3 * @brief モンスター処理 / misc code for monsters
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.
10 * 2014 Deskull rearranged comment for Doxygen.
15 #include "monster-hook.h"
16 #include "monster-status.h"
18 #define HORDE_NOGOOD 0x01 /*!< (未実装フラグ)HORDE生成でGOODなモンスターの生成を禁止する? */
19 #define HORDE_NOEVIL 0x02 /*!< (未実装フラグ)HORDE生成でEVILなモンスターの生成を禁止する? */
24 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
26 cptr horror_desc[MAX_SAN_HORROR] =
82 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(幻覚状態時)
84 cptr funny_desc[MAX_SAN_FUNNY] =
145 * @var funny_comments
146 * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
148 cptr funny_comments[MAX_SAN_COMMENT] =
169 * @brief モンスターの目標地点をセットする / Set the target of counter attack
170 * @param m_ptr モンスターの参照ポインタ
175 void set_target(monster_type *m_ptr, POSITION y, POSITION x)
183 * @brief モンスターの目標地点をリセットする / Reset the target of counter attack
184 * @param m_ptr モンスターの参照ポインタ
187 void reset_target(monster_type *m_ptr)
189 set_target(m_ptr, 0, 0);
194 * @brief モンスターの真の種族を返す / Extract monster race pointer of a monster's true form
195 * @param m_ptr モンスターの参照ポインタ
196 * @return 本当のモンスター種族参照ポインタ
198 monster_race *real_r_ptr(monster_type *m_ptr)
200 monster_race *r_ptr = &r_info[m_ptr->r_idx];
202 /* Extract real race */
203 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
205 if (r_ptr->flags1 & RF1_UNIQUE)
206 return &r_info[MON_CHAMELEON_K];
208 return &r_info[MON_CHAMELEON];
218 * @brief モンスター配列からモンスターを消去する / Delete a monster by index.
219 * @param i 消去するモンスターのID
222 * モンスターを削除するとそのモンスターが拾っていたアイテムも同時に削除される。 /
223 * When a monster is deleted, all of its objects are deleted.
225 void delete_monster_idx(MONSTER_IDX i)
228 monster_type *m_ptr = &m_list[i];
229 monster_race *r_ptr = &r_info[m_ptr->r_idx];
230 OBJECT_IDX this_o_idx, next_o_idx = 0;
236 /* Hack -- Reduce the racial counter */
237 real_r_ptr(m_ptr)->cur_num--;
239 /* Hack -- count the number of "reproducers" */
240 if (r_ptr->flags2 & (RF2_MULTIPLY)) num_repro--;
242 if (MON_CSLEEP(m_ptr)) (void)set_monster_csleep(i, 0);
243 if (MON_FAST(m_ptr)) (void)set_monster_fast(i, 0);
244 if (MON_SLOW(m_ptr)) (void)set_monster_slow(i, 0);
245 if (MON_STUNNED(m_ptr)) (void)set_monster_stunned(i, 0);
246 if (MON_CONFUSED(m_ptr)) (void)set_monster_confused(i, 0);
247 if (MON_MONFEAR(m_ptr)) (void)set_monster_monfear(i, 0);
248 if (MON_INVULNER(m_ptr)) (void)set_monster_invulner(i, 0, FALSE);
251 /* Hack -- remove target monster */
252 if (i == target_who) target_who = 0;
254 /* Hack -- remove tracked monster */
255 if (i == p_ptr->health_who) health_track(0);
257 if (pet_t_m_idx == i ) pet_t_m_idx = 0;
258 if (riding_t_m_idx == i) riding_t_m_idx = 0;
259 if (p_ptr->riding == i) p_ptr->riding = 0;
261 /* Monster is gone */
262 cave[y][x].m_idx = 0;
266 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
271 o_ptr = &o_list[this_o_idx];
273 /* Acquire next object */
274 next_o_idx = o_ptr->next_o_idx;
277 * o_ptr->held_m_idx is needed in delete_object_idx()
278 * to prevent calling lite_spot()
281 delete_object_idx(this_o_idx);
285 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
288 /* Wipe the Monster */
289 (void)WIPE(m_ptr, monster_type);
297 /* Update some things */
298 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
299 p_ptr->update |= (PU_MON_LITE);
304 * @brief 指定位置に存在するモンスターを削除する / Delete the monster, if any, at a given location
309 void delete_monster(POSITION y, POSITION x)
314 if (!in_bounds(y, x)) return;
319 /* Delete the monster (if any) */
320 if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
325 * @brief モンスター情報を配列内移動する / Move an object from index i1 to index i2 in the object list
330 static void compact_monsters_aux(IDX i1, IDX i2)
336 OBJECT_IDX this_o_idx, next_o_idx = 0;
339 if (i1 == i2) return;
350 /* Update the cave */
353 /* Repair objects being carried by monster */
354 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
359 o_ptr = &o_list[this_o_idx];
361 /* Acquire next object */
362 next_o_idx = o_ptr->next_o_idx;
364 /* Reset monster pointer */
365 o_ptr->held_m_idx = i2;
368 /* Hack -- Update the target */
369 if (target_who == i1) target_who = i2;
371 /* Hack -- Update the target */
372 if (pet_t_m_idx == i1) pet_t_m_idx = i2;
373 if (riding_t_m_idx == i1) riding_t_m_idx = i2;
375 /* Hack -- Update the riding */
376 if (p_ptr->riding == i1) p_ptr->riding = i2;
378 /* Hack -- Update the health bar */
379 if (p_ptr->health_who == i1) health_track(i2);
381 /* Hack -- Update parent index */
384 for (i = 1; i < m_max; i++)
386 monster_type *m2_ptr = &m_list[i];
388 if (m2_ptr->parent_m_idx == i1)
389 m2_ptr->parent_m_idx = i2;
394 (void)COPY(&m_list[i2], &m_list[i1], monster_type);
397 (void)WIPE(&m_list[i1], monster_type);
399 for (i = 0; i < MAX_MTIMED; i++)
401 int mproc_idx = get_mproc_idx(i1, i);
402 if (mproc_idx >= 0) mproc_list[i][mproc_idx] = i2;
408 * @brief モンスター情報配列を圧縮する / Compact and Reorder the monster list
409 * @param size 圧縮後のモンスター件数目標
412 * This function can be very dangerous, use with caution!
414 * When actually "compacting" monsters, we base the saving throw
415 * on a combination of monster level, distance from player, and
416 * current "desperation".
418 * After "compacting" (if needed), we "reorder" the monsters into a more
419 * compact order, and we reset the allocation info, and the "live" array.
421 void compact_monsters(int size)
425 int cur_lev, cur_dis, chance;
427 /* Message (only if compacting) */
428 if (size) msg_print(_("モンスター情報を圧縮しています...", "Compacting monsters..."));
431 /* Compact at least 'size' objects */
432 for (num = 0, cnt = 1; num < size; cnt++)
434 /* Get more vicious each iteration */
437 /* Get closer each iteration */
438 cur_dis = 5 * (20 - cnt);
440 /* Check all the monsters */
441 for (i = 1; i < m_max; i++)
443 monster_type *m_ptr = &m_list[i];
445 monster_race *r_ptr = &r_info[m_ptr->r_idx];
447 /* Paranoia -- skip "dead" monsters */
448 if (!m_ptr->r_idx) continue;
450 /* Hack -- High level monsters start out "immune" */
451 if (r_ptr->level > cur_lev) continue;
453 if (i == p_ptr->riding) continue;
455 /* Ignore nearby monsters */
456 if ((cur_dis > 0) && (m_ptr->cdis < cur_dis)) continue;
458 /* Saving throw chance */
461 /* Only compact "Quest" Monsters in emergencies */
462 if ((r_ptr->flags1 & (RF1_QUESTOR)) && (cnt < 1000)) chance = 100;
464 /* Try not to compact Unique Monsters */
465 if (r_ptr->flags1 & (RF1_UNIQUE)) chance = 100;
467 /* All monsters get a saving throw */
468 if (randint0(100) < chance) continue;
470 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
474 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
475 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
479 delete_monster_idx(i);
481 /* Count the monster */
487 /* Excise dead monsters (backwards!) */
488 for (i = m_max - 1; i >= 1; i--)
490 /* Get the i'th monster */
491 monster_type *m_ptr = &m_list[i];
493 /* Skip real monsters */
494 if (m_ptr->r_idx) continue;
496 /* Move last monster into open hole */
497 compact_monsters_aux(m_max - 1, i);
499 /* Compress "m_max" */
506 * @brief プレイヤーのフロア離脱に伴う全モンスター配列の消去 / Delete/Remove all the monsters when the player leaves the level
509 * This is an efficient method of simulating multiple calls to the
510 * "delete_monster()" function, with no visual effects.
512 void wipe_m_list(void)
516 /* Hack -- if Banor or Lupart dies, stay another dead */
517 if (!r_info[MON_BANORLUPART].max_num)
519 if (r_info[MON_BANOR].max_num)
521 r_info[MON_BANOR].max_num = 0;
522 r_info[MON_BANOR].r_pkills++;
523 r_info[MON_BANOR].r_akills++;
524 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
526 if (r_info[MON_LUPART].max_num)
528 r_info[MON_LUPART].max_num = 0;
529 r_info[MON_LUPART].r_pkills++;
530 r_info[MON_LUPART].r_akills++;
531 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
535 /* Delete all the monsters */
536 for (i = m_max - 1; i >= 1; i--)
538 monster_type *m_ptr = &m_list[i];
540 /* Skip dead monsters */
541 if (!m_ptr->r_idx) continue;
543 /* Monster is gone */
544 cave[m_ptr->fy][m_ptr->fx].m_idx = 0;
546 /* Wipe the Monster */
547 (void)WIPE(m_ptr, monster_type);
552 * Wiping racial counters of all monsters and incrementing of racial
553 * counters of monsters in party_mon[] are required to prevent multiple
554 * generation of unique monster who is the minion of player.
557 /* Hack -- Wipe the racial counter of all monster races */
558 for (i = 1; i < max_r_idx; i++) r_info[i].cur_num = 0;
566 /* Reset "mproc_max[]" */
567 for (i = 0; i < MAX_MTIMED; i++) mproc_max[i] = 0;
569 /* Hack -- reset "reproducer" count */
572 /* Hack -- no more target */
577 /* Hack -- no more tracking */
583 * @brief モンスター配列の空きを探す / Acquires and returns the index of a "free" monster.
584 * @return 利用可能なモンスター配列の添字
586 * This routine should almost never fail, but it *can* happen.
588 MONSTER_IDX m_pop(void)
593 /* Normal allocation */
594 if (m_max < max_m_idx)
596 /* Access the next hole */
599 /* Expand the array */
605 /* Return the index */
610 /* Recycle dead monsters */
611 for (i = 1; i < m_max; i++)
615 /* Acquire monster */
618 /* Skip live monsters */
619 if (m_ptr->r_idx) continue;
624 /* Use this monster */
629 /* Warn the player (except during dungeon creation) */
630 if (character_dungeon) msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
632 /* Try not to crash */
640 * @var summon_specific_type
641 * @brief 召喚条件を指定するグローバル変数 / Hack -- the "type" of the current "summon specific"
642 * @todo summon_specific_typeグローバル変数の除去と関数引数への代替を行う
644 static int summon_specific_type = 0;
648 * @var summon_specific_who
649 * @brief 召喚を行ったプレイヤーあるいはモンスターのIDを示すグローバル変数 / Hack -- the index of the summoning monster
650 * @todo summon_specific_who グローバル変数の除去と関数引数への代替を行う
652 static int summon_specific_who = -1;
655 * @var summon_unique_okay
656 * @brief 召喚対象にユニークを含めるかを示すグローバル変数 / summoning unique enable
657 * @todo summon_unique_okay グローバル変数の除去と関数引数への代替を行う
659 static bool summon_unique_okay = FALSE;
662 * @brief 指定されたモンスター種族がsummon_specific_typeで指定された召喚条件に合うかどうかを返す
663 * @return 召喚条件が一致するならtrue
666 static bool summon_specific_aux(MONRACE_IDX r_idx)
668 monster_race *r_ptr = &r_info[r_idx];
671 /* Check our requirements */
672 switch (summon_specific_type)
676 okay = (r_ptr->d_char == 'a');
682 okay = (r_ptr->d_char == 'S');
688 okay = ((r_ptr->d_char == 'C') || (r_ptr->d_char == 'Z'));
694 okay = (r_ptr->d_char == 'M');
700 okay = (r_ptr->d_char == 'A' && ((r_ptr->flags3 & RF3_EVIL) || (r_ptr->flags3 & RF3_GOOD)));
706 okay = (r_ptr->flags3 & RF3_DEMON);
712 okay = (r_ptr->flags3 & RF3_UNDEAD);
718 okay = (r_ptr->flags3 & RF3_DRAGON);
722 case SUMMON_HI_UNDEAD:
724 okay = ((r_ptr->d_char == 'L') ||
725 (r_ptr->d_char == 'V') ||
726 (r_ptr->d_char == 'W'));
730 case SUMMON_HI_DRAGON:
732 okay = (r_ptr->d_char == 'D');
736 case SUMMON_HI_DEMON:
738 okay = (((r_ptr->d_char == 'U') ||
739 (r_ptr->d_char == 'H') ||
740 (r_ptr->d_char == 'B')) &&
741 (r_ptr->flags3 & RF3_DEMON)) ? TRUE : FALSE;
745 case SUMMON_AMBERITES:
747 okay = (r_ptr->flags3 & (RF3_AMBERITE)) ? TRUE : FALSE;
753 okay = (r_ptr->flags1 & (RF1_UNIQUE)) ? TRUE : FALSE;
759 okay = (r_ptr->d_char == 'm');
764 okay = (r_ptr->d_char == 'b');
767 case SUMMON_QUYLTHULG:
769 okay = (r_ptr->d_char == 'Q');
773 case SUMMON_COIN_MIMIC:
775 okay = (r_ptr->d_char == '$');
781 okay = ((r_ptr->d_char == '!') ||
782 (r_ptr->d_char == '?') ||
783 (r_ptr->d_char == '=') ||
784 (r_ptr->d_char == '$') ||
785 (r_ptr->d_char == '|'));
791 okay = (r_ptr->d_char == 'g');
797 okay = ((r_ptr->d_char == 'U') &&
798 (r_ptr->flags4 & RF4_ROCKET));
805 okay = ((r_ptr->d_char == summon_kin_type) && (r_idx != MON_HAGURE));
811 okay = (r_idx == MON_DAWN);
817 okay = (r_ptr->flags3 & (RF3_ANIMAL));
821 case SUMMON_ANIMAL_RANGER:
823 okay = ((r_ptr->flags3 & (RF3_ANIMAL)) &&
824 (my_strchr("abcflqrwBCHIJKMRS", r_ptr->d_char)) &&
825 !(r_ptr->flags3 & (RF3_DRAGON)) &&
826 !(r_ptr->flags3 & (RF3_EVIL)) &&
827 !(r_ptr->flags3 & (RF3_UNDEAD)) &&
828 !(r_ptr->flags3 & (RF3_DEMON)) &&
829 !(r_ptr->flags2 & (RF2_MULTIPLY)) &&
830 !(r_ptr->flags4 || r_ptr->a_ability_flags1 || r_ptr->a_ability_flags2));
834 case SUMMON_HI_DRAGON_LIVING:
836 okay = ((r_ptr->d_char == 'D') && monster_living(r_ptr));
842 okay = monster_living(r_ptr);
848 okay = (r_idx == MON_PHANTOM_B || r_idx == MON_PHANTOM_W);
852 case SUMMON_BLUE_HORROR:
854 okay = (r_idx == MON_BLUE_HORROR);
858 case SUMMON_ELEMENTAL:
860 okay = (r_ptr->d_char == 'E');
866 okay = (r_ptr->d_char == 'v');
872 okay = (r_ptr->d_char == 'H');
878 okay = (r_ptr->d_char == 'B');
882 case SUMMON_KAMIKAZE:
885 for (i = 0; i < 4; i++)
886 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
890 case SUMMON_KAMIKAZE_LIVING:
894 for (i = 0; i < 4; i++)
895 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
896 okay = (okay && monster_living(r_ptr));
902 okay = (r_idx == MON_MANES);
908 okay = (r_idx == MON_LOUSE);
912 case SUMMON_GUARDIANS:
914 okay = (r_ptr->flags7 & RF7_GUARDIAN);
920 okay = ((r_idx == MON_NOV_PALADIN) ||
921 (r_idx == MON_NOV_PALADIN_G) ||
922 (r_idx == MON_PALADIN) ||
923 (r_idx == MON_W_KNIGHT) ||
924 (r_idx == MON_ULTRA_PALADIN) ||
925 (r_idx == MON_KNI_TEMPLAR));
931 okay = (r_ptr->d_char == 'B' &&
932 (r_ptr->flags8 & RF8_WILD_MOUNTAIN) &&
933 (r_ptr->flags8 & RF8_WILD_ONLY));
937 case SUMMON_PIRANHAS:
939 okay = (r_idx == MON_PIRANHA);
943 case SUMMON_ARMAGE_GOOD:
945 okay = (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_GOOD));
949 case SUMMON_ARMAGE_EVIL:
951 okay = ((r_ptr->flags3 & RF3_DEMON) ||
952 (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_EVIL)));
956 /* Since okay is int, "return (okay);" is not correct. */
957 return (bool)(okay ? TRUE : FALSE);
961 * @var chameleon_change_m_idx
962 * @brief カメレオンの変身先モンスターIDを受け渡すためのグローバル変数
963 * @todo 変数渡しの問題などもあるができればchameleon_change_m_idxのグローバル変数を除去し、関数引き渡しに移行すること
965 static int chameleon_change_m_idx = 0;
969 * @brief 指定されたモンスター種族がダンジョンの制限にかかるかどうかをチェックする / Some dungeon types restrict the possible monsters.
970 * @param r_idx チェックするモンスター種族ID
971 * @return 召喚条件が一致するならtrue / Return TRUE is the monster is OK and FALSE otherwise
973 static bool restrict_monster_to_dungeon(MONRACE_IDX r_idx)
975 dungeon_info_type *d_ptr = &d_info[dungeon_type];
976 monster_race *r_ptr = &r_info[r_idx];
979 if (d_ptr->flags1 & DF1_CHAMELEON)
981 if (chameleon_change_m_idx) return TRUE;
983 if (d_ptr->flags1 & DF1_NO_MAGIC)
985 if (r_idx != MON_CHAMELEON &&
987 !(r_ptr->flags4 & RF4_NOMAGIC_MASK) &&
988 !(r_ptr->a_ability_flags1 & RF5_NOMAGIC_MASK) &&
989 !(r_ptr->a_ability_flags2 & RF6_NOMAGIC_MASK))
992 if (d_ptr->flags1 & DF1_NO_MELEE)
994 if (r_idx == MON_CHAMELEON) return TRUE;
995 if (!(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK)) &&
996 !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_CAUSE_1 | RF5_CAUSE_2 | RF5_CAUSE_3 | RF5_CAUSE_4 | RF5_MIND_BLAST | RF5_BRAIN_SMASH)) &&
997 !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK)))
1000 if (d_ptr->flags1 & DF1_BEGINNER)
1002 if (r_ptr->level > dun_level)
1006 if (d_ptr->special_div >= 64) return TRUE;
1007 if (summon_specific_type && !(d_ptr->flags1 & DF1_CHAMELEON)) return TRUE;
1009 switch (d_ptr->mode)
1011 case DUNGEON_MODE_AND:
1014 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
1019 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
1024 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
1029 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
1032 if (d_ptr->m_a_ability_flags1)
1034 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
1037 if (d_ptr->m_a_ability_flags2)
1039 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
1044 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
1049 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
1054 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
1059 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
1062 for (a = 0; a < 5; a++)
1063 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return FALSE;
1067 case DUNGEON_MODE_NAND:
1070 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
1075 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
1080 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
1085 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
1088 if (d_ptr->m_a_ability_flags1)
1090 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
1093 if (d_ptr->m_a_ability_flags2)
1095 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
1100 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
1105 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
1110 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
1115 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
1118 for (a = 0; a < 5; a++)
1119 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return TRUE;
1123 case DUNGEON_MODE_OR:
1124 if (r_ptr->flags1 & d_ptr->mflags1) return TRUE;
1125 if (r_ptr->flags2 & d_ptr->mflags2) return TRUE;
1126 if (r_ptr->flags3 & d_ptr->mflags3) return TRUE;
1127 if (r_ptr->flags4 & d_ptr->mflags4) return TRUE;
1128 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return TRUE;
1129 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return TRUE;
1130 if (r_ptr->flags7 & d_ptr->mflags7) return TRUE;
1131 if (r_ptr->flags8 & d_ptr->mflags8) return TRUE;
1132 if (r_ptr->flags9 & d_ptr->mflags9) return TRUE;
1133 if (r_ptr->flagsr & d_ptr->mflagsr) return TRUE;
1134 for (a = 0; a < 5; a++)
1135 if (d_ptr->r_char[a] == r_ptr->d_char) return TRUE;
1139 case DUNGEON_MODE_NOR:
1140 if (r_ptr->flags1 & d_ptr->mflags1) return FALSE;
1141 if (r_ptr->flags2 & d_ptr->mflags2) return FALSE;
1142 if (r_ptr->flags3 & d_ptr->mflags3) return FALSE;
1143 if (r_ptr->flags4 & d_ptr->mflags4) return FALSE;
1144 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return FALSE;
1145 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return FALSE;
1146 if (r_ptr->flags7 & d_ptr->mflags7) return FALSE;
1147 if (r_ptr->flags8 & d_ptr->mflags8) return FALSE;
1148 if (r_ptr->flags9 & d_ptr->mflags9) return FALSE;
1149 if (r_ptr->flagsr & d_ptr->mflagsr) return FALSE;
1150 for (a = 0; a < 5; a++)
1151 if (d_ptr->r_char[a] == r_ptr->d_char) return FALSE;
1160 * @brief モンスター生成制限関数最大2つから / Apply a "monster restriction function" to the "monster allocation table"
1161 * @param monster_hook 制限関数1
1162 * @param monster_hook2 制限関数2
1165 errr get_mon_num_prep(monster_hook_type monster_hook,
1166 monster_hook_type monster_hook2)
1170 /* Todo: Check the hooks for non-changes */
1172 /* Set the new hooks */
1173 get_mon_num_hook = monster_hook;
1174 get_mon_num2_hook = monster_hook2;
1176 /* Scan the allocation table */
1177 for (i = 0; i < alloc_race_size; i++)
1179 monster_race *r_ptr;
1182 alloc_entry *entry = &alloc_race_table[i];
1185 r_ptr = &r_info[entry->index];
1187 /* Skip monsters which don't pass the restriction */
1188 if ((get_mon_num_hook && !((*get_mon_num_hook)(entry->index))) ||
1189 (get_mon_num2_hook && !((*get_mon_num2_hook)(entry->index))))
1192 if (!p_ptr->inside_battle && !chameleon_change_m_idx &&
1193 summon_specific_type != SUMMON_GUARDIANS)
1195 /* Hack -- don't create questors */
1196 if (r_ptr->flags1 & RF1_QUESTOR)
1199 if (r_ptr->flags7 & RF7_GUARDIAN)
1202 /* Depth Monsters never appear out of depth */
1203 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) &&
1204 (r_ptr->level > dun_level))
1208 /* Accept this monster */
1209 entry->prob2 = entry->prob1;
1211 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)
1213 int hoge = entry->prob2 * d_info[dungeon_type].special_div;
1214 entry->prob2 = hoge / 64;
1215 if (randint0(64) < (hoge & 0x3f)) entry->prob2++;
1224 * @brief 平方根を切り捨て整数で返す
1228 static int mysqrt(int n)
1266 * @brief 生成モンスター種族を1種生成テーブルから選択する
1268 * @return 選択されたモンスター生成種族
1270 * Choose a monster race that seems "appropriate" to the given level
1272 * This function uses the "prob2" field of the "monster allocation table",
1273 * and various local information, to calculate the "prob3" field of the
1274 * same table, which is then used to choose an "appropriate" monster, in
1275 * a relatively efficient manner.
1277 * Note that "town" monsters will *only* be created in the town, and
1278 * "normal" monsters will *never* be created in the town, unless the
1279 * "level" is "modified", for example, by polymorph or summoning.
1281 * There is a small chance (1/50) of "boosting" the given depth by
1282 * a small amount (up to four levels), except in the town.
1284 * It is (slightly) more likely to acquire a monster of the given level
1285 * than one of a lower level. This is done by choosing several monsters
1286 * appropriate to the given level and keeping the "hardest" one.
1288 * Note that if no monsters are "appropriate", then this function will
1289 * fail, and return zero, but this should *almost* never happen.
1291 MONRACE_IDX get_mon_num(DEPTH level)
1296 monster_race *r_ptr;
1297 alloc_entry *table = alloc_race_table;
1299 int pls_kakuritu, pls_level;
1300 int delay = mysqrt(level * 10000L) + 400L;
1302 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1304 pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - ((dungeon_turn / (TURNS_PER_TICK * 5000L) - delay / 10)));
1305 pls_level = MIN(NASTY_MON_PLUS_MAX, 3 + dungeon_turn / (TURNS_PER_TICK * 40000L) - delay / 40 + MIN(5, level / 10)) ;
1307 if (d_info[dungeon_type].flags1 & DF1_MAZE)
1309 pls_kakuritu = MIN(pls_kakuritu / 2, pls_kakuritu - 10);
1310 if (pls_kakuritu < 2) pls_kakuritu = 2;
1315 /* Boost the level */
1316 if (!p_ptr->inside_battle && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1318 /* Nightmare mode allows more out-of depth monsters */
1319 if (ironman_nightmare && !randint0(pls_kakuritu))
1321 /* What a bizarre calculation */
1322 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
1326 /* Occasional "nasty" monster */
1327 if (!randint0(pls_kakuritu))
1329 /* Pick a level bonus */
1338 /* Process probabilities */
1339 for (i = 0; i < alloc_race_size; i++)
1341 /* Monsters are sorted by depth */
1342 if (table[i].level > level) break;
1347 /* Access the "r_idx" of the chosen monster */
1348 r_idx = table[i].index;
1350 /* Access the actual race */
1351 r_ptr = &r_info[r_idx];
1353 if (!p_ptr->inside_battle && !chameleon_change_m_idx)
1355 /* Hack -- "unique" monsters must be "unique" */
1356 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
1357 (r_ptr->flags7 & (RF7_NAZGUL))) &&
1358 (r_ptr->cur_num >= r_ptr->max_num))
1363 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
1364 (r_ptr->cur_num >= 1))
1369 if (r_idx == MON_BANORLUPART)
1371 if (r_info[MON_BANOR].cur_num > 0) continue;
1372 if (r_info[MON_LUPART].cur_num > 0) continue;
1377 table[i].prob3 = table[i].prob2;
1380 total += table[i].prob3;
1383 /* No legal monsters */
1384 if (total <= 0) return (0);
1386 /* Pick a monster */
1387 value = randint0(total);
1389 /* Find the monster */
1390 for (i = 0; i < alloc_race_size; i++)
1392 /* Found the entry */
1393 if (value < table[i].prob3) break;
1396 value = value - table[i].prob3;
1402 /* Try for a "harder" monster once (50%) or twice (10%) */
1408 /* Pick a monster */
1409 value = randint0(total);
1411 /* Find the monster */
1412 for (i = 0; i < alloc_race_size; i++)
1414 /* Found the entry */
1415 if (value < table[i].prob3) break;
1418 value = value - table[i].prob3;
1421 /* Keep the "best" one */
1422 if (table[i].level < table[j].level) i = j;
1425 /* Try for a "harder" monster twice (10%) */
1431 /* Pick a monster */
1432 value = randint0(total);
1434 /* Find the monster */
1435 for (i = 0; i < alloc_race_size; i++)
1437 /* Found the entry */
1438 if (value < table[i].prob3) break;
1441 value = value - table[i].prob3;
1444 /* Keep the "best" one */
1445 if (table[i].level < table[j].level) i = j;
1447 return (table[i].index);
1452 * @brief モンスターの呼称を作成する / Build a string describing a monster in some way.
1453 * @param desc 記述出力先の文字列参照ポインタ
1454 * @param m_ptr モンスターの参照ポインタ
1455 * @param mode 呼称オプション
1458 * We can correctly describe monsters based on their visibility.
1459 * We can force all monsters to be treated as visible or invisible.
1460 * We can build nominatives, objectives, possessives, or reflexives.
1461 * We can selectively pronominalize hidden, visible, or all monsters.
1462 * We can use definite or indefinite descriptions for hidden monsters.
1463 * We can use definite or indefinite descriptions for visible monsters.
1465 * Pronominalization involves the gender whenever possible and allowed,
1466 * so that by cleverly requesting pronominalization / visibility, you
1467 * can get messages like "You hit someone. She screams in agony!".
1469 * Reflexives are acquired by requesting Objective plus Possessive.
1471 * If no m_ptr arg is given (?), the monster is assumed to be hidden,
1472 * unless the "Assume Visible" mode is requested.
1474 * If no r_ptr arg is given, it is extracted from m_ptr and r_info
1475 * If neither m_ptr nor r_ptr is given, the monster is assumed to
1476 * be neuter, singular, and hidden (unless "Assume Visible" is set),
1477 * in which case you may be in trouble... :-)
1479 * I am assuming that no monster name is more than 70 characters long,
1480 * so that "char desc[80];" is sufficiently large for any result.
1483 * MD_OBJECTIVE --> Objective (or Reflexive)
1484 * MD_POSSESSIVE --> Possessive (or Reflexive)
1485 * MD_INDEF_HIDDEN --> Use indefinites for hidden monsters ("something")
1486 * MD_INDEF_VISIBLE --> Use indefinites for visible monsters ("a kobold")
1487 * MD_PRON_HIDDEN --> Pronominalize hidden monsters
1488 * MD_PRON_VISIBLE --> Pronominalize visible monsters
1489 * MD_ASSUME_HIDDEN --> Assume the monster is hidden
1490 * MD_ASSUME_VISIBLE --> Assume the monster is visible
1491 * MD_TRUE_NAME --> Chameleon's true name
1492 * MD_IGNORE_HALLU --> Ignore hallucination, and penetrate shape change
1495 * 0x00 --> Full nominative name ("the kobold") or "it"
1496 * MD_INDEF_HIDDEN --> Full nominative name ("the kobold") or "something"
1497 * MD_ASSUME_VISIBLE --> Genocide resistance name ("the kobold")
1498 * MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE --> Killing name ("a kobold")
1499 * MD_PRON_VISIBLE | MD_POSSESSIVE
1500 * --> Possessive, genderized if visable ("his") or "its"
1501 * MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE
1502 * --> Reflexive, genderized if visable ("himself") or "itself"
1504 void monster_desc(char *desc, monster_type *m_ptr, BIT_FLAGS mode)
1507 monster_race *r_ptr;
1511 char silly_name[1024];
1515 r_ptr = &r_info[m_ptr->ap_r_idx];
1517 /* Mode of MD_TRUE_NAME will reveal Chameleon's true name */
1518 if (mode & MD_TRUE_NAME) name = (r_name + real_r_ptr(m_ptr)->name);
1519 else name = (r_name + r_ptr->name);
1521 /* Are we hallucinating? (Idea from Nethack...) */
1522 if (p_ptr->image && !(mode & MD_IGNORE_HALLU))
1526 if (!get_rnd_line(_("silly_j.txt", "silly.txt"), m_ptr->r_idx, silly_name))
1532 monster_race *hallu_race;
1536 hallu_race = &r_info[randint1(max_r_idx - 1)];
1538 while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
1540 strcpy(silly_name, (r_name + hallu_race->name));
1543 /* Better not strcpy it, or we could corrupt r_info... */
1547 /* Can we "see" it (exists + forced, or visible + not unforced) */
1548 seen = (m_ptr && ((mode & MD_ASSUME_VISIBLE) || (!(mode & MD_ASSUME_HIDDEN) && m_ptr->ml)));
1550 /* Sexed Pronouns (seen and allowed, or unseen and allowed) */
1551 pron = (m_ptr && ((seen && (mode & MD_PRON_VISIBLE)) || (!seen && (mode & MD_PRON_HIDDEN))));
1554 /* First, try using pronouns, or describing hidden monsters */
1557 /* an encoding of the monster "sex" */
1560 /* Extract the gender (if applicable) */
1561 if (r_ptr->flags1 & (RF1_FEMALE)) kind = 0x20;
1562 else if (r_ptr->flags1 & (RF1_MALE)) kind = 0x10;
1564 /* Ignore the gender (if desired) */
1565 if (!m_ptr || !pron) kind = 0x00;
1568 /* Assume simple result */
1569 res = _("何か", "it");
1571 /* Brute force: split on the possibilities */
1572 switch (kind + (mode & (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE)))
1574 /* Neuter, or unknown */
1576 case 0x00: res = "何か"; break;
1577 case 0x00 + (MD_OBJECTIVE): res = "何か"; break;
1578 case 0x00 + (MD_POSSESSIVE): res = "何かの"; break;
1579 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "何か自身"; break;
1580 case 0x00 + (MD_INDEF_HIDDEN): res = "何か"; break;
1581 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "何か"; break;
1582 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "何か"; break;
1583 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "それ自身"; break;
1585 case 0x00: res = "it"; break;
1586 case 0x00 + (MD_OBJECTIVE): res = "it"; break;
1587 case 0x00 + (MD_POSSESSIVE): res = "its"; break;
1588 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1589 case 0x00 + (MD_INDEF_HIDDEN): res = "something"; break;
1590 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "something"; break;
1591 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "something's"; break;
1592 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1596 /* Male (assume human if vague) */
1598 case 0x10: res = "彼"; break;
1599 case 0x10 + (MD_OBJECTIVE): res = "彼"; break;
1600 case 0x10 + (MD_POSSESSIVE): res = "彼の"; break;
1601 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
1602 case 0x10 + (MD_INDEF_HIDDEN): res = "誰か"; break;
1603 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
1604 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
1605 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
1607 case 0x10: res = "he"; break;
1608 case 0x10 + (MD_OBJECTIVE): res = "him"; break;
1609 case 0x10 + (MD_POSSESSIVE): res = "his"; break;
1610 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1611 case 0x10 + (MD_INDEF_HIDDEN): res = "someone"; break;
1612 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1613 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1614 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1618 /* Female (assume human if vague) */
1620 case 0x20: res = "彼女"; break;
1621 case 0x20 + (MD_OBJECTIVE): res = "彼女"; break;
1622 case 0x20 + (MD_POSSESSIVE): res = "彼女の"; break;
1623 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
1624 case 0x20 + (MD_INDEF_HIDDEN): res = "誰か"; break;
1625 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
1626 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
1627 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
1629 case 0x20: res = "she"; break;
1630 case 0x20 + (MD_OBJECTIVE): res = "her"; break;
1631 case 0x20 + (MD_POSSESSIVE): res = "her"; break;
1632 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1633 case 0x20 + (MD_INDEF_HIDDEN): res = "someone"; break;
1634 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1635 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1636 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1640 /* Copy the result */
1641 (void)strcpy(desc, res);
1645 /* Handle visible monsters, "reflexive" request */
1646 else if ((mode & (MD_POSSESSIVE | MD_OBJECTIVE)) == (MD_POSSESSIVE | MD_OBJECTIVE))
1648 /* The monster is visible, so use its gender */
1650 if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, "彼女自身");
1651 else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, "彼自身");
1652 else strcpy(desc, "それ自身");
1654 if (r_ptr->flags1 & RF1_FEMALE) strcpy(desc, "herself");
1655 else if (r_ptr->flags1 & RF1_MALE) strcpy(desc, "himself");
1656 else strcpy(desc, "itself");
1661 /* Handle all other visible monster requests */
1665 if (is_pet(m_ptr) && !is_original_ap(m_ptr))
1671 while(strncmp(t, "』", 2) && *t) t++;
1675 (void)sprintf(desc, "%s?』", buf);
1678 (void)sprintf(desc, "%s?", name);
1680 (void)sprintf(desc, "%s?", name);
1685 /* It could be a Unique */
1686 if ((r_ptr->flags1 & RF1_UNIQUE) && !(p_ptr->image && !(mode & MD_IGNORE_HALLU)))
1688 /* Start with the name (thus nominative and objective) */
1689 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && !(mode & MD_TRUE_NAME))
1695 while (strncmp(t, "』", 2) && *t) t++;
1699 (void)sprintf(desc, "%s?』", buf);
1702 (void)sprintf(desc, "%s?", name);
1704 (void)sprintf(desc, "%s?", name);
1708 /* Inside monster arena, and it is not your mount */
1709 else if (p_ptr->inside_battle &&
1710 !(p_ptr->riding && (&m_list[p_ptr->riding] == m_ptr)))
1712 /* It is a fake unique monster */
1713 (void)sprintf(desc, _("%sもどき", "fake %s"), name);
1718 (void)strcpy(desc, name);
1722 /* It could be an indefinite monster */
1723 else if (mode & MD_INDEF_VISIBLE)
1725 /* XXX Check plurality for "some" */
1727 /* Indefinite monsters need an indefinite article */
1729 (void)strcpy(desc, "");
1731 (void)strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");
1734 (void)strcat(desc, name);
1737 /* It could be a normal, definite, monster */
1740 /* Definite monsters need a definite article */
1742 (void)strcpy(desc, _("あなたの", "your "));
1744 (void)strcpy(desc, _("", "the "));
1746 (void)strcat(desc, name);
1749 if (m_ptr->nickname)
1751 sprintf(buf,_("「%s」", " called %s"),quark_str(m_ptr->nickname));
1755 if (p_ptr->riding && (&m_list[p_ptr->riding] == m_ptr))
1757 strcat(desc,_("(乗馬中)", "(riding)"));
1760 if ((mode & MD_IGNORE_HALLU) && (m_ptr->mflag2 & MFLAG2_CHAMELEON))
1762 if (r_ptr->flags1 & RF1_UNIQUE)
1764 strcat(desc,_("(カメレオンの王)", "(Chameleon Lord)"));
1768 strcat(desc,_("(カメレオン)", "(Chameleon)"));
1772 if ((mode & MD_IGNORE_HALLU) && !is_original_ap(m_ptr))
1774 strcat(desc, format("(%s)", r_name + r_info[m_ptr->r_idx].name));
1777 /* Handle the Possessive as a special afterthought */
1778 if (mode & MD_POSSESSIVE)
1780 /* XXX Check for trailing "s" */
1782 /* Simply append "apostrophe" and "s" */
1783 (void)strcat(desc, _("の", "'s"));
1791 * @brief モンスターの調査による思い出補完処理 / Learn about a monster (by "probing" it)
1792 * @param r_idx 補完されるモンスター種族ID
1793 * @return 明らかになった情報の度数
1795 * Return the number of new flags learnt. -Mogami-
1797 int lore_do_probe(MONRACE_IDX r_idx)
1799 monster_race *r_ptr = &r_info[r_idx];
1803 /* Maximal info about awareness */
1804 if (r_ptr->r_wake != MAX_UCHAR) n++;
1805 if (r_ptr->r_ignore != MAX_UCHAR) n++;
1806 r_ptr->r_wake = r_ptr->r_ignore = MAX_UCHAR;
1808 /* Observe "maximal" attacks */
1809 for (i = 0; i < 4; i++)
1811 /* Examine "actual" blows */
1812 if (r_ptr->blow[i].effect || r_ptr->blow[i].method)
1814 /* Maximal observations */
1815 if (r_ptr->r_blows[i] != MAX_UCHAR) n++;
1816 r_ptr->r_blows[i] = MAX_UCHAR;
1822 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
1823 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
1824 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
1825 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
1826 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
1827 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
1829 /* Only "valid" drops */
1830 if (!(r_ptr->flags1 & RF1_ONLY_GOLD))
1832 if (r_ptr->r_drop_item != tmp_byte) n++;
1833 r_ptr->r_drop_item = tmp_byte;
1835 if (!(r_ptr->flags1 & RF1_ONLY_ITEM))
1837 if (r_ptr->r_drop_gold != tmp_byte) n++;
1838 r_ptr->r_drop_gold = tmp_byte;
1841 /* Observe many spells */
1842 if (r_ptr->r_cast_spell != MAX_UCHAR) n++;
1843 r_ptr->r_cast_spell = MAX_UCHAR;
1845 /* Count unknown flags */
1846 for (i = 0; i < 32; i++)
1848 if (!(r_ptr->r_flags1 & (1L << i)) &&
1849 (r_ptr->flags1 & (1L << i))) n++;
1850 if (!(r_ptr->r_flags2 & (1L << i)) &&
1851 (r_ptr->flags2 & (1L << i))) n++;
1852 if (!(r_ptr->r_flags3 & (1L << i)) &&
1853 (r_ptr->flags3 & (1L << i))) n++;
1854 if (!(r_ptr->r_flags4 & (1L << i)) &&
1855 (r_ptr->flags4 & (1L << i))) n++;
1856 if (!(r_ptr->r_flags5 & (1L << i)) &&
1857 (r_ptr->a_ability_flags1 & (1L << i))) n++;
1858 if (!(r_ptr->r_flags6 & (1L << i)) &&
1859 (r_ptr->a_ability_flags2 & (1L << i))) n++;
1860 if (!(r_ptr->r_flagsr & (1L << i)) &&
1861 (r_ptr->flagsr & (1L << i))) n++;
1863 /* r_flags7 is actually unused */
1865 if (!(r_ptr->r_flags7 & (1L << i)) &&
1866 (r_ptr->flags7 & (1L << i))) n++;
1870 /* Know all the flags */
1871 r_ptr->r_flags1 = r_ptr->flags1;
1872 r_ptr->r_flags2 = r_ptr->flags2;
1873 r_ptr->r_flags3 = r_ptr->flags3;
1874 r_ptr->r_flags4 = r_ptr->flags4;
1875 r_ptr->r_flags5 = r_ptr->a_ability_flags1;
1876 r_ptr->r_flags6 = r_ptr->a_ability_flags2;
1877 r_ptr->r_flagsr = r_ptr->flagsr;
1879 /* r_flags7 is actually unused */
1880 /* r_ptr->r_flags7 = r_ptr->flags7; */
1882 /* Know about evolution */
1883 if (!(r_ptr->r_xtra1 & MR1_SINKA)) n++;
1884 r_ptr->r_xtra1 |= MR1_SINKA;
1886 /* Update monster recall window */
1887 if (p_ptr->monster_race_idx == r_idx)
1889 p_ptr->window |= (PW_MONSTER);
1892 /* Return the number of new flags learnt */
1898 * @brief モンスターの撃破に伴うドロップ情報の保管処理 / Take note that the given monster just dropped some treasure
1899 * @param m_idx モンスター情報のID
1900 * @param num_item 手に入れたアイテム数
1901 * @param num_gold 手に入れた財宝の単位数
1904 * Note that learning the "GOOD"/"GREAT" flags gives information
1905 * about the treasure (even when the monster is killed for the first
1906 * time, such as uniques, and the treasure has not been examined yet).
1908 * This "indirect" method is used to prevent the player from learning
1909 * exactly how much treasure a monster can drop from observing only
1910 * a single example of a drop. This method actually observes how much
1911 * gold and items are dropped, and remembers that information to be
1912 * described later by the monster recall code.
1914 void lore_treasure(MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold)
1916 monster_type *m_ptr = &m_list[m_idx];
1918 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1920 /* If the monster doesn't have original appearance, don't note */
1921 if (!is_original_ap(m_ptr)) return;
1923 /* Note the number of things dropped */
1924 if (num_item > r_ptr->r_drop_item) r_ptr->r_drop_item = num_item;
1925 if (num_gold > r_ptr->r_drop_gold) r_ptr->r_drop_gold = num_gold;
1927 /* Hack -- memorize the good/great flags */
1928 if (r_ptr->flags1 & (RF1_DROP_GOOD)) r_ptr->r_flags1 |= (RF1_DROP_GOOD);
1929 if (r_ptr->flags1 & (RF1_DROP_GREAT)) r_ptr->r_flags1 |= (RF1_DROP_GREAT);
1931 /* Update monster recall window */
1932 if (p_ptr->monster_race_idx == m_ptr->r_idx)
1934 p_ptr->window |= (PW_MONSTER);
1940 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
1941 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
1942 * @param necro 暗黒領域魔法の詠唱失敗によるものならばTRUEを返す
1945 void sanity_blast(monster_type *m_ptr, bool necro)
1949 if (p_ptr->inside_battle || !character_dungeon) return;
1951 if (!necro && m_ptr)
1954 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
1956 power = r_ptr->level / 2;
1958 monster_desc(m_name, m_ptr, 0);
1960 if (!(r_ptr->flags1 & RF1_UNIQUE))
1962 if (r_ptr->flags1 & RF1_FRIENDS)
1967 if (!is_loading_now)
1968 return; /* No effect yet, just loaded... */
1971 return; /* Cannot see it for some reason */
1973 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
1977 return; /* Pet eldritch horrors are safe most of the time */
1979 if (randint1(100) > power) return;
1981 if (saving_throw(p_ptr->skill_sav - power))
1983 return; /* Save, no adverse effects */
1988 /* Something silly happens... */
1990 msg_format("%s%sの顔を見てしまった!",
1991 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
1993 msg_format("You behold the %s visage of %s!",
1994 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
1999 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2000 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2003 return; /* Never mind; we can't see it clearly enough */
2006 /* Something frightening happens... */
2008 msg_format("%s%sの顔を見てしまった!",
2009 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
2011 msg_format("You behold the %s visage of %s!",
2012 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
2015 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2017 /* Demon characters are unaffected */
2018 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
2019 if (p_ptr->wizard) return;
2021 /* Undead characters are 50% likely to be unaffected */
2022 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
2023 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
2024 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
2026 if (saving_throw(25 + p_ptr->lev)) return;
2031 monster_race *r_ptr;
2035 get_mon_num_prep(get_nightmare, NULL);
2037 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
2038 power = r_ptr->level + 10;
2039 desc = r_name + r_ptr->name;
2041 get_mon_num_prep(NULL, NULL);
2045 if (!(r_ptr->flags1 & RF1_UNIQUE))
2046 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
2049 sprintf(m_name, "%s", desc);
2051 if (!(r_ptr->flags1 & RF1_UNIQUE))
2053 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
2057 if (saving_throw(p_ptr->skill_sav * 100 / power))
2059 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
2066 /* Something silly happens... */
2067 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
2068 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2072 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2073 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2076 /* Never mind; we can't see it clearly enough */
2080 /* Something frightening happens... */
2081 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
2082 horror_desc[randint0(MAX_SAN_HORROR)], desc);
2084 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2086 if (!p_ptr->mimic_form)
2088 switch (p_ptr->prace)
2090 /* Demons may make a saving throw */
2093 if (saving_throw(20 + p_ptr->lev)) return;
2095 /* Undead may make a saving throw */
2100 if (saving_throw(10 + p_ptr->lev)) return;
2106 /* Demons may make a saving throw */
2107 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
2109 if (saving_throw(20 + p_ptr->lev)) return;
2111 /* Undead may make a saving throw */
2112 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
2114 if (saving_throw(10 + p_ptr->lev)) return;
2120 msg_print(_("ネクロノミコンを読んで正気を失った!", "Your sanity is shaken by reading the Necronomicon!"));
2123 if (saving_throw(p_ptr->skill_sav - power))
2129 (void)do_dec_stat(A_INT);
2130 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
2133 (void)do_dec_stat(A_WIS);
2134 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
2136 switch (randint1(21))
2139 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
2141 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
2143 msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You turn into an utter moron!"));
2147 msg_print(_("あなたは完璧な馬鹿になった!", "You turn into an utter moron!"));
2150 if (p_ptr->muta3 & MUT3_HYPER_INT)
2152 msg_print(_("あなたの脳は生体コンピュータではなくなった。", "Your brain is no longer a living computer."));
2153 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
2155 p_ptr->muta3 |= MUT3_MORONIC;
2161 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
2163 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
2165 /* Duh, the following should never happen, but anyway... */
2166 if (p_ptr->muta3 & MUT3_FEARLESS)
2168 msg_print(_("あなたはもう恐れ知らずではなくなった。", "You are no longer fearless."));
2169 p_ptr->muta3 &= ~(MUT3_FEARLESS);
2172 p_ptr->muta2 |= MUT2_COWARDICE;
2178 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
2180 msg_print(_("幻覚をひき起こす精神錯乱に陥った!", "You are afflicted by a hallucinatory insanity!"));
2181 p_ptr->muta2 |= MUT2_HALLU;
2187 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
2189 msg_print(_("激烈な感情の発作におそわれるようになった!", "You become subject to fits of berserk rage!"));
2190 p_ptr->muta2 |= MUT2_BERS_RAGE;
2200 if (!p_ptr->resist_conf)
2202 (void)set_confused(p_ptr->confused + randint0(4) + 4);
2204 if (!p_ptr->free_act)
2206 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
2208 if (!p_ptr->resist_chaos)
2210 (void)set_image(p_ptr->image + randint0(250) + 150);
2219 if (lose_all_info())
2220 msg_print(_("あまりの恐怖に全てのことを忘れてしまった!", "You forget everything in your utmost terror!"));
2224 p_ptr->update |= PU_BONUS;
2229 * @brief モンスターの各情報を更新する / This function updates the monster record of the given monster
2230 * @param m_idx 更新するモンスター情報のID
2231 * @param full プレイヤーとの距離更新を行うならばtrue
2234 * This involves extracting the distance to the player (if requested),
2235 * and then checking for visibility (natural, infravision, see-invis,
2236 * telepathy), updating the monster visibility flag, redrawing (or
2237 * erasing) the monster when its visibility changes, and taking note
2238 * of any interesting monster flags (cold-blooded, invisible, etc).
2240 * Note the new "mflag" field which encodes several monster state flags,
2241 * including "view" for when the monster is currently in line of sight,
2242 * and "mark" for when the monster is currently visible via detection.
2244 * The only monster fields that are changed here are "cdis" (the
2245 * distance from the player), "ml" (visible to the player), and
2246 * "mflag" (to maintain the "MFLAG_VIEW" flag).
2248 * Note the special "update_monsters()" function which can be used to
2249 * call this function once for every monster.
2251 * Note the "full" flag which requests that the "cdis" field be updated,
2252 * this is only needed when the monster (or the player) has moved.
2254 * Every time a monster moves, we must call this function for that
2255 * monster, and update the distance, and the visibility. Every time
2256 * the player moves, we must call this function for every monster, and
2257 * update the distance, and the visibility. Whenever the player "state"
2258 * changes in certain ways ("blindness", "infravision", "telepathy",
2259 * and "see invisible"), we must call this function for every monster,
2260 * and update the visibility.
2262 * Routines that change the "illumination" of a grid must also call this
2263 * function for any monster in that grid, since the "visibility" of some
2264 * monsters may be based on the illumination of their grid.
2266 * Note that this function is called once per monster every time the
2267 * player moves. When the player is running, this function is one
2268 * of the primary bottlenecks, along with "update_view()" and the
2269 * "process_monsters()" code, so efficiency is important.
2271 * Note the optimized "inline" version of the "distance()" function.
2273 * A monster is "visible" to the player if (1) it has been detected
2274 * by the player, (2) it is close to the player and the player has
2275 * telepathy, or (3) it is close to the player, and in line of sight
2276 * of the player, and it is "illuminated" by some combination of
2277 * infravision, torch light, or permanent light (invisible monsters
2278 * are only affected by "light" if the player can see invisible).
2280 * Monsters which are not on the current panel may be "visible" to
2281 * the player, and their descriptions will include an "offscreen"
2282 * reference. Currently, offscreen monsters cannot be targetted
2283 * or viewed directly, but old targets will remain set. XXX XXX
2285 * The player can choose to be disturbed by several things, including
2286 * "disturb_move" (monster which is viewable moves in some way), and
2287 * "disturb_near" (monster which is "easily" viewable moves in some
2288 * way). Note that "moves" includes "appears" and "disappears".
2290 void update_mon(MONSTER_IDX m_idx, bool full)
2292 monster_type *m_ptr = &m_list[m_idx];
2294 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2296 bool do_disturb = disturb_move;
2300 /* Current location */
2307 /* Seen by vision */
2310 /* Non-Ninja player in the darkness */
2311 bool in_darkness = (d_info[dungeon_type].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto;
2316 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2318 if (ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)
2322 /* Compute distance */
2325 /* Distance components */
2326 int dy = (p_ptr->y > fy) ? (p_ptr->y - fy) : (fy - p_ptr->y);
2327 int dx = (p_ptr->x > fx) ? (p_ptr->x - fx) : (fx - p_ptr->x);
2329 /* Approximate distance */
2330 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
2332 /* Restrict distance */
2333 if (d > 255) d = 255;
2337 /* Save the distance */
2341 /* Extract distance */
2344 /* Extract the distance */
2350 if (m_ptr->mflag2 & (MFLAG2_MARK)) flag = TRUE;
2354 if (d <= (in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT))
2356 if (!in_darkness || (d <= MAX_SIGHT / 4))
2358 if (p_ptr->special_defense & KATA_MUSOU)
2363 if (is_original_ap(m_ptr) && !p_ptr->image)
2365 /* Hack -- Memorize mental flags */
2366 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2367 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2371 /* Basic telepathy */
2372 /* Snipers get telepathy when they concentrate deeper */
2373 else if (p_ptr->telepathy)
2375 /* Empty mind, no telepathy */
2376 if (r_ptr->flags2 & (RF2_EMPTY_MIND))
2378 /* Memorize flags */
2379 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
2382 /* Weird mind, occasional telepathy */
2383 else if (r_ptr->flags2 & (RF2_WEIRD_MIND))
2385 /* One in ten individuals are detectable */
2386 if ((m_idx % 10) == 5)
2391 if (is_original_ap(m_ptr) && !p_ptr->image)
2393 /* Memorize flags */
2394 r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
2396 /* Hack -- Memorize mental flags */
2397 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2398 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2403 /* Normal mind, allow telepathy */
2409 if (is_original_ap(m_ptr) && !p_ptr->image)
2411 /* Hack -- Memorize mental flags */
2412 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2413 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2418 /* Magical sensing */
2419 if ((p_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL)))
2422 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ANIMAL);
2425 /* Magical sensing */
2426 if ((p_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD)))
2429 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_UNDEAD);
2432 /* Magical sensing */
2433 if ((p_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON)))
2436 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DEMON);
2439 /* Magical sensing */
2440 if ((p_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC)))
2443 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ORC);
2446 /* Magical sensing */
2447 if ((p_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL)))
2450 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_TROLL);
2453 /* Magical sensing */
2454 if ((p_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT)))
2457 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GIANT);
2460 /* Magical sensing */
2461 if ((p_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON)))
2464 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DRAGON);
2467 /* Magical sensing */
2468 if ((p_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN)))
2471 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_HUMAN);
2474 /* Magical sensing */
2475 if ((p_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL)))
2478 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_EVIL);
2481 /* Magical sensing */
2482 if ((p_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD)))
2485 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GOOD);
2488 /* Magical sensing */
2489 if ((p_ptr->esp_nonliving) &&
2490 ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING))
2493 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_NONLIVING);
2496 /* Magical sensing */
2497 if ((p_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE)))
2500 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags1 |= (RF1_UNIQUE);
2504 /* Normal line of sight, and not blind */
2505 if (player_has_los_bold(fy, fx) && !p_ptr->blind)
2507 bool do_invisible = FALSE;
2508 bool do_cold_blood = FALSE;
2510 /* Snipers can see targets in darkness when they concentrate deeper */
2511 if (p_ptr->concent >= CONCENT_RADAR_THRESHOLD)
2517 /* Use "infravision" */
2518 if (d <= p_ptr->see_infra)
2520 /* Handle "cold blooded" monsters */
2521 if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD)
2524 do_cold_blood = TRUE;
2527 /* Handle "warm blooded" monsters */
2535 /* Use "illumination" */
2536 if (player_can_see_bold(fy, fx))
2538 /* Handle "invisible" monsters */
2539 if (r_ptr->flags2 & (RF2_INVISIBLE))
2542 do_invisible = TRUE;
2552 /* Handle "normal" monsters */
2563 if (is_original_ap(m_ptr) && !p_ptr->image)
2565 /* Memorize flags */
2566 if (do_invisible) r_ptr->r_flags2 |= (RF2_INVISIBLE);
2567 if (do_cold_blood) r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
2574 /* The monster is now visible */
2577 /* It was previously unseen */
2580 /* Mark as visible */
2583 /* Draw the monster */
2586 /* Update health bar as needed */
2587 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2588 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2590 /* Hack -- Count "fresh" sightings */
2593 if ((m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
2594 r_info[MON_KAGE].r_sights++;
2595 else if (is_original_ap(m_ptr) && (r_ptr->r_sights < MAX_SHORT))
2599 /* Eldritch Horror */
2600 if (r_info[m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR)
2602 sanity_blast(m_ptr, FALSE);
2605 /* Disturb on appearance */
2606 if (disturb_near && (projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)))
2608 if (disturb_pets || is_hostile(m_ptr))
2609 disturb(TRUE, TRUE);
2614 /* The monster is not visible */
2617 /* It was previously seen */
2620 /* Mark as not visible */
2623 /* Erase the monster */
2626 /* Update health bar as needed */
2627 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2628 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2630 /* Disturb on disappearance */
2633 if (disturb_pets || is_hostile(m_ptr))
2634 disturb(TRUE, TRUE);
2640 /* The monster is now easily visible */
2644 if (!(m_ptr->mflag & (MFLAG_VIEW)))
2646 /* Mark as easily visible */
2647 m_ptr->mflag |= (MFLAG_VIEW);
2649 /* Disturb on appearance */
2652 if (disturb_pets || is_hostile(m_ptr))
2653 disturb(TRUE, TRUE);
2658 /* The monster is not easily visible */
2662 if (m_ptr->mflag & (MFLAG_VIEW))
2664 /* Mark as not easily visible */
2665 m_ptr->mflag &= ~(MFLAG_VIEW);
2667 /* Disturb on disappearance */
2670 if (disturb_pets || is_hostile(m_ptr))
2671 disturb(TRUE, TRUE);
2679 * @brief 単純に生存している全モンスターの更新処理を行う / This function simply updates all the (non-dead) monsters (see above).
2680 * @param full 距離更新を行うならtrue
2683 void update_monsters(bool full)
2687 /* Update each (live) monster */
2688 for (i = 1; i < m_max; i++)
2690 monster_type *m_ptr = &m_list[i];
2692 /* Skip dead monsters */
2693 if (!m_ptr->r_idx) continue;
2695 /* Update the monster */
2696 update_mon(i, full);
2702 * @brief カメレオンの王の変身対象となるモンスターかどうか判定する / Hack -- the index of the summoning monster
2703 * @param r_idx モンスター種族ID
2704 * @return 対象にできるならtrueを返す
2706 static bool monster_hook_chameleon_lord(MONRACE_IDX r_idx)
2708 monster_race *r_ptr = &r_info[r_idx];
2709 monster_type *m_ptr = &m_list[chameleon_change_m_idx];
2710 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2712 if (!(r_ptr->flags1 & (RF1_UNIQUE))) return FALSE;
2713 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2715 if (ABS(r_ptr->level - r_info[MON_CHAMELEON_K].level) > 5) return FALSE;
2717 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))
2720 if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2723 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2725 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
2729 else if (summon_specific_who > 0)
2731 if (monster_has_hostile_align(&m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2738 * @brief カメレオンの変身対象となるモンスターかどうか判定する / Hack -- the index of the summoning monster
2739 * @param r_idx モンスター種族ID
2740 * @return 対象にできるならtrueを返す
2742 static bool monster_hook_chameleon(MONRACE_IDX r_idx)
2744 monster_race *r_ptr = &r_info[r_idx];
2745 monster_type *m_ptr = &m_list[chameleon_change_m_idx];
2746 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2748 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2749 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2750 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2752 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))
2755 if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2758 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2760 if ((old_r_ptr->flags3 & RF3_GOOD) && !(r_ptr->flags3 & RF3_GOOD)) return FALSE;
2761 if ((old_r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags3 & RF3_EVIL)) return FALSE;
2762 if (!(old_r_ptr->flags3 & (RF3_GOOD | RF3_EVIL)) && (r_ptr->flags3 & (RF3_GOOD | RF3_EVIL))) return FALSE;
2766 else if (summon_specific_who > 0)
2768 if (monster_has_hostile_align(&m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2771 return (*(get_monster_hook()))(r_idx);
2776 * @param m_idx 変身処理を受けるモンスター情報のID
2777 * @param born 生成時の初変身先指定ならばtrue
2778 * @param r_idx 旧モンスター種族のID
2781 void choose_new_monster(MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx)
2784 monster_type *m_ptr = &m_list[m_idx];
2785 monster_race *r_ptr;
2786 char old_m_name[80];
2787 bool old_unique = FALSE;
2788 int old_r_idx = m_ptr->r_idx;
2790 if (r_info[m_ptr->r_idx].flags1 & RF1_UNIQUE)
2792 if (old_unique && (r_idx == MON_CHAMELEON)) r_idx = MON_CHAMELEON_K;
2793 r_ptr = &r_info[r_idx];
2795 monster_desc(old_m_name, m_ptr, 0);
2801 chameleon_change_m_idx = m_idx;
2803 get_mon_num_prep(monster_hook_chameleon_lord, NULL);
2805 get_mon_num_prep(monster_hook_chameleon, NULL);
2808 level = r_info[MON_CHAMELEON_K].level;
2809 else if (!dun_level)
2810 level = wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level;
2814 if (d_info[dungeon_type].flags1 & DF1_CHAMELEON) level+= 2+randint1(3);
2816 r_idx = get_mon_num(level);
2817 r_ptr = &r_info[r_idx];
2819 chameleon_change_m_idx = 0;
2825 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
2827 m_ptr->r_idx = r_idx;
2828 m_ptr->ap_r_idx = r_idx;
2829 update_mon(m_idx, FALSE);
2830 lite_spot(m_ptr->fy, m_ptr->fx);
2832 if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) ||
2833 (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)))
2834 p_ptr->update |= (PU_MON_LITE);
2836 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, TRUE);
2840 /* Sub-alignment of a chameleon */
2841 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD))
2843 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2844 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
2845 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
2850 if (m_idx == p_ptr->riding)
2853 monster_desc(m_name, m_ptr, 0);
2854 msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
2855 if (!(r_ptr->flags7 & RF7_RIDING))
2856 if (rakuba(0, TRUE)) msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
2859 /* Extract the monster base speed */
2860 m_ptr->mspeed = get_mspeed(r_ptr);
2862 oldmaxhp = m_ptr->max_maxhp;
2863 /* Assign maximal hitpoints */
2864 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
2866 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2870 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
2873 /* Monsters have double hitpoints in Nightmare mode */
2874 if (ironman_nightmare)
2876 u32b hp = m_ptr->max_maxhp * 2L;
2877 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
2880 m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp;
2881 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2882 m_ptr->hp = (long)(m_ptr->hp * m_ptr->max_maxhp) / oldmaxhp;
2884 /* reset dealt_damage */
2885 m_ptr->dealt_damage = 0;
2890 * @brief たぬきの変身対象となるモンスターかどうか判定する / Hook for Tanuki
2891 * @param r_idx モンスター種族ID
2892 * @return 対象にできるならtrueを返す
2894 static bool monster_hook_tanuki(MONRACE_IDX r_idx)
2896 monster_race *r_ptr = &r_info[r_idx];
2898 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2899 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2900 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2901 if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2903 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))
2906 return (*(get_monster_hook()))(r_idx);
2911 * @brief モンスターの表層IDを設定する / Set initial racial appearance of a monster
2912 * @param r_idx モンスター種族ID
2913 * @return モンスター種族の表層ID
2915 static IDX initial_r_appearance(MONRACE_IDX r_idx)
2917 int attempts = 1000;
2920 DEPTH min = MIN(base_level-5, 50);
2922 if (!(r_info[r_idx].flags7 & RF7_TANUKI))
2925 get_mon_num_prep(monster_hook_tanuki, NULL);
2929 ap_r_idx = get_mon_num(base_level + 10);
2930 if (r_info[ap_r_idx].level >= min) return ap_r_idx;
2938 * @brief モンスターの個体加速を設定する / Get initial monster speed
2939 * @param r_ptr モンスター種族の参照ポインタ
2942 byte get_mspeed(monster_race *r_ptr)
2944 /* Extract the monster base speed */
2945 int mspeed = r_ptr->speed;
2947 /* Hack -- small racial variety */
2948 if (!(r_ptr->flags1 & RF1_UNIQUE) && !p_ptr->inside_arena)
2950 /* Allow some small variation per monster */
2951 int i = SPEED_TO_ENERGY(r_ptr->speed) / (one_in_(4) ? 3 : 10);
2952 if (i) mspeed += rand_spread(0, i);
2955 if (mspeed > 199) mspeed = 199;
2957 return (byte)mspeed;
2962 * @brief モンスターを一体生成する / Attempt to place a monster of the given race at the given location.
2963 * @param who 召喚を行ったモンスターID
2966 * @param r_idx 生成モンスター種族
2967 * @param mode 生成オプション
2970 * To give the player a sporting chance, any monster that appears in
2971 * line-of-sight and is extremely dangerous can be marked as
2972 * "FORCE_SLEEP", which will cause them to be placed with low energy,
2973 * which often (but not always) lets the player move before they do.
2975 * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
2977 * Use special "here" and "dead" flags for unique monsters,
2978 * remove old "cur_num" and "max_num" fields.
2980 * Actually, do something similar for artifacts, to simplify
2981 * the "preserve" mode, and to make the "what artifacts" flag more useful.
2983 * This is the only function which may place a monster in the dungeon,
2984 * except for the savefile loading code.
2986 static bool place_monster_one(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
2988 /* Access the location */
2989 cave_type *c_ptr = &cave[y][x];
2990 monster_type *m_ptr;
2991 monster_race *r_ptr = &r_info[r_idx];
2992 cptr name = (r_name + r_ptr->name);
2996 /* DO NOT PLACE A MONSTER IN THE SMALL SCALE WILDERNESS !!! */
2997 if (p_ptr->wild_mode) return FALSE;
2999 /* Verify location */
3000 if (!in_bounds(y, x)) return (FALSE);
3003 if (!r_idx) return (FALSE);
3006 if (!r_ptr->name) return (FALSE);
3008 if (!(mode & PM_IGNORE_TERRAIN))
3010 /* Not on the Pattern */
3011 if (pattern_tile(y, x)) return FALSE;
3013 /* Require empty space (if not ghostly) */
3014 if (!monster_can_enter(y, x, r_ptr, 0)) return FALSE;
3017 if (!p_ptr->inside_battle)
3019 /* Hack -- "unique" monsters must be "unique" */
3020 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
3021 (r_ptr->flags7 & (RF7_NAZGUL))) &&
3022 (r_ptr->cur_num >= r_ptr->max_num))
3028 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
3029 (r_ptr->cur_num >= 1))
3034 if (r_idx == MON_BANORLUPART)
3036 if (r_info[MON_BANOR].cur_num > 0) return FALSE;
3037 if (r_info[MON_LUPART].cur_num > 0) return FALSE;
3040 /* Depth monsters may NOT be created out of depth, unless in Nightmare mode */
3041 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (dun_level < r_ptr->level) &&
3042 (!ironman_nightmare || (r_ptr->flags1 & (RF1_QUESTOR))))
3049 if (quest_number(dun_level))
3051 int hoge = quest_number(dun_level);
3052 if ((quest[hoge].type == QUEST_TYPE_KILL_LEVEL) || (quest[hoge].type == QUEST_TYPE_RANDOM))
3054 if(r_idx == quest[hoge].r_idx)
3056 int number_mon, i2, j2;
3059 /* Count all quest monsters */
3060 for (i2 = 0; i2 < cur_wid; ++i2)
3061 for (j2 = 0; j2 < cur_hgt; j2++)
3062 if (cave[j2][i2].m_idx > 0)
3063 if (m_list[cave[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
3065 if(number_mon + quest[hoge].cur_num >= quest[hoge].max_num)
3071 if (is_glyph_grid(c_ptr))
3073 if (randint1(BREAK_GLYPH) < (r_ptr->level+20))
3075 /* Describe observable breakage */
3076 if (c_ptr->info & CAVE_MARK)
3078 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
3081 /* Forget the rune */
3082 c_ptr->info &= ~(CAVE_MARK);
3084 /* Break the rune */
3085 c_ptr->info &= ~(CAVE_OBJECT);
3093 msg_format_wizard(CHEAT_MONSTER, _("%s(Lv%d)を生成しました。", "%s(Lv%d) was generated."), name, r_ptr->level);
3095 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL) || (r_ptr->level < 10)) mode &= ~PM_KAGE;
3097 /* Make a new monster */
3098 c_ptr->m_idx = m_pop();
3099 hack_m_idx_ii = c_ptr->m_idx;
3101 /* Mega-Hack -- catch "failure" */
3102 if (!c_ptr->m_idx) return (FALSE);
3105 /* Get a new monster record */
3106 m_ptr = &m_list[c_ptr->m_idx];
3109 m_ptr->r_idx = r_idx;
3110 m_ptr->ap_r_idx = initial_r_appearance(r_idx);
3116 /* Hack -- Appearance transfer */
3117 if ((mode & PM_MULTIPLY) && (who > 0) && !is_original_ap(&m_list[who]))
3119 m_ptr->ap_r_idx = m_list[who].ap_r_idx;
3121 /* Hack -- Shadower spawns Shadower */
3122 if (m_list[who].mflag2 & MFLAG2_KAGE) m_ptr->mflag2 |= MFLAG2_KAGE;
3125 /* Sub-alignment of a monster */
3126 if ((who > 0) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
3127 m_ptr->sub_align = m_list[who].sub_align;
3130 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3131 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
3132 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
3135 /* Place the monster at the location */
3140 /* No "timed status" yet */
3141 for (cmi = 0; cmi < MAX_MTIMED; cmi++) m_ptr->mtimed[cmi] = 0;
3143 /* Unknown distance */
3146 reset_target(m_ptr);
3148 m_ptr->nickname = 0;
3153 /* Your pet summons its pet. */
3154 if (who > 0 && is_pet(&m_list[who]))
3156 mode |= PM_FORCE_PET;
3157 m_ptr->parent_m_idx = who;
3161 m_ptr->parent_m_idx = 0;
3164 if (r_ptr->flags7 & RF7_CHAMELEON)
3166 choose_new_monster(c_ptr->m_idx, TRUE, 0);
3167 r_ptr = &r_info[m_ptr->r_idx];
3168 m_ptr->mflag2 |= MFLAG2_CHAMELEON;
3170 /* Hack - Set sub_align to neutral when the Chameleon Lord is generated as "GUARDIAN" */
3171 if ((r_ptr->flags1 & RF1_UNIQUE) && (who <= 0))
3172 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3174 else if ((mode & PM_KAGE) && !(mode & PM_FORCE_PET))
3176 m_ptr->ap_r_idx = MON_KAGE;
3177 m_ptr->mflag2 |= MFLAG2_KAGE;
3180 if (mode & PM_NO_PET) m_ptr->mflag2 |= MFLAG2_NOPET;
3186 if (mode & PM_FORCE_PET)
3191 else if ((r_ptr->flags7 & RF7_FRIENDLY) ||
3192 (mode & PM_FORCE_FRIENDLY) || is_friendly_idx(who))
3194 if (!monster_has_hostile_align(NULL, 0, -1, r_ptr)) set_friendly(m_ptr);
3197 /* Assume no sleeping */
3198 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
3200 /* Enforce sleeping if needed */
3201 if ((mode & PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare)
3203 int val = r_ptr->sleep;
3204 (void)set_monster_csleep(c_ptr->m_idx, (val * 2) + randint1(val * 10));
3207 /* Assign maximal hitpoints */
3208 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
3210 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
3214 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
3217 /* Monsters have double hitpoints in Nightmare mode */
3218 if (ironman_nightmare)
3220 u32b hp = m_ptr->max_maxhp * 2L;
3222 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
3225 m_ptr->maxhp = m_ptr->max_maxhp;
3227 /* And start out fully healthy */
3228 if (m_ptr->r_idx == MON_WOUNDED_BEAR)
3229 m_ptr->hp = m_ptr->maxhp / 2;
3230 else m_ptr->hp = m_ptr->maxhp;
3233 /* dealt damage is 0 at initial*/
3234 m_ptr->dealt_damage = 0;
3237 /* Extract the monster base speed */
3238 m_ptr->mspeed = get_mspeed(r_ptr);
3240 if (mode & PM_HASTE) (void)set_monster_fast(c_ptr->m_idx, 100);
3242 /* Give a random starting energy */
3243 if (!ironman_nightmare)
3245 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100);
3249 /* Nightmare monsters are more prepared */
3250 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100) * 2;
3253 /* Force monster to wait for player, unless in Nightmare mode */
3254 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
3256 /* Monster is still being nice */
3257 m_ptr->mflag |= (MFLAG_NICE);
3259 /* Must repair monsters */
3260 repair_monsters = TRUE;
3263 /* Hack -- see "process_monsters()" */
3264 if (c_ptr->m_idx < hack_m_idx)
3266 /* Monster is still being born */
3267 m_ptr->mflag |= (MFLAG_BORN);
3271 if (r_ptr->flags7 & RF7_SELF_LD_MASK)
3272 p_ptr->update |= (PU_MON_LITE);
3273 else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !MON_CSLEEP(m_ptr))
3274 p_ptr->update |= (PU_MON_LITE);
3276 /* Update the monster */
3277 update_mon(c_ptr->m_idx, TRUE);
3280 /* Count the monsters on the level */
3281 real_r_ptr(m_ptr)->cur_num++;
3284 * Memorize location of the unique monster in saved floors.
3285 * A unique monster move from old saved floor.
3287 if (character_dungeon &&
3288 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)))
3289 real_r_ptr(m_ptr)->floor_id = p_ptr->floor_id;
3291 /* Hack -- Count the number of "reproducers" */
3292 if (r_ptr->flags2 & RF2_MULTIPLY) num_repro++;
3294 /* Hack -- Notice new multi-hued monsters */
3296 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3297 if (ap_r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER))
3298 shimmer_monsters = TRUE;
3301 if (p_ptr->warning && character_dungeon)
3303 if (r_ptr->flags1 & RF1_UNIQUE)
3307 char o_name[MAX_NLEN];
3309 if (r_ptr->level > p_ptr->lev + 30)
3310 color = _("黒く", "black");
3311 else if (r_ptr->level > p_ptr->lev + 15)
3312 color = _("紫色に", "purple");
3313 else if (r_ptr->level > p_ptr->lev + 5)
3314 color = _("ルビー色に", "deep red");
3315 else if (r_ptr->level > p_ptr->lev - 5)
3316 color = _("赤く", "red");
3317 else if (r_ptr->level > p_ptr->lev - 15)
3318 color = _("ピンク色に", "pink");
3320 color = _("白く", "white");
3322 o_ptr = choose_warning_item();
3325 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3326 msg_format(_("%sは%s光った。", "%s glows %s."), o_name, color);
3330 msg_format(_("%s光る物が頭に浮かんだ。", "An %s image forms in your mind."), color);
3335 if (is_explosive_rune_grid(c_ptr))
3337 /* Break the ward */
3338 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
3340 /* Describe observable breakage */
3341 if (c_ptr->info & CAVE_MARK)
3343 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
3344 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);
3349 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
3352 /* Forget the rune */
3353 c_ptr->info &= ~(CAVE_MARK);
3355 /* Break the rune */
3356 c_ptr->info &= ~(CAVE_OBJECT);
3369 #define MON_SCAT_MAXD 10 /*!< mon_scatter()関数によるモンスター配置で許される中心からの最大距離 */
3372 * @brief モンスター1体を目標地点に可能ながり近い位置に生成する / improved version of scatter() for place monster
3373 * @param r_idx 生成モンスター種族
3374 * @param yp 結果生成位置y座標
3375 * @param xp 結果生成位置x座標
3376 * @param y 中心生成位置y座標
3377 * @param x 中心生成位置x座標
3378 * @param max_dist 生成位置の最大半径
3382 static bool mon_scatter(MONRACE_IDX r_idx, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION max_dist)
3384 int place_x[MON_SCAT_MAXD];
3385 int place_y[MON_SCAT_MAXD];
3386 int num[MON_SCAT_MAXD];
3390 if (max_dist >= MON_SCAT_MAXD)
3393 for (i = 0; i < MON_SCAT_MAXD; i++)
3396 for (nx = x - max_dist; nx <= x + max_dist; nx++)
3398 for (ny = y - max_dist; ny <= y + max_dist; ny++)
3400 /* Ignore annoying locations */
3401 if (!in_bounds(ny, nx)) continue;
3403 /* Require "line of projection" */
3404 if (!projectable(y, x, ny, nx)) continue;
3408 monster_race *r_ptr = &r_info[r_idx];
3410 /* Require empty space (if not ghostly) */
3411 if (!monster_can_enter(ny, nx, r_ptr, 0))
3416 /* Walls and Monsters block flow */
3417 if (!cave_empty_bold2(ny, nx)) continue;
3419 /* ... nor on the Pattern */
3420 if (pattern_tile(ny, nx)) continue;
3423 i = distance(y, x, ny, nx);
3431 if (one_in_(num[i]))
3440 while (i < MON_SCAT_MAXD && 0 == num[i])
3442 if (i >= MON_SCAT_MAXD)
3452 * @brief モンスターを目標地点に集団生成する / Attempt to place a "group" of monsters around the given location
3453 * @param who 召喚主のモンスター情報ID
3454 * @param y 中心生成位置y座標
3455 * @param x 中心生成位置x座標
3456 * @param r_idx 生成モンスター種族
3457 * @param mode 生成オプション
3460 static bool place_monster_group(IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
3462 monster_race *r_ptr = &r_info[r_idx];
3465 int total = 0, extra = 0;
3469 POSITION hack_y[GROUP_MAX];
3470 POSITION hack_x[GROUP_MAX];
3473 /* Pick a group size */
3474 total = randint1(10);
3476 /* Hard monsters, small groups */
3477 if (r_ptr->level > dun_level)
3479 extra = r_ptr->level - dun_level;
3480 extra = 0 - randint1(extra);
3483 /* Easy monsters, large groups */
3484 else if (r_ptr->level < dun_level)
3486 extra = dun_level - r_ptr->level;
3487 extra = randint1(extra);
3490 /* Hack -- limit group reduction */
3491 if (extra > 9) extra = 9;
3493 /* Modify the group size */
3497 if (total < 1) total = 1;
3500 if (total > GROUP_MAX) total = GROUP_MAX;
3503 /* Start on the monster */
3508 /* Puddle monsters, breadth first, up to total */
3509 for (n = 0; (n < hack_n) && (hack_n < total); n++)
3511 /* Grab the location */
3512 POSITION hx = hack_x[n];
3513 POSITION hy = hack_y[n];
3515 /* Check each direction, up to total */
3516 for (i = 0; (i < 8) && (hack_n < total); i++)
3520 scatter(&my, &mx, hy, hx, 4, 0);
3522 /* Walls and Monsters block flow */
3523 if (!cave_empty_bold2(my, mx)) continue;
3525 /* Attempt to place another monster */
3526 if (place_monster_one(who, my, mx, r_idx, mode))
3528 /* Add it to the "hack" set */
3529 hack_y[hack_n] = my;
3530 hack_x[hack_n] = mx;
3542 * @var place_monster_idx
3543 * @brief 護衛対象となるモンスター種族IDを渡すグローバル変数 / Hack -- help pick an escort type
3544 * @todo 関数ポインタの都合を配慮しながら、グローバル変数place_monster_idxを除去し、関数引数化する
3546 static IDX place_monster_idx = 0;
3549 * @var place_monster_m_idx
3550 * @brief 護衛対象となるモンスターIDを渡すグローバル変数 / Hack -- help pick an escort type
3551 * @todo 関数ポインタの都合を配慮しながら、グローバル変数place_monster_m_idxを除去し、関数引数化する
3553 static IDX place_monster_m_idx = 0;
3556 * @brief モンスター種族が召喚主の護衛となれるかどうかをチェックする / Hack -- help pick an escort type
3557 * @param r_idx チェックするモンスター種族のID
3558 * @return 護衛にできるならばtrue
3560 static bool place_monster_can_escort(MONRACE_IDX r_idx)
3562 monster_race *r_ptr = &r_info[place_monster_idx];
3563 monster_type *m_ptr = &m_list[place_monster_m_idx];
3565 monster_race *z_ptr = &r_info[r_idx];
3567 /* Hack - Escorts have to have the same dungeon flag */
3568 if (mon_hook_dungeon(place_monster_idx) != mon_hook_dungeon(r_idx)) return (FALSE);
3570 /* Require similar "race" */
3571 if (z_ptr->d_char != r_ptr->d_char) return (FALSE);
3573 /* Skip more advanced monsters */
3574 if (z_ptr->level > r_ptr->level) return (FALSE);
3576 /* Skip unique monsters */
3577 if (z_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3579 /* Paranoia -- Skip identical monsters */
3580 if (place_monster_idx == r_idx) return (FALSE);
3582 /* Skip different alignment */
3583 if (monster_has_hostile_align(m_ptr, 0, 0, z_ptr)) return FALSE;
3585 if (r_ptr->flags7 & RF7_FRIENDLY)
3587 if (monster_has_hostile_align(NULL, 1, -1, z_ptr)) return FALSE;
3590 if ((r_ptr->flags7 & RF7_CHAMELEON) && !(z_ptr->flags7 & RF7_CHAMELEON))
3598 * @brief 一般的なモンスター生成処理のサブルーチン / Attempt to place a monster of the given race at the given location
3599 * @param who 召喚主のモンスター情報ID
3602 * @param r_idx 生成するモンスターの種族ID
3603 * @param mode 生成オプション
3604 * @return 生成に成功したらtrue
3606 * Note that certain monsters are now marked as requiring "friends".
3607 * These monsters, if successfully placed, and if the "grp" parameter
3608 * is TRUE, will be surrounded by a "group" of identical monsters.
3610 * Note that certain monsters are now marked as requiring an "escort",
3611 * which is a collection of monsters with similar "race" but lower level.
3613 * Some monsters induce a fake "group" flag on their escorts.
3615 * Note the "bizarre" use of non-recursion to prevent annoying output
3616 * when running a code profiler.
3618 * Note the use of the new "monster allocation table" code to restrict
3619 * the "get_mon_num()" function to "legal" escort types.
3621 bool place_monster_aux(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
3624 monster_race *r_ptr = &r_info[r_idx];
3626 if (!(mode & PM_NO_KAGE) && one_in_(333))
3629 /* Place one monster, or fail */
3630 if (!place_monster_one(who, y, x, r_idx, mode)) return (FALSE);
3632 /* Require the "group" flag */
3633 if (!(mode & PM_ALLOW_GROUP)) return (TRUE);
3635 place_monster_m_idx = hack_m_idx_ii;
3638 for(i = 0; i < 6; i++)
3640 if(!r_ptr->reinforce_id[i]) break;
3641 n = damroll(r_ptr->reinforce_dd[i], r_ptr->reinforce_ds[i]);
3642 for(j = 0; j < n; j++)
3644 POSITION nx, ny, d = 7;
3645 scatter(&ny, &nx, y, x, d, 0);
3646 (void)place_monster_one(place_monster_m_idx, ny, nx, r_ptr->reinforce_id[i], mode);
3650 /* Friends for certain monsters */
3651 if (r_ptr->flags1 & (RF1_FRIENDS))
3653 /* Attempt to place a group */
3654 (void)place_monster_group(who, y, x, r_idx, mode);
3657 /* Escorts for certain monsters */
3658 if (r_ptr->flags1 & (RF1_ESCORT))
3660 /* Set the escort index */
3661 place_monster_idx = r_idx;
3663 /* Try to place several "escorts" */
3664 for (i = 0; i < 32; i++)
3666 POSITION nx, ny, d = 3;
3669 /* Pick a location */
3670 scatter(&ny, &nx, y, x, d, 0);
3672 /* Require empty grids */
3673 if (!cave_empty_bold2(ny, nx)) continue;
3675 /* Prepare allocation table */
3676 get_mon_num_prep(place_monster_can_escort, get_monster_hook2(ny, nx));
3678 /* Pick a random race */
3679 z = get_mon_num(r_ptr->level);
3681 /* Handle failure */
3684 /* Place a single escort */
3685 (void)place_monster_one(place_monster_m_idx, ny, nx, z, mode);
3687 /* Place a "group" of escorts if needed */
3688 if ((r_info[z].flags1 & RF1_FRIENDS) ||
3689 (r_ptr->flags1 & RF1_ESCORTS))
3691 /* Place a group of monsters */
3692 (void)place_monster_group(place_monster_m_idx, ny, nx, z, mode);
3702 * @brief 一般的なモンスター生成処理のメインルーチン / Attempt to place a monster of the given race at the given location
3705 * @param mode 生成オプション
3706 * @return 生成に成功したらtrue
3708 bool place_monster(POSITION y, POSITION x, BIT_FLAGS mode)
3712 /* Prepare allocation table */
3713 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3715 /* Pick a monster */
3716 r_idx = get_mon_num(monster_level);
3718 /* Handle failure */
3719 if (!r_idx) return (FALSE);
3721 /* Attempt to place the monster */
3722 if (place_monster_aux(0, y, x, r_idx, mode)) return (TRUE);
3728 * @brief 指定地点に1種類のモンスター種族による群れを生成する
3731 * @return 生成に成功したらtrue
3733 bool alloc_horde(POSITION y, POSITION x)
3735 monster_race *r_ptr = NULL;
3736 MONRACE_IDX r_idx = 0;
3738 int attempts = 1000;
3742 /* Prepare allocation table */
3743 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3747 /* Pick a monster */
3748 r_idx = get_mon_num(monster_level);
3750 /* Handle failure */
3751 if (!r_idx) return (FALSE);
3753 r_ptr = &r_info[r_idx];
3755 if (r_ptr->flags1 & RF1_UNIQUE) continue;
3757 if (r_idx == MON_HAGURE) continue;
3760 if (attempts < 1) return FALSE;
3766 /* Attempt to place the monster */
3767 if (place_monster_aux(0, y, x, r_idx, 0L)) break;
3770 if (attempts < 1) return FALSE;
3772 m_idx = cave[y][x].m_idx;
3774 if (m_list[m_idx].mflag2 & MFLAG2_CHAMELEON) r_ptr = &r_info[m_list[m_idx].r_idx];
3775 summon_kin_type = r_ptr->d_char;
3777 for (attempts = randint1(10) + 5; attempts; attempts--)
3779 scatter(&cy, &cx, y, x, 5, 0);
3781 (void)summon_specific(m_idx, cy, cx, dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP);
3791 * @brief ダンジョンの主生成を試みる / Put the Guardian
3792 * @param def_val 現在の主の生成状態
3793 * @return 生成に成功したらtrue
3795 bool alloc_guardian(bool def_val)
3797 MONRACE_IDX guardian = d_info[dungeon_type].final_guardian;
3799 if (guardian && (d_info[dungeon_type].maxdepth == dun_level) && (r_info[guardian].cur_num < r_info[guardian].max_num))
3803 int try_count = 4000;
3805 /* Find a good position */
3808 /* Get a random spot */
3809 oy = randint1(cur_hgt - 4) + 2;
3810 ox = randint1(cur_wid - 4) + 2;
3812 /* Is it a good spot ? */
3813 if (cave_empty_bold2(oy, ox) && monster_can_cross_terrain(cave[oy][ox].feat, &r_info[guardian], 0))
3815 /* Place the guardian */
3816 if (place_monster_aux(0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET))) return TRUE;
3819 /* One less try count */
3831 * @brief ダンジョンの初期配置モンスターを生成1回生成する / Attempt to allocate a random monster in the dungeon.
3832 * @param dis プレイヤーから離れるべき最低距離
3833 * @param mode 生成オプション
3834 * @return 生成に成功したらtrue
3836 * Place the monster at least "dis" distance from the player.
3837 * Use "slp" to choose the initial "sleep" status
3838 * Use "monster_level" for the monster level
3840 bool alloc_monster(POSITION dis, BIT_FLAGS mode)
3843 int attempts_left = 10000;
3845 /* Put the Guardian */
3846 if (alloc_guardian(FALSE)) return TRUE;
3848 /* Find a legal, distant, unoccupied, space */
3849 while (attempts_left--)
3851 /* Pick a location */
3852 y = randint0(cur_hgt);
3853 x = randint0(cur_wid);
3855 /* Require empty floor grid (was "naked") */
3858 if (!cave_empty_bold2(y, x)) continue;
3862 if (!cave_empty_bold(y, x)) continue;
3865 /* Accept far away grids */
3866 if (distance(y, x, p_ptr->y, p_ptr->x) > dis) break;
3871 if (cheat_xtra || cheat_hear)
3873 msg_print(_("警告!新たなモンスターを配置できません。小さい階ですか?", "Warning! Could not allocate a new monster. Small level?"));
3880 if (randint1(5000) <= dun_level)
3882 if (alloc_horde(y, x))
3884 if (cheat_hear) msg_format(_("モンスターの大群(%c)", "Monster horde (%c)."), summon_kin_type);
3890 /* Attempt to place the monster, allow groups */
3891 if (place_monster(y, x, (mode | PM_ALLOW_GROUP))) return (TRUE);
3899 * @brief モンスターが召喚の基本条件に合っているかをチェックする / Hack -- help decide if a monster race is "okay" to summon
3900 * @param r_idx チェックするモンスター種族ID
3901 * @return 召喚対象にできるならばTRUE
3903 static bool summon_specific_okay(MONRACE_IDX r_idx)
3905 monster_race *r_ptr = &r_info[r_idx];
3907 /* Hack - Only summon dungeon monsters */
3908 if (!mon_hook_dungeon(r_idx)) return (FALSE);
3910 /* Hack -- identify the summoning monster */
3911 if (summon_specific_who > 0)
3913 monster_type *m_ptr = &m_list[summon_specific_who];
3915 /* Do not summon enemies */
3917 /* Friendly vs. opposite aligned normal or pet */
3918 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
3920 /* Use the player's alignment */
3921 else if (summon_specific_who < 0)
3923 /* Do not summon enemies of the pets */
3924 if (monster_has_hostile_align(NULL, 10, -10, r_ptr))
3926 if (!one_in_(ABS(p_ptr->align) / 2 + 1)) return FALSE;
3930 if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE;
3932 /* Hack -- no specific type specified */
3933 if (!summon_specific_type) return (TRUE);
3935 if ((summon_specific_who < 0) &&
3936 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
3937 monster_has_hostile_align(NULL, 10, -10, r_ptr))
3940 if ((r_ptr->flags7 & RF7_CHAMELEON) && (d_info[dungeon_type].flags1 & DF1_CHAMELEON)) return TRUE;
3942 return (summon_specific_aux(r_idx));
3947 * @brief モンスターを召喚により配置する / Place a monster (of the specified "type") near the given location. Return TRUE if a monster was actually summoned.
3948 * @param who 召喚主のモンスター情報ID
3953 * @param mode 生成オプション
3954 * @return 召喚できたらtrueを返す
3957 * We will attempt to place the monster up to 10 times before giving up.
3959 * Note: SUMMON_UNIQUE and SUMMON_AMBERITES will summon Unique's
3960 * Note: SUMMON_HI_UNDEAD and SUMMON_HI_DRAGON may summon Unique's
3961 * Note: None of the other summon codes will ever summon Unique's.
3963 * This function has been changed. We now take the "monster level"
3964 * of the summoning monster as a parameter, and use that, along with
3965 * the current dungeon level, to help determine the level of the
3966 * desired monster. Note that this is an upper bound, and also
3967 * tends to "prefer" monsters of that level. Currently, we use
3968 * the average of the dungeon and monster levels, and then add
3969 * five to allow slight increases in monster power.
3971 * Note that we use the new "monster allocation table" creation code
3972 * to restrict the "get_mon_num()" function to the set of "legal"
3973 * monsters, making this function much faster and more reliable.
3975 * Note that this function may not succeed, though this is very rare.
3977 bool summon_specific(MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode)
3982 if (p_ptr->inside_arena) return (FALSE);
3984 if (!mon_scatter(0, &y, &x, y1, x1, 2)) return FALSE;
3986 /* Save the summoner */
3987 summon_specific_who = who;
3989 /* Save the "summon" type */
3990 summon_specific_type = type;
3992 summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
3994 /* Prepare allocation table */
3995 get_mon_num_prep(summon_specific_okay, get_monster_hook2(y, x));
3997 /* Pick a monster, using the level calculation */
3998 r_idx = get_mon_num((dun_level + lev) / 2 + 5);
4000 /* Handle failure */
4003 summon_specific_type = 0;
4007 if ((type == SUMMON_BLUE_HORROR) || (type == SUMMON_DAWN)) mode |= PM_NO_KAGE;
4009 /* Attempt to place the monster (awake, allow groups) */
4010 if (!place_monster_aux(who, y, x, r_idx, mode))
4012 summon_specific_type = 0;
4016 summon_specific_type = 0;
4018 sound(SOUND_SUMMON);
4024 * @brief 特定モンスター種族を召喚により生成する / A "dangerous" function, creates a pet of the specified type
4025 * @param who 召喚主のモンスター情報ID
4028 * @param r_idx 生成するモンスター種族ID
4029 * @param mode 生成オプション
4030 * @return 召喚できたらtrueを返す
4032 bool summon_named_creature (MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode)
4037 /* if (!r_idx) return; */
4039 /* Prevent illegal monsters */
4040 if (r_idx >= max_r_idx) return FALSE;
4042 if (p_ptr->inside_arena) return FALSE;
4044 if (!mon_scatter(r_idx, &y, &x, oy, ox, 2)) return FALSE;
4046 /* Place it (allow groups) */
4047 return place_monster_aux(who, y, x, r_idx, (mode | PM_NO_KAGE));
4052 * @brief モンスターを増殖生成する / Let the given monster attempt to reproduce.
4053 * @param m_idx 増殖するモンスター情報ID
4054 * @param clone クローン・モンスター処理ならばtrue
4055 * @param mode 生成オプション
4056 * @return 生成できたらtrueを返す
4058 * Note that "reproduction" REQUIRES empty space.
4060 bool multiply_monster(MONSTER_IDX m_idx, bool clone, BIT_FLAGS mode)
4062 monster_type *m_ptr = &m_list[m_idx];
4066 if (!mon_scatter(m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1))
4069 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
4071 /* Create a new monster (awake, no groups) */
4072 if (!place_monster_aux(m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE | PM_MULTIPLY)))
4075 /* Hack -- Transfer "clone" flag */
4076 if (clone || (m_ptr->smart & SM_CLONED))
4078 m_list[hack_m_idx_ii].smart |= SM_CLONED;
4079 m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET;
4088 * @brief ダメージを受けたモンスターの様子を記述する / Dump a message describing a monster's reaction to damage
4089 * @param m_idx モンスター情報ID
4090 * @param dam 与えたダメージ
4093 * Technically should attempt to treat "Beholder"'s as jelly's
4095 void message_pain(MONSTER_IDX m_idx, HIT_POINT dam)
4097 long oldhp, newhp, tmp;
4100 monster_type *m_ptr = &m_list[m_idx];
4101 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4105 /* Get the monster name */
4106 monster_desc(m_name, m_ptr, 0);
4108 if(dam == 0) // Notice non-damage
4110 msg_format(_("%^sはダメージを受けていない。", "%^s is unharmed."), m_name);
4114 /* Note -- subtle fix -CFT */
4115 newhp = (long)(m_ptr->hp);
4116 oldhp = newhp + (long)(dam);
4117 tmp = (newhp * 100L) / oldhp;
4118 percentage = (int)(tmp);
4120 if(my_strchr(",ejmvwQ", r_ptr->d_char)) // Mushrooms, Eyes, Jellies, Molds, Vortices, Worms, Quylthulgs
4123 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4124 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4125 else if(percentage > 50) msg_format("%^sは縮こまった。", m_name);
4126 else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
4127 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4128 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4129 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4131 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4132 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4133 else if(percentage > 50) msg_format("%^s squelches.", m_name);
4134 else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
4135 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4136 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4137 else msg_format("%^s jerks limply.", m_name);
4141 else if(my_strchr("l", r_ptr->d_char)) // Fish
4144 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4145 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4146 else if(percentage > 50) msg_format("%^sは躊躇した。", m_name);
4147 else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
4148 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4149 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4150 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4152 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4153 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4154 else if(percentage > 50) msg_format("%^s hesitates.", m_name);
4155 else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
4156 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4157 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4158 else msg_format("%^s jerks limply.", m_name);
4162 else if(my_strchr("g#+<>", r_ptr->d_char)) // Golems, Walls, Doors, Stairs
4165 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4166 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4167 else if(percentage > 50) msg_format("%^sは雷鳴のように吠えた。", m_name);
4168 else if(percentage > 35) msg_format("%^sは苦しげに吠えた。", m_name);
4169 else if(percentage > 20) msg_format("%^sはうめいた。", m_name);
4170 else if(percentage > 10) msg_format("%^sは躊躇した。", m_name);
4171 else msg_format("%^sはくしゃくしゃになった。", m_name);
4173 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4174 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4175 else if(percentage > 50) msg_format("%^s roars thunderously.", m_name);
4176 else if(percentage > 35) msg_format("%^s rumbles.", m_name);
4177 else if(percentage > 20) msg_format("%^s grunts.", m_name);
4178 else if(percentage > 10) msg_format("%^s hesitates.", m_name);
4179 else msg_format("%^s crumples.", m_name);
4183 else if(my_strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char)) // Snakes, Hydrae, Reptiles, Mimics
4186 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4187 else if(percentage > 75) msg_format("%^sはシーッと鳴いた。", m_name);
4188 else if(percentage > 50) msg_format("%^sは怒って頭を上げた。", m_name);
4189 else if(percentage > 35) msg_format("%^sは猛然と威嚇した。", m_name);
4190 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4191 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4192 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4194 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4195 else if(percentage > 75) msg_format("%^s hisses.", m_name);
4196 else if(percentage > 50) msg_format("%^s rears up in anger.", m_name);
4197 else if(percentage > 35) msg_format("%^s hisses furiously.", m_name);
4198 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4199 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4200 else msg_format("%^s jerks limply.", m_name);
4204 else if(my_strchr("f", r_ptr->d_char))
4207 if(percentage > 95) msg_format("%sは攻撃に肩をすくめた。", m_name);
4208 else if(percentage > 75) msg_format("%^sは吠えた。", m_name);
4209 else if(percentage > 50) msg_format("%^sは怒って吠えた。", m_name);
4210 else if(percentage > 35) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
4211 else if(percentage > 20) msg_format("%^sは痛みで弱々しく鳴いた。", m_name);
4212 else if(percentage > 10) msg_format("%^sは苦痛にうめいた。", m_name);
4213 else msg_format("%sは哀れな鳴き声を出した。", m_name);
4215 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4216 else if(percentage > 75) msg_format("%^s roars.", m_name);
4217 else if(percentage > 50) msg_format("%^s growls angrily.", m_name);
4218 else if(percentage > 35) msg_format("%^s hisses with pain.", m_name);
4219 else if(percentage > 20) msg_format("%^s mewls in pain.", m_name);
4220 else if(percentage > 10) msg_format("%^s hisses in agony.", m_name);
4221 else msg_format("%^s mewls pitifully.", m_name);
4225 else if(my_strchr("acFIKS", r_ptr->d_char)) // Ants, Centipedes, Flies, Insects, Beetles, Spiders
4228 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4229 else if(percentage > 75) msg_format("%^sはキーキー鳴いた。", m_name);
4230 else if(percentage > 50) msg_format("%^sはヨロヨロ逃げ回った。", m_name);
4231 else if(percentage > 35) msg_format("%^sはうるさく鳴いた。", m_name);
4232 else if(percentage > 20) msg_format("%^sは痛みに痙攣した。", m_name);
4233 else if(percentage > 10) msg_format("%^sは苦痛で痙攣した。", m_name);
4234 else msg_format("%^sはピクピクひきつった。", m_name);
4236 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4237 else if(percentage > 75) msg_format("%^s chitters.", m_name);
4238 else if(percentage > 50) msg_format("%^s scuttles about.", m_name);
4239 else if(percentage > 35) msg_format("%^s twitters.", m_name);
4240 else if(percentage > 20) msg_format("%^s jerks in pain.", m_name);
4241 else if(percentage > 10) msg_format("%^s jerks in agony.", m_name);
4242 else msg_format("%^s twitches.", m_name);
4246 else if(my_strchr("B", r_ptr->d_char)) // Birds
4249 if(percentage > 95) msg_format("%^sはさえずった。", m_name);
4250 else if(percentage > 75) msg_format("%^sはピーピー鳴いた。", m_name);
4251 else if(percentage > 50) msg_format("%^sはギャーギャー鳴いた。", m_name);
4252 else if(percentage > 35) msg_format("%^sはギャーギャー鳴きわめいた。", m_name);
4253 else if(percentage > 20) msg_format("%^sは苦しんだ。", m_name);
4254 else if(percentage > 10) msg_format("%^sはのたうち回った。", m_name);
4255 else msg_format("%^sはキーキーと鳴き叫んだ。", m_name);
4257 if(percentage > 95) msg_format("%^s chirps.", m_name);
4258 else if(percentage > 75) msg_format("%^s twitters.", m_name);
4259 else if(percentage > 50) msg_format("%^s squawks.", m_name);
4260 else if(percentage > 35) msg_format("%^s chatters.", m_name);
4261 else if(percentage > 20) msg_format("%^s jeers.", m_name);
4262 else if(percentage > 10) msg_format("%^s flutters about.", m_name);
4263 else msg_format("%^s squeaks.", m_name);
4267 else if(my_strchr("duDLUW", r_ptr->d_char)) // Dragons, Demons, High Undead
4270 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4271 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4272 else if(percentage > 50) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
4273 else if(percentage > 35) msg_format("%^sは痛みでうなった。", m_name);
4274 else if(percentage > 20) msg_format("%^sは痛みに吠えた。", m_name);
4275 else if(percentage > 10) msg_format("%^sは苦しげに叫んだ。", m_name);
4276 else msg_format("%^sは弱々しくうなった。", m_name);
4278 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4279 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4280 else if(percentage > 50) msg_format("%^s hisses in pain.", m_name);
4281 else if(percentage > 35) msg_format("%^s snarls with pain.", m_name);
4282 else if(percentage > 20) msg_format("%^s roars with pain.", m_name);
4283 else if(percentage > 10) msg_format("%^s gasps.", m_name);
4284 else msg_format("%^s snarls feebly.", m_name);
4288 else if(my_strchr("s", r_ptr->d_char)) // Skeletons
4291 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4292 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4293 else if(percentage > 50) msg_format("%^sはカタカタと笑った。", m_name);
4294 else if(percentage > 35) msg_format("%^sはよろめいた。", m_name);
4295 else if(percentage > 20) msg_format("%^sはカタカタ言った。", m_name);
4296 else if(percentage > 10) msg_format("%^sはよろめいた。", m_name);
4297 else msg_format("%^sはガタガタ言った。", m_name);
4299 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4300 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4301 else if(percentage > 50) msg_format("%^s rattles.", m_name);
4302 else if(percentage > 35) msg_format("%^s stumbles.", m_name);
4303 else if(percentage > 20) msg_format("%^s rattles.", m_name);
4304 else if(percentage > 10) msg_format("%^s staggers.", m_name);
4305 else msg_format("%^s clatters.", m_name);
4309 else if(my_strchr("z", r_ptr->d_char)) // Zombies
4312 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4313 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4314 else if(percentage > 50) msg_format("%^sはうめいた。", m_name);
4315 else if(percentage > 35) msg_format("%sは苦しげにうめいた。", m_name);
4316 else if(percentage > 20) msg_format("%^sは躊躇した。", m_name);
4317 else if(percentage > 10) msg_format("%^sはうなった。", m_name);
4318 else msg_format("%^sはよろめいた。", m_name);
4320 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4321 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4322 else if(percentage > 50) msg_format("%^s groans.", m_name);
4323 else if(percentage > 35) msg_format("%^s moans.", m_name);
4324 else if(percentage > 20) msg_format("%^s hesitates.", m_name);
4325 else if(percentage > 10) msg_format("%^s grunts.", m_name);
4326 else msg_format("%^s staggers.", m_name);
4330 else if(my_strchr("G", r_ptr->d_char)) // Ghosts
4333 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4334 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4335 else if(percentage > 50) msg_format("%sはうめいた。", m_name);
4336 else if(percentage > 35) msg_format("%^sは泣きわめいた。", m_name);
4337 else if(percentage > 20) msg_format("%^sは吠えた。", m_name);
4338 else if(percentage > 10) msg_format("%sは弱々しくうめいた。", m_name);
4339 else msg_format("%^sはかすかにうめいた。", m_name);
4341 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4342 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4343 else if(percentage > 50) msg_format("%^s moans.", m_name);
4344 else if(percentage > 35) msg_format("%^s wails.", m_name);
4345 else if(percentage > 20) msg_format("%^s howls.", m_name);
4346 else if(percentage > 10) msg_format("%^s moans softly.", m_name);
4347 else msg_format("%^s sighs.", m_name);
4351 else if(my_strchr("CZ", r_ptr->d_char)) // Dogs and Hounds
4354 if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
4355 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4356 else if(percentage > 50) msg_format("%^sは痛みでキャンキャン吠えた。", m_name);
4357 else if(percentage > 35) msg_format("%^sは痛みで鳴きわめいた。", m_name);
4358 else if(percentage > 20) msg_format("%^sは苦痛のあまり鳴きわめいた。", m_name);
4359 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4360 else msg_format("%^sは弱々しく吠えた。", m_name);
4362 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4363 else if(percentage > 75) msg_format("%^s snarls with pain.", m_name);
4364 else if(percentage > 50) msg_format("%^s yelps in pain.", m_name);
4365 else if(percentage > 35) msg_format("%^s howls in pain.", m_name);
4366 else if(percentage > 20) msg_format("%^s howls in agony.", m_name);
4367 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4368 else msg_format("%^s yelps feebly.", m_name);
4372 else if(my_strchr("Xbilqrt", r_ptr->d_char)) // One type of creatures (ignore,squeal,shriek)
4375 if(percentage > 95) msg_format("%^sは攻撃を気にとめていない。", m_name);
4376 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4377 else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
4378 else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
4379 else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
4380 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4381 else msg_format("%^sは弱々しく叫んだ。", m_name);
4383 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4384 else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
4385 else if(percentage > 50) msg_format("%^s squeals in pain.", m_name);
4386 else if(percentage > 35) msg_format("%^s shrieks in pain.", m_name);
4387 else if(percentage > 20) msg_format("%^s shrieks in agony.", m_name);
4388 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4389 else msg_format("%^s cries out feebly.", m_name);
4393 else // Another type of creatures (shrug,cry,scream)
4396 if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
4397 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4398 else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
4399 else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
4400 else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
4401 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4402 else msg_format("%^sは弱々しく叫んだ。", m_name);
4404 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4405 else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
4406 else if(percentage > 50) msg_format("%^s cries out in pain.", m_name);
4407 else if(percentage > 35) msg_format("%^s screams in pain.", m_name);
4408 else if(percentage > 20) msg_format("%^s screams in agony.", m_name);
4409 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4410 else msg_format("%^s cries out feebly.", m_name);
4418 * @brief SMART(適格に攻撃を行う)モンスターの学習状況を更新する / Learn about an "observed" resistance.
4419 * @param m_idx 更新を行う「モンスター情報ID
4420 * @param what 学習対象ID
4423 void update_smart_learn(MONSTER_IDX m_idx, int what)
4425 monster_type *m_ptr = &m_list[m_idx];
4427 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4430 /* Not allowed to learn */
4431 if (!smart_learn) return;
4433 /* Too stupid to learn anything */
4434 if (r_ptr->flags2 & (RF2_STUPID)) return;
4436 /* Not intelligent, only learn sometimes */
4437 if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50)) return;
4441 /* Analyze the knowledge */
4445 if (p_ptr->resist_acid) m_ptr->smart |= (SM_RES_ACID);
4446 if (IS_OPPOSE_ACID()) m_ptr->smart |= (SM_OPP_ACID);
4447 if (p_ptr->immune_acid) m_ptr->smart |= (SM_IMM_ACID);
4451 if (p_ptr->resist_elec) m_ptr->smart |= (SM_RES_ELEC);
4452 if (IS_OPPOSE_ELEC()) m_ptr->smart |= (SM_OPP_ELEC);
4453 if (p_ptr->immune_elec) m_ptr->smart |= (SM_IMM_ELEC);
4457 if (p_ptr->resist_fire) m_ptr->smart |= (SM_RES_FIRE);
4458 if (IS_OPPOSE_FIRE()) m_ptr->smart |= (SM_OPP_FIRE);
4459 if (p_ptr->immune_fire) m_ptr->smart |= (SM_IMM_FIRE);
4463 if (p_ptr->resist_cold) m_ptr->smart |= (SM_RES_COLD);
4464 if (IS_OPPOSE_COLD()) m_ptr->smart |= (SM_OPP_COLD);
4465 if (p_ptr->immune_cold) m_ptr->smart |= (SM_IMM_COLD);
4469 if (p_ptr->resist_pois) m_ptr->smart |= (SM_RES_POIS);
4470 if (IS_OPPOSE_POIS()) m_ptr->smart |= (SM_OPP_POIS);
4475 if (p_ptr->resist_neth) m_ptr->smart |= (SM_RES_NETH);
4479 if (p_ptr->resist_lite) m_ptr->smart |= (SM_RES_LITE);
4483 if (p_ptr->resist_dark) m_ptr->smart |= (SM_RES_DARK);
4487 if (p_ptr->resist_fear) m_ptr->smart |= (SM_RES_FEAR);
4491 if (p_ptr->resist_conf) m_ptr->smart |= (SM_RES_CONF);
4495 if (p_ptr->resist_chaos) m_ptr->smart |= (SM_RES_CHAOS);
4499 if (p_ptr->resist_disen) m_ptr->smart |= (SM_RES_DISEN);
4503 if (p_ptr->resist_blind) m_ptr->smart |= (SM_RES_BLIND);
4507 if (p_ptr->resist_nexus) m_ptr->smart |= (SM_RES_NEXUS);
4511 if (p_ptr->resist_sound) m_ptr->smart |= (SM_RES_SOUND);
4515 if (p_ptr->resist_shard) m_ptr->smart |= (SM_RES_SHARD);
4519 if (p_ptr->free_act) m_ptr->smart |= (SM_IMM_FREE);
4523 if (!p_ptr->msp) m_ptr->smart |= (SM_IMM_MANA);
4527 if (p_ptr->reflect) m_ptr-> smart |= (SM_IMM_REFLECT);
4534 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
4537 * @return 配置に成功したらTRUE
4539 bool player_place(POSITION y, POSITION x)
4541 /* Paranoia XXX XXX */
4542 if (cave[y][x].m_idx != 0) return FALSE;
4544 /* Save player location */
4554 * @brief モンスターが盗みや拾いで確保していたアイテムを全てドロップさせる / Drop all items carried by a monster
4555 * @param m_ptr モンスター参照ポインタ
4558 void monster_drop_carried_objects(monster_type *m_ptr)
4560 OBJECT_IDX this_o_idx, next_o_idx = 0;
4566 /* Drop objects being carried */
4567 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4569 /* Acquire object */
4570 o_ptr = &o_list[this_o_idx];
4572 /* Acquire next object */
4573 next_o_idx = o_ptr->next_o_idx;
4575 /* Get local object */
4578 /* Copy the object */
4579 object_copy(q_ptr, o_ptr);
4581 /* Forget monster */
4582 q_ptr->held_m_idx = 0;
4584 delete_object_idx(this_o_idx);
4587 (void)drop_near(q_ptr, -1, m_ptr->fy, m_ptr->fx);
4590 /* Forget objects */
4591 m_ptr->hold_o_idx = 0;