¼¤ò½Ð¤·¤¿¡£", m_name);
4384 msg_format("%^s mewls pitifully.", m_name);
4389 /* Ants, Centipedes, Flies, Insects, Beetles, Spiders */
4390 else if (my_strchr("acFIKS", r_ptr->d_char))
4392 if (percentage > 95)
4394 msg_format("%s¤Ï¹¶·â¤òµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
4396 msg_format("%^s ignores the attack.", m_name);
4398 else if (percentage > 75)
4400 msg_format("%^s¤Ï¥¡¼¥¡¼ÌĤ¤¤¿¡£", m_name);
4402 msg_format("%^s chitters.", m_name);
4405 else if (percentage > 50)
4407 msg_format("%^s¤Ï¥è¥í¥è¥íƨ¤²²ó¤Ã¤¿¡£", m_name);
4409 msg_format("%^s scuttles about.", m_name);
4412 else if (percentage > 35)
4414 msg_format("%^s¤Ï¤¦¤ë¤µ¤¯ÌĤ¤¤¿¡£", m_name);
4416 msg_format("%^s twitters.", m_name);
4419 else if (percentage > 20)
4421 msg_format("%^s¤ÏÄˤߤËáÛÚ»¤·¤¿¡£", m_name);
4423 msg_format("%^s jerks in pain.", m_name);
4426 else if (percentage > 10)
4428 msg_format("%^s¤Ï¶ìÄˤÇáÛÚ»¤·¤¿¡£", m_name);
4430 msg_format("%^s jerks in agony.", m_name);
4435 msg_format("%^s¤Ï¥Ô¥¯¥Ô¥¯¤Ò¤¤Ä¤Ã¤¿¡£", m_name);
4437 msg_format("%^s twitches.", m_name);
4444 else if (my_strchr("B", r_ptr->d_char))
4446 if (percentage > 95)
4448 msg_format("%^s¤Ï¤µ¤¨¤º¤Ã¤¿¡£", m_name);
4450 msg_format("%^s chirps.", m_name);
4453 else if (percentage > 75)
4455 msg_format("%^s¤Ï¥Ô¡¼¥Ô¡¼ÌĤ¤¤¿¡£", m_name);
4457 msg_format("%^s twitters.", m_name);
4460 else if (percentage > 50)
4462 msg_format("%^s¤Ï¥®¥ã¡¼¥®¥ã¡¼ÌĤ¤¤¿¡£", m_name);
4464 msg_format("%^s squawks.", m_name);
4467 else if (percentage > 35)
4469 msg_format("%^s¤Ï¥®¥ã¡¼¥®¥ã¡¼ÌĤ¤ï¤á¤¤¤¿¡£", m_name);
4471 msg_format("%^s chatters.", m_name);
4474 else if (percentage > 20)
4476 msg_format("%^s¤Ï¶ì¤·¤ó¤À¡£", m_name);
4478 msg_format("%^s jeers.", m_name);
4481 else if (percentage > 10)
4483 msg_format("%^s¤Ï¤Î¤¿¤¦¤Á²ó¤Ã¤¿¡£", m_name);
4485 msg_format("%^s flutters about.", m_name);
4490 msg_format("%^s¤Ï¥¡¼¥¡¼¤ÈÌĤ¶«¤ó¤À¡£", m_name);
4492 msg_format("%^s squeaks.", m_name);
4498 /* Dragons, Demons, High Undead */
4499 else if (my_strchr("duDLUW", r_ptr->d_char))
4501 if (percentage > 95)
4503 msg_format("%s¤Ï¹¶·â¤òµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
4505 msg_format("%^s ignores the attack.", m_name);
4508 else if (percentage > 75)
4510 msg_format("%^s¤Ï¤·¤ê¹þ¤ß¤·¤¿¡£", m_name);
4512 msg_format("%^s flinches.", m_name);
4515 else if (percentage > 50)
4517 msg_format("%^s¤ÏÄˤߤǥ·¡¼¥Ã¤ÈÌĤ¤¤¿¡£", m_name);
4519 msg_format("%^s hisses in pain.", m_name);
4522 else if (percentage > 35)
4524 msg_format("%^s¤ÏÄˤߤǤ¦¤Ê¤Ã¤¿¡£", m_name);
4526 msg_format("%^s snarls with pain.", m_name);
4529 else if (percentage > 20)
4531 msg_format("%^s¤ÏÄˤߤËËʤ¨¤¿¡£", m_name);
4533 msg_format("%^s roars with pain.", m_name);
4536 else if (percentage > 10)
4538 msg_format("%^s¤Ï¶ì¤·¤²¤Ë¶«¤ó¤À¡£", m_name);
4540 msg_format("%^s gasps.", m_name);
4545 msg_format("%^s¤Ï¼å¡¹¤·¤¯¤¦¤Ê¤Ã¤¿¡£", m_name);
4547 msg_format("%^s snarls feebly.", m_name);
4554 else if (my_strchr("s", r_ptr->d_char))
4556 if (percentage > 95)
4558 msg_format("%s¤Ï¹¶·â¤òµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
4560 msg_format("%^s ignores the attack.", m_name);
4563 else if (percentage > 75)
4565 msg_format("%s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", m_name);
4567 msg_format("%^s shrugs off the attack.", m_name);
4570 else if (percentage > 50)
4572 msg_format("%^s¤Ï¥«¥¿¥«¥¿¤È¾Ð¤Ã¤¿¡£", m_name);
4574 msg_format("%^s rattles.", m_name);
4577 else if (percentage > 35)
4579 msg_format("%^s¤Ï¤è¤í¤á¤¤¤¿¡£", m_name);
4581 msg_format("%^s stumbles.", m_name);
4584 else if (percentage > 20)
4586 msg_format("%^s¤Ï¥«¥¿¥«¥¿¸À¤Ã¤¿¡£", m_name);
4588 msg_format("%^s rattles.", m_name);
4591 else if (percentage > 10)
4593 msg_format("%^s¤Ï¤è¤í¤á¤¤¤¿¡£", m_name);
4595 msg_format("%^s staggers.", m_name);
4600 msg_format("%^s¤Ï¥¬¥¿¥¬¥¿¸À¤Ã¤¿¡£", m_name);
4602 msg_format("%^s clatters.", m_name);
4609 else if (my_strchr("z", r_ptr->d_char))
4611 if (percentage > 95)
4613 msg_format("%s¤Ï¹¶·â¤òµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
4615 msg_format("%^s ignores the attack.", m_name);
4618 else if (percentage > 75)
4620 msg_format("%s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", m_name);
4622 msg_format("%^s shrugs off the attack.", m_name);
4625 else if (percentage > 50)
4627 msg_format("%^s¤Ï¤¦¤á¤¤¤¿¡£", m_name);
4629 msg_format("%^s groans.", m_name);
4632 else if (percentage > 35)
4634 msg_format("%s¤Ï¶ì¤·¤²¤Ë¤¦¤á¤¤¤¿¡£", m_name);
4636 msg_format("%^s moans.", m_name);
4639 else if (percentage > 20)
4641 msg_format("%^s¤Ïí´í°¤·¤¿¡£", m_name);
4643 msg_format("%^s hesitates.", m_name);
4646 else if (percentage > 10)
4648 msg_format("%^s¤Ï¤¦¤Ê¤Ã¤¿¡£", m_name);
4650 msg_format("%^s grunts.", m_name);
4655 msg_format("%^s¤Ï¤è¤í¤á¤¤¤¿¡£", m_name);
4657 msg_format("%^s staggers.", m_name);
4664 else if (my_strchr("G", r_ptr->d_char))
4667 if (percentage > 95)
4669 msg_format("%s¤Ï¹¶·â¤òµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
4671 msg_format("%^s ignores the attack.", m_name);
4674 else if (percentage > 75)
4676 msg_format("%s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", m_name);
4678 msg_format("%^s shrugs off the attack.", m_name);
4681 else if (percentage > 50)
4683 msg_format("%s¤Ï¤¦¤á¤¤¤¿¡£", m_name);
4685 msg_format("%^s moans.", m_name);
4688 else if (percentage > 35)
4690 msg_format("%^s¤Ïµã¤¤ï¤á¤¤¤¿¡£", m_name);
4692 msg_format("%^s wails.", m_name);
4695 else if (percentage > 20)
4697 msg_format("%^s¤ÏËʤ¨¤¿¡£", m_name);
4699 msg_format("%^s howls.", m_name);
4702 else if (percentage > 10)
4704 msg_format("%s¤Ï¼å¡¹¤·¤¯¤¦¤á¤¤¤¿¡£", m_name);
4706 msg_format("%^s moans softly.", m_name);
4711 msg_format("%^s¤Ï¤«¤¹¤«¤Ë¤¦¤á¤¤¤¿¡£", m_name);
4713 msg_format("%^s sighs.", m_name);
4719 /* Dogs and Hounds */
4720 else if (my_strchr("CZ", r_ptr->d_char))
4723 if (percentage > 95)
4724 msg_format("%^s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", m_name);
4725 else if (percentage > 75)
4726 msg_format("%^s¤ÏÄˤߤǤ¦¤Ê¤Ã¤¿¡£", m_name);
4727 else if (percentage > 50)
4728 msg_format("%^s¤ÏÄˤߤǥ¥ã¥ó¥¥ã¥óËʤ¨¤¿¡£", m_name);
4729 else if (percentage > 35)
4730 msg_format("%^s¤ÏÄˤߤÇÌĤ¤ï¤á¤¤¤¿¡£", m_name);
4731 else if (percentage > 20)
4732 msg_format("%^s¤Ï¶ìÄˤΤ¢¤Þ¤êÌĤ¤ï¤á¤¤¤¿¡£", m_name);
4733 else if (percentage > 10)
4734 msg_format("%^s¤Ï¶ìÄˤǤâ¤À¤¨¶ì¤·¤ó¤À¡£", m_name);
4736 msg_format("%^s¤Ï¼å¡¹¤·¤¯Ëʤ¨¤¿¡£", m_name);
4738 if (percentage > 95)
4739 msg_format("%^s shrugs off the attack.", m_name);
4740 else if (percentage > 75)
4741 msg_format("%^s snarls with pain.", m_name);
4742 else if (percentage > 50)
4743 msg_format("%^s yelps in pain.", m_name);
4744 else if (percentage > 35)
4745 msg_format("%^s howls in pain.", m_name);
4746 else if (percentage > 20)
4747 msg_format("%^s howls in agony.", m_name);
4748 else if (percentage > 10)
4749 msg_format("%^s writhes in agony.", m_name);
4751 msg_format("%^s yelps feebly.", m_name);
4756 /* One type of monsters (ignore,squeal,shriek) */
4757 else if (my_strchr("Xbilqrt", r_ptr->d_char))
4760 if (percentage > 95)
4761 msg_format("%^s¤Ï¹¶·â¤òµ¤¤Ë¤È¤á¤Æ¤¤¤Ê¤¤¡£", m_name);
4762 else if (percentage > 75)
4763 msg_format("%^s¤ÏÄˤߤǤ¦¤Ê¤Ã¤¿¡£", m_name);
4764 else if (percentage > 50)
4765 msg_format("%^s¤ÏÄˤߤǶ«¤ó¤À¡£", m_name);
4766 else if (percentage > 35)
4767 msg_format("%^s¤ÏÄˤߤÇÀ䶫¤·¤¿¡£", m_name);
4768 else if (percentage > 20)
4769 msg_format("%^s¤Ï¶ìÄˤΤ¢¤Þ¤êÀ䶫¤·¤¿¡£", m_name);
4770 else if (percentage > 10)
4771 msg_format("%^s¤Ï¶ìÄˤǤâ¤À¤¨¶ì¤·¤ó¤À¡£", m_name);
4773 msg_format("%^s¤Ï¼å¡¹¤·¤¯¶«¤ó¤À¡£", m_name);
4775 if (percentage > 95)
4776 msg_format("%^s ignores the attack.", m_name);
4777 else if (percentage > 75)
4778 msg_format("%^s grunts with pain.", m_name);
4779 else if (percentage > 50)
4780 msg_format("%^s squeals in pain.", m_name);
4781 else if (percentage > 35)
4782 msg_format("%^s shrieks in pain.", m_name);
4783 else if (percentage > 20)
4784 msg_format("%^s shrieks in agony.", m_name);
4785 else if (percentage > 10)
4786 msg_format("%^s writhes in agony.", m_name);
4788 msg_format("%^s cries out feebly.", m_name);
4793 /* Another type of monsters (shrug,cry,scream) */
4797 if (percentage > 95)
4798 msg_format("%^s¤Ï¹¶·â¤Ë¸ª¤ò¤¹¤¯¤á¤¿¡£", m_name);
4799 else if (percentage > 75)
4800 msg_format("%^s¤ÏÄˤߤǤ¦¤Ê¤Ã¤¿¡£", m_name);
4801 else if (percentage > 50)
4802 msg_format("%^s¤ÏÄˤߤǶ«¤ó¤À¡£", m_name);
4803 else if (percentage > 35)
4804 msg_format("%^s¤ÏÄˤߤÇÀ䶫¤·¤¿¡£", m_name);
4805 else if (percentage > 20)
4806 msg_format("%^s¤Ï¶ìÄˤΤ¢¤Þ¤êÀ䶫¤·¤¿¡£", m_name);
4807 else if (percentage > 10)
4808 msg_format("%^s¤Ï¶ìÄˤǤâ¤À¤¨¶ì¤·¤ó¤À¡£", m_name);
4810 msg_format("%^s¤Ï¼å¡¹¤·¤¯¶«¤ó¤À¡£", m_name);
4812 if (percentage > 95)
4813 msg_format("%^s shrugs off the attack.", m_name);
4814 else if (percentage > 75)
4815 msg_format("%^s grunts with pain.", m_name);
4816 else if (percentage > 50)
4817 msg_format("%^s cries out in pain.", m_name);
4818 else if (percentage > 35)
4819 msg_format("%^s screams in pain.", m_name);
4820 else if (percentage > 20)
4821 msg_format("%^s screams in agony.", m_name);
4822 else if (percentage > 10)
4823 msg_format("%^s writhes in agony.", m_name);
4825 msg_format("%^s cries out feebly.", m_name);
4833 * Learn about an "observed" resistance.
4835 void update_smart_learn(int m_idx, int what)
4837 monster_type *m_ptr = &m_list[m_idx];
4839 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4842 /* Not allowed to learn */
4843 if (!smart_learn) return;
4845 /* Too stupid to learn anything */
4846 if (r_ptr->flags2 & (RF2_STUPID)) return;
4848 /* Not intelligent, only learn sometimes */
4849 if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50)) return;
4854 /* Analyze the knowledge */
4858 if (p_ptr->resist_acid) m_ptr->smart |= (SM_RES_ACID);
4859 if (IS_OPPOSE_ACID()) m_ptr->smart |= (SM_OPP_ACID);
4860 if (p_ptr->immune_acid) m_ptr->smart |= (SM_IMM_ACID);
4864 if (p_ptr->resist_elec) m_ptr->smart |= (SM_RES_ELEC);
4865 if (IS_OPPOSE_ELEC()) m_ptr->smart |= (SM_OPP_ELEC);
4866 if (p_ptr->immune_elec) m_ptr->smart |= (SM_IMM_ELEC);
4870 if (p_ptr->resist_fire) m_ptr->smart |= (SM_RES_FIRE);
4871 if (IS_OPPOSE_FIRE()) m_ptr->smart |= (SM_OPP_FIRE);
4872 if (p_ptr->immune_fire) m_ptr->smart |= (SM_IMM_FIRE);
4876 if (p_ptr->resist_cold) m_ptr->smart |= (SM_RES_COLD);
4877 if (IS_OPPOSE_COLD()) m_ptr->smart |= (SM_OPP_COLD);
4878 if (p_ptr->immune_cold) m_ptr->smart |= (SM_IMM_COLD);
4882 if (p_ptr->resist_pois) m_ptr->smart |= (SM_RES_POIS);
4883 if (IS_OPPOSE_POIS()) m_ptr->smart |= (SM_OPP_POIS);
4888 if (p_ptr->resist_neth) m_ptr->smart |= (SM_RES_NETH);
4892 if (p_ptr->resist_lite) m_ptr->smart |= (SM_RES_LITE);
4896 if (p_ptr->resist_dark) m_ptr->smart |= (SM_RES_DARK);
4900 if (p_ptr->resist_fear) m_ptr->smart |= (SM_RES_FEAR);
4904 if (p_ptr->resist_conf) m_ptr->smart |= (SM_RES_CONF);
4908 if (p_ptr->resist_chaos) m_ptr->smart |= (SM_RES_CHAOS);
4912 if (p_ptr->resist_disen) m_ptr->smart |= (SM_RES_DISEN);
4916 if (p_ptr->resist_blind) m_ptr->smart |= (SM_RES_BLIND);
4920 if (p_ptr->resist_nexus) m_ptr->smart |= (SM_RES_NEXUS);
4924 if (p_ptr->resist_sound) m_ptr->smart |= (SM_RES_SOUND);
4928 if (p_ptr->resist_shard) m_ptr->smart |= (SM_RES_SHARD);
4932 if (p_ptr->free_act) m_ptr->smart |= (SM_IMM_FREE);
4936 if (!p_ptr->msp) m_ptr->smart |= (SM_IMM_MANA);
4940 if (p_ptr->reflect) m_ptr-> smart |= (SM_IMM_REFLECT);
4947 * Place the player in the dungeon XXX XXX
4949 bool player_place(int y, int x)
4951 /* Paranoia XXX XXX */
4952 if (cave[y][x].m_idx != 0) return FALSE;
4954 /* Save player location */
4964 * Drop all items carried by a monster
4966 void monster_drop_carried_objects(monster_type *m_ptr)
4968 s16b this_o_idx, next_o_idx = 0;
4974 /* Drop objects being carried */
4975 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4977 /* Acquire object */
4978 o_ptr = &o_list[this_o_idx];
4980 /* Acquire next object */
4981 next_o_idx = o_ptr->next_o_idx;
4983 /* Get local object */
4986 /* Copy the object */
4987 object_copy(q_ptr, o_ptr);
4989 /* Forget monster */
4990 q_ptr->held_m_idx = 0;
4992 /* Delete the object */
4993 delete_object_idx(this_o_idx);
4996 (void)drop_near(q_ptr, -1, m_ptr->fy, m_ptr->fx);
4999 /* Forget objects */
5000 m_ptr->hold_o_idx = 0;