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 the object */
282 delete_object_idx(this_o_idx);
286 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
289 /* Wipe the Monster */
290 (void)WIPE(m_ptr, monster_type);
298 /* Update some things */
299 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
300 p_ptr->update |= (PU_MON_LITE);
305 * @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
310 void delete_monster(POSITION y, POSITION x)
315 if (!in_bounds(y, x)) return;
320 /* Delete the monster (if any) */
321 if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
326 * @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
331 static void compact_monsters_aux(IDX i1, IDX i2)
337 OBJECT_IDX this_o_idx, next_o_idx = 0;
340 if (i1 == i2) return;
351 /* Update the cave */
354 /* Repair objects being carried by monster */
355 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
360 o_ptr = &o_list[this_o_idx];
362 /* Acquire next object */
363 next_o_idx = o_ptr->next_o_idx;
365 /* Reset monster pointer */
366 o_ptr->held_m_idx = i2;
369 /* Hack -- Update the target */
370 if (target_who == i1) target_who = i2;
372 /* Hack -- Update the target */
373 if (pet_t_m_idx == i1) pet_t_m_idx = i2;
374 if (riding_t_m_idx == i1) riding_t_m_idx = i2;
376 /* Hack -- Update the riding */
377 if (p_ptr->riding == i1) p_ptr->riding = i2;
379 /* Hack -- Update the health bar */
380 if (p_ptr->health_who == i1) health_track(i2);
382 /* Hack -- Update parent index */
385 for (i = 1; i < m_max; i++)
387 monster_type *m2_ptr = &m_list[i];
389 if (m2_ptr->parent_m_idx == i1)
390 m2_ptr->parent_m_idx = i2;
395 (void)COPY(&m_list[i2], &m_list[i1], monster_type);
398 (void)WIPE(&m_list[i1], monster_type);
400 for (i = 0; i < MAX_MTIMED; i++)
402 int mproc_idx = get_mproc_idx(i1, i);
403 if (mproc_idx >= 0) mproc_list[i][mproc_idx] = i2;
409 * @brief モンスター情報配列を圧縮する / Compact and Reorder the monster list
410 * @param size 圧縮後のモンスター件数目標
413 * This function can be very dangerous, use with caution!
415 * When actually "compacting" monsters, we base the saving throw
416 * on a combination of monster level, distance from player, and
417 * current "desperation".
419 * After "compacting" (if needed), we "reorder" the monsters into a more
420 * compact order, and we reset the allocation info, and the "live" array.
422 void compact_monsters(int size)
426 int cur_lev, cur_dis, chance;
428 /* Message (only if compacting) */
429 if (size) msg_print(_("モンスター情報を圧縮しています...", "Compacting monsters..."));
432 /* Compact at least 'size' objects */
433 for (num = 0, cnt = 1; num < size; cnt++)
435 /* Get more vicious each iteration */
438 /* Get closer each iteration */
439 cur_dis = 5 * (20 - cnt);
441 /* Check all the monsters */
442 for (i = 1; i < m_max; i++)
444 monster_type *m_ptr = &m_list[i];
446 monster_race *r_ptr = &r_info[m_ptr->r_idx];
448 /* Paranoia -- skip "dead" monsters */
449 if (!m_ptr->r_idx) continue;
451 /* Hack -- High level monsters start out "immune" */
452 if (r_ptr->level > cur_lev) continue;
454 if (i == p_ptr->riding) continue;
456 /* Ignore nearby monsters */
457 if ((cur_dis > 0) && (m_ptr->cdis < cur_dis)) continue;
459 /* Saving throw chance */
462 /* Only compact "Quest" Monsters in emergencies */
463 if ((r_ptr->flags1 & (RF1_QUESTOR)) && (cnt < 1000)) chance = 100;
465 /* Try not to compact Unique Monsters */
466 if (r_ptr->flags1 & (RF1_UNIQUE)) chance = 100;
468 /* All monsters get a saving throw */
469 if (randint0(100) < chance) continue;
471 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
475 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
476 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
480 delete_monster_idx(i);
482 /* Count the monster */
488 /* Excise dead monsters (backwards!) */
489 for (i = m_max - 1; i >= 1; i--)
491 /* Get the i'th monster */
492 monster_type *m_ptr = &m_list[i];
494 /* Skip real monsters */
495 if (m_ptr->r_idx) continue;
497 /* Move last monster into open hole */
498 compact_monsters_aux(m_max - 1, i);
500 /* Compress "m_max" */
507 * @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
510 * This is an efficient method of simulating multiple calls to the
511 * "delete_monster()" function, with no visual effects.
513 void wipe_m_list(void)
517 /* Hack -- if Banor or Lupart dies, stay another dead */
518 if (!r_info[MON_BANORLUPART].max_num)
520 if (r_info[MON_BANOR].max_num)
522 r_info[MON_BANOR].max_num = 0;
523 r_info[MON_BANOR].r_pkills++;
524 r_info[MON_BANOR].r_akills++;
525 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
527 if (r_info[MON_LUPART].max_num)
529 r_info[MON_LUPART].max_num = 0;
530 r_info[MON_LUPART].r_pkills++;
531 r_info[MON_LUPART].r_akills++;
532 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
536 /* Delete all the monsters */
537 for (i = m_max - 1; i >= 1; i--)
539 monster_type *m_ptr = &m_list[i];
541 /* Skip dead monsters */
542 if (!m_ptr->r_idx) continue;
544 /* Monster is gone */
545 cave[m_ptr->fy][m_ptr->fx].m_idx = 0;
547 /* Wipe the Monster */
548 (void)WIPE(m_ptr, monster_type);
553 * Wiping racial counters of all monsters and incrementing of racial
554 * counters of monsters in party_mon[] are required to prevent multiple
555 * generation of unique monster who is the minion of player.
558 /* Hack -- Wipe the racial counter of all monster races */
559 for (i = 1; i < max_r_idx; i++) r_info[i].cur_num = 0;
567 /* Reset "mproc_max[]" */
568 for (i = 0; i < MAX_MTIMED; i++) mproc_max[i] = 0;
570 /* Hack -- reset "reproducer" count */
573 /* Hack -- no more target */
578 /* Hack -- no more tracking */
584 * @brief モンスター配列の空きを探す / Acquires and returns the index of a "free" monster.
585 * @return 利用可能なモンスター配列の添字
587 * This routine should almost never fail, but it *can* happen.
589 MONSTER_IDX m_pop(void)
594 /* Normal allocation */
595 if (m_max < max_m_idx)
597 /* Access the next hole */
600 /* Expand the array */
606 /* Return the index */
611 /* Recycle dead monsters */
612 for (i = 1; i < m_max; i++)
616 /* Acquire monster */
619 /* Skip live monsters */
620 if (m_ptr->r_idx) continue;
625 /* Use this monster */
630 /* Warn the player (except during dungeon creation) */
631 if (character_dungeon) msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
633 /* Try not to crash */
641 * @var summon_specific_type
642 * @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"
643 * @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
645 static int summon_specific_type = 0;
649 * @var summon_specific_who
650 * @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
651 * @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
653 static int summon_specific_who = -1;
656 * @var summon_unique_okay
657 * @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
658 * @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
660 static bool summon_unique_okay = FALSE;
663 * @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
664 * @return 召喚条件が一致するならtrue
667 static bool summon_specific_aux(MONRACE_IDX r_idx)
669 monster_race *r_ptr = &r_info[r_idx];
672 /* Check our requirements */
673 switch (summon_specific_type)
677 okay = (r_ptr->d_char == 'a');
683 okay = (r_ptr->d_char == 'S');
689 okay = ((r_ptr->d_char == 'C') || (r_ptr->d_char == 'Z'));
695 okay = (r_ptr->d_char == 'M');
701 okay = (r_ptr->d_char == 'A' && ((r_ptr->flags3 & RF3_EVIL) || (r_ptr->flags3 & RF3_GOOD)));
707 okay = (r_ptr->flags3 & RF3_DEMON);
713 okay = (r_ptr->flags3 & RF3_UNDEAD);
719 okay = (r_ptr->flags3 & RF3_DRAGON);
723 case SUMMON_HI_UNDEAD:
725 okay = ((r_ptr->d_char == 'L') ||
726 (r_ptr->d_char == 'V') ||
727 (r_ptr->d_char == 'W'));
731 case SUMMON_HI_DRAGON:
733 okay = (r_ptr->d_char == 'D');
737 case SUMMON_HI_DEMON:
739 okay = (((r_ptr->d_char == 'U') ||
740 (r_ptr->d_char == 'H') ||
741 (r_ptr->d_char == 'B')) &&
742 (r_ptr->flags3 & RF3_DEMON)) ? TRUE : FALSE;
746 case SUMMON_AMBERITES:
748 okay = (r_ptr->flags3 & (RF3_AMBERITE)) ? TRUE : FALSE;
754 okay = (r_ptr->flags1 & (RF1_UNIQUE)) ? TRUE : FALSE;
760 okay = (r_ptr->d_char == 'm');
765 okay = (r_ptr->d_char == 'b');
768 case SUMMON_QUYLTHULG:
770 okay = (r_ptr->d_char == 'Q');
774 case SUMMON_COIN_MIMIC:
776 okay = (r_ptr->d_char == '$');
782 okay = ((r_ptr->d_char == '!') ||
783 (r_ptr->d_char == '?') ||
784 (r_ptr->d_char == '=') ||
785 (r_ptr->d_char == '$') ||
786 (r_ptr->d_char == '|'));
792 okay = (r_ptr->d_char == 'g');
798 okay = ((r_ptr->d_char == 'U') &&
799 (r_ptr->flags4 & RF4_ROCKET));
806 okay = ((r_ptr->d_char == summon_kin_type) && (r_idx != MON_HAGURE));
812 okay = (r_idx == MON_DAWN);
818 okay = (r_ptr->flags3 & (RF3_ANIMAL));
822 case SUMMON_ANIMAL_RANGER:
824 okay = ((r_ptr->flags3 & (RF3_ANIMAL)) &&
825 (my_strchr("abcflqrwBCHIJKMRS", r_ptr->d_char)) &&
826 !(r_ptr->flags3 & (RF3_DRAGON)) &&
827 !(r_ptr->flags3 & (RF3_EVIL)) &&
828 !(r_ptr->flags3 & (RF3_UNDEAD)) &&
829 !(r_ptr->flags3 & (RF3_DEMON)) &&
830 !(r_ptr->flags2 & (RF2_MULTIPLY)) &&
831 !(r_ptr->flags4 || r_ptr->a_ability_flags1 || r_ptr->a_ability_flags2));
835 case SUMMON_HI_DRAGON_LIVING:
837 okay = ((r_ptr->d_char == 'D') && monster_living(r_ptr));
843 okay = monster_living(r_ptr);
849 okay = (r_idx == MON_PHANTOM_B || r_idx == MON_PHANTOM_W);
853 case SUMMON_BLUE_HORROR:
855 okay = (r_idx == MON_BLUE_HORROR);
859 case SUMMON_ELEMENTAL:
861 okay = (r_ptr->d_char == 'E');
867 okay = (r_ptr->d_char == 'v');
873 okay = (r_ptr->d_char == 'H');
879 okay = (r_ptr->d_char == 'B');
883 case SUMMON_KAMIKAZE:
886 for (i = 0; i < 4; i++)
887 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
891 case SUMMON_KAMIKAZE_LIVING:
895 for (i = 0; i < 4; i++)
896 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
897 okay = (okay && monster_living(r_ptr));
903 okay = (r_idx == MON_MANES);
909 okay = (r_idx == MON_LOUSE);
913 case SUMMON_GUARDIANS:
915 okay = (r_ptr->flags7 & RF7_GUARDIAN);
921 okay = ((r_idx == MON_NOV_PALADIN) ||
922 (r_idx == MON_NOV_PALADIN_G) ||
923 (r_idx == MON_PALADIN) ||
924 (r_idx == MON_W_KNIGHT) ||
925 (r_idx == MON_ULTRA_PALADIN) ||
926 (r_idx == MON_KNI_TEMPLAR));
932 okay = (r_ptr->d_char == 'B' &&
933 (r_ptr->flags8 & RF8_WILD_MOUNTAIN) &&
934 (r_ptr->flags8 & RF8_WILD_ONLY));
938 case SUMMON_PIRANHAS:
940 okay = (r_idx == MON_PIRANHA);
944 case SUMMON_ARMAGE_GOOD:
946 okay = (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_GOOD));
950 case SUMMON_ARMAGE_EVIL:
952 okay = ((r_ptr->flags3 & RF3_DEMON) ||
953 (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_EVIL)));
957 /* Since okay is int, "return (okay);" is not correct. */
958 return (bool)(okay ? TRUE : FALSE);
962 * @var chameleon_change_m_idx
963 * @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
964 * @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
966 static int chameleon_change_m_idx = 0;
970 * @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.
971 * @param r_idx チェックするモンスター種族ID
972 * @return 召喚条件が一致するならtrue / Return TRUE is the monster is OK and FALSE otherwise
974 static bool restrict_monster_to_dungeon(MONRACE_IDX r_idx)
976 dungeon_info_type *d_ptr = &d_info[dungeon_type];
977 monster_race *r_ptr = &r_info[r_idx];
980 if (d_ptr->flags1 & DF1_CHAMELEON)
982 if (chameleon_change_m_idx) return TRUE;
984 if (d_ptr->flags1 & DF1_NO_MAGIC)
986 if (r_idx != MON_CHAMELEON &&
988 !(r_ptr->flags4 & RF4_NOMAGIC_MASK) &&
989 !(r_ptr->a_ability_flags1 & RF5_NOMAGIC_MASK) &&
990 !(r_ptr->a_ability_flags2 & RF6_NOMAGIC_MASK))
993 if (d_ptr->flags1 & DF1_NO_MELEE)
995 if (r_idx == MON_CHAMELEON) return TRUE;
996 if (!(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK)) &&
997 !(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)) &&
998 !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK)))
1001 if (d_ptr->flags1 & DF1_BEGINNER)
1003 if (r_ptr->level > dun_level)
1007 if (d_ptr->special_div >= 64) return TRUE;
1008 if (summon_specific_type && !(d_ptr->flags1 & DF1_CHAMELEON)) return TRUE;
1010 switch (d_ptr->mode)
1012 case DUNGEON_MODE_AND:
1015 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
1020 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
1025 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
1030 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
1033 if (d_ptr->m_a_ability_flags1)
1035 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
1038 if (d_ptr->m_a_ability_flags2)
1040 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
1045 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
1050 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
1055 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
1060 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
1063 for (a = 0; a < 5; a++)
1064 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return FALSE;
1068 case DUNGEON_MODE_NAND:
1071 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
1076 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
1081 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
1086 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
1089 if (d_ptr->m_a_ability_flags1)
1091 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
1094 if (d_ptr->m_a_ability_flags2)
1096 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
1101 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
1106 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
1111 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
1116 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
1119 for (a = 0; a < 5; a++)
1120 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return TRUE;
1124 case DUNGEON_MODE_OR:
1125 if (r_ptr->flags1 & d_ptr->mflags1) return TRUE;
1126 if (r_ptr->flags2 & d_ptr->mflags2) return TRUE;
1127 if (r_ptr->flags3 & d_ptr->mflags3) return TRUE;
1128 if (r_ptr->flags4 & d_ptr->mflags4) return TRUE;
1129 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return TRUE;
1130 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return TRUE;
1131 if (r_ptr->flags7 & d_ptr->mflags7) return TRUE;
1132 if (r_ptr->flags8 & d_ptr->mflags8) return TRUE;
1133 if (r_ptr->flags9 & d_ptr->mflags9) return TRUE;
1134 if (r_ptr->flagsr & d_ptr->mflagsr) return TRUE;
1135 for (a = 0; a < 5; a++)
1136 if (d_ptr->r_char[a] == r_ptr->d_char) return TRUE;
1140 case DUNGEON_MODE_NOR:
1141 if (r_ptr->flags1 & d_ptr->mflags1) return FALSE;
1142 if (r_ptr->flags2 & d_ptr->mflags2) return FALSE;
1143 if (r_ptr->flags3 & d_ptr->mflags3) return FALSE;
1144 if (r_ptr->flags4 & d_ptr->mflags4) return FALSE;
1145 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return FALSE;
1146 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return FALSE;
1147 if (r_ptr->flags7 & d_ptr->mflags7) return FALSE;
1148 if (r_ptr->flags8 & d_ptr->mflags8) return FALSE;
1149 if (r_ptr->flags9 & d_ptr->mflags9) return FALSE;
1150 if (r_ptr->flagsr & d_ptr->mflagsr) return FALSE;
1151 for (a = 0; a < 5; a++)
1152 if (d_ptr->r_char[a] == r_ptr->d_char) return FALSE;
1161 * @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"
1162 * @param monster_hook 制限関数1
1163 * @param monster_hook2 制限関数2
1166 errr get_mon_num_prep(monster_hook_type monster_hook,
1167 monster_hook_type monster_hook2)
1171 /* Todo: Check the hooks for non-changes */
1173 /* Set the new hooks */
1174 get_mon_num_hook = monster_hook;
1175 get_mon_num2_hook = monster_hook2;
1177 /* Scan the allocation table */
1178 for (i = 0; i < alloc_race_size; i++)
1180 monster_race *r_ptr;
1183 alloc_entry *entry = &alloc_race_table[i];
1186 r_ptr = &r_info[entry->index];
1188 /* Skip monsters which don't pass the restriction */
1189 if ((get_mon_num_hook && !((*get_mon_num_hook)(entry->index))) ||
1190 (get_mon_num2_hook && !((*get_mon_num2_hook)(entry->index))))
1193 if (!p_ptr->inside_battle && !chameleon_change_m_idx &&
1194 summon_specific_type != SUMMON_GUARDIANS)
1196 /* Hack -- don't create questors */
1197 if (r_ptr->flags1 & RF1_QUESTOR)
1200 if (r_ptr->flags7 & RF7_GUARDIAN)
1203 /* Depth Monsters never appear out of depth */
1204 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) &&
1205 (r_ptr->level > dun_level))
1209 /* Accept this monster */
1210 entry->prob2 = entry->prob1;
1212 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)
1214 int hoge = entry->prob2 * d_info[dungeon_type].special_div;
1215 entry->prob2 = hoge / 64;
1216 if (randint0(64) < (hoge & 0x3f)) entry->prob2++;
1225 * @brief 平方根を切り捨て整数で返す
1229 static int mysqrt(int n)
1267 * @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
1269 * @return 選択されたモンスター生成種族
1271 * Choose a monster race that seems "appropriate" to the given level
1273 * This function uses the "prob2" field of the "monster allocation table",
1274 * and various local information, to calculate the "prob3" field of the
1275 * same table, which is then used to choose an "appropriate" monster, in
1276 * a relatively efficient manner.
1278 * Note that "town" monsters will *only* be created in the town, and
1279 * "normal" monsters will *never* be created in the town, unless the
1280 * "level" is "modified", for example, by polymorph or summoning.
1282 * There is a small chance (1/50) of "boosting" the given depth by
1283 * a small amount (up to four levels), except in the town.
1285 * It is (slightly) more likely to acquire a monster of the given level
1286 * than one of a lower level. This is done by choosing several monsters
1287 * appropriate to the given level and keeping the "hardest" one.
1289 * Note that if no monsters are "appropriate", then this function will
1290 * fail, and return zero, but this should *almost* never happen.
1292 MONRACE_IDX get_mon_num(DEPTH level)
1297 monster_race *r_ptr;
1298 alloc_entry *table = alloc_race_table;
1300 int pls_kakuritu, pls_level;
1301 int delay = mysqrt(level * 10000L) + 400L;
1303 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1305 pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - ((dungeon_turn / (TURNS_PER_TICK * 5000L) - delay / 10)));
1306 pls_level = MIN(NASTY_MON_PLUS_MAX, 3 + dungeon_turn / (TURNS_PER_TICK * 40000L) - delay / 40 + MIN(5, level / 10)) ;
1308 if (d_info[dungeon_type].flags1 & DF1_MAZE)
1310 pls_kakuritu = MIN(pls_kakuritu / 2, pls_kakuritu - 10);
1311 if (pls_kakuritu < 2) pls_kakuritu = 2;
1316 /* Boost the level */
1317 if (!p_ptr->inside_battle && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1319 /* Nightmare mode allows more out-of depth monsters */
1320 if (ironman_nightmare && !randint0(pls_kakuritu))
1322 /* What a bizarre calculation */
1323 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
1327 /* Occasional "nasty" monster */
1328 if (!randint0(pls_kakuritu))
1330 /* Pick a level bonus */
1339 /* Process probabilities */
1340 for (i = 0; i < alloc_race_size; i++)
1342 /* Monsters are sorted by depth */
1343 if (table[i].level > level) break;
1348 /* Access the "r_idx" of the chosen monster */
1349 r_idx = table[i].index;
1351 /* Access the actual race */
1352 r_ptr = &r_info[r_idx];
1354 if (!p_ptr->inside_battle && !chameleon_change_m_idx)
1356 /* Hack -- "unique" monsters must be "unique" */
1357 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
1358 (r_ptr->flags7 & (RF7_NAZGUL))) &&
1359 (r_ptr->cur_num >= r_ptr->max_num))
1364 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
1365 (r_ptr->cur_num >= 1))
1370 if (r_idx == MON_BANORLUPART)
1372 if (r_info[MON_BANOR].cur_num > 0) continue;
1373 if (r_info[MON_LUPART].cur_num > 0) continue;
1378 table[i].prob3 = table[i].prob2;
1381 total += table[i].prob3;
1384 /* No legal monsters */
1385 if (total <= 0) return (0);
1387 /* Pick a monster */
1388 value = randint0(total);
1390 /* Find the monster */
1391 for (i = 0; i < alloc_race_size; i++)
1393 /* Found the entry */
1394 if (value < table[i].prob3) break;
1397 value = value - table[i].prob3;
1403 /* Try for a "harder" monster once (50%) or twice (10%) */
1409 /* Pick a monster */
1410 value = randint0(total);
1412 /* Find the monster */
1413 for (i = 0; i < alloc_race_size; i++)
1415 /* Found the entry */
1416 if (value < table[i].prob3) break;
1419 value = value - table[i].prob3;
1422 /* Keep the "best" one */
1423 if (table[i].level < table[j].level) i = j;
1426 /* Try for a "harder" monster twice (10%) */
1432 /* Pick a monster */
1433 value = randint0(total);
1435 /* Find the monster */
1436 for (i = 0; i < alloc_race_size; i++)
1438 /* Found the entry */
1439 if (value < table[i].prob3) break;
1442 value = value - table[i].prob3;
1445 /* Keep the "best" one */
1446 if (table[i].level < table[j].level) i = j;
1448 return (table[i].index);
1453 * @brief モンスターの呼称を作成する / Build a string describing a monster in some way.
1454 * @param desc 記述出力先の文字列参照ポインタ
1455 * @param m_ptr モンスターの参照ポインタ
1456 * @param mode 呼称オプション
1459 * We can correctly describe monsters based on their visibility.
1460 * We can force all monsters to be treated as visible or invisible.
1461 * We can build nominatives, objectives, possessives, or reflexives.
1462 * We can selectively pronominalize hidden, visible, or all monsters.
1463 * We can use definite or indefinite descriptions for hidden monsters.
1464 * We can use definite or indefinite descriptions for visible monsters.
1466 * Pronominalization involves the gender whenever possible and allowed,
1467 * so that by cleverly requesting pronominalization / visibility, you
1468 * can get messages like "You hit someone. She screams in agony!".
1470 * Reflexives are acquired by requesting Objective plus Possessive.
1472 * If no m_ptr arg is given (?), the monster is assumed to be hidden,
1473 * unless the "Assume Visible" mode is requested.
1475 * If no r_ptr arg is given, it is extracted from m_ptr and r_info
1476 * If neither m_ptr nor r_ptr is given, the monster is assumed to
1477 * be neuter, singular, and hidden (unless "Assume Visible" is set),
1478 * in which case you may be in trouble... :-)
1480 * I am assuming that no monster name is more than 70 characters long,
1481 * so that "char desc[80];" is sufficiently large for any result.
1484 * MD_OBJECTIVE --> Objective (or Reflexive)
1485 * MD_POSSESSIVE --> Possessive (or Reflexive)
1486 * MD_INDEF_HIDDEN --> Use indefinites for hidden monsters ("something")
1487 * MD_INDEF_VISIBLE --> Use indefinites for visible monsters ("a kobold")
1488 * MD_PRON_HIDDEN --> Pronominalize hidden monsters
1489 * MD_PRON_VISIBLE --> Pronominalize visible monsters
1490 * MD_ASSUME_HIDDEN --> Assume the monster is hidden
1491 * MD_ASSUME_VISIBLE --> Assume the monster is visible
1492 * MD_TRUE_NAME --> Chameleon's true name
1493 * MD_IGNORE_HALLU --> Ignore hallucination, and penetrate shape change
1496 * 0x00 --> Full nominative name ("the kobold") or "it"
1497 * MD_INDEF_HIDDEN --> Full nominative name ("the kobold") or "something"
1498 * MD_ASSUME_VISIBLE --> Genocide resistance name ("the kobold")
1499 * MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE --> Killing name ("a kobold")
1500 * MD_PRON_VISIBLE | MD_POSSESSIVE
1501 * --> Possessive, genderized if visable ("his") or "its"
1502 * MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE
1503 * --> Reflexive, genderized if visable ("himself") or "itself"
1505 void monster_desc(char *desc, monster_type *m_ptr, BIT_FLAGS mode)
1508 monster_race *r_ptr;
1512 char silly_name[1024];
1516 r_ptr = &r_info[m_ptr->ap_r_idx];
1518 /* Mode of MD_TRUE_NAME will reveal Chameleon's true name */
1519 if (mode & MD_TRUE_NAME) name = (r_name + real_r_ptr(m_ptr)->name);
1520 else name = (r_name + r_ptr->name);
1522 /* Are we hallucinating? (Idea from Nethack...) */
1523 if (p_ptr->image && !(mode & MD_IGNORE_HALLU))
1527 if (!get_rnd_line(_("silly_j.txt", "silly.txt"), m_ptr->r_idx, silly_name))
1533 monster_race *hallu_race;
1537 hallu_race = &r_info[randint1(max_r_idx - 1)];
1539 while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
1541 strcpy(silly_name, (r_name + hallu_race->name));
1544 /* Better not strcpy it, or we could corrupt r_info... */
1548 /* Can we "see" it (exists + forced, or visible + not unforced) */
1549 seen = (m_ptr && ((mode & MD_ASSUME_VISIBLE) || (!(mode & MD_ASSUME_HIDDEN) && m_ptr->ml)));
1551 /* Sexed Pronouns (seen and allowed, or unseen and allowed) */
1552 pron = (m_ptr && ((seen && (mode & MD_PRON_VISIBLE)) || (!seen && (mode & MD_PRON_HIDDEN))));
1555 /* First, try using pronouns, or describing hidden monsters */
1558 /* an encoding of the monster "sex" */
1561 /* Extract the gender (if applicable) */
1562 if (r_ptr->flags1 & (RF1_FEMALE)) kind = 0x20;
1563 else if (r_ptr->flags1 & (RF1_MALE)) kind = 0x10;
1565 /* Ignore the gender (if desired) */
1566 if (!m_ptr || !pron) kind = 0x00;
1569 /* Assume simple result */
1570 res = _("何か", "it");
1572 /* Brute force: split on the possibilities */
1573 switch (kind + (mode & (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE)))
1575 /* Neuter, or unknown */
1577 case 0x00: res = "何か"; break;
1578 case 0x00 + (MD_OBJECTIVE): res = "何か"; break;
1579 case 0x00 + (MD_POSSESSIVE): res = "何かの"; break;
1580 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "何か自身"; break;
1581 case 0x00 + (MD_INDEF_HIDDEN): res = "何か"; break;
1582 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "何か"; break;
1583 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "何か"; break;
1584 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "それ自身"; break;
1586 case 0x00: res = "it"; break;
1587 case 0x00 + (MD_OBJECTIVE): res = "it"; break;
1588 case 0x00 + (MD_POSSESSIVE): res = "its"; break;
1589 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1590 case 0x00 + (MD_INDEF_HIDDEN): res = "something"; break;
1591 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "something"; break;
1592 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "something's"; break;
1593 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1597 /* Male (assume human if vague) */
1599 case 0x10: res = "彼"; break;
1600 case 0x10 + (MD_OBJECTIVE): res = "彼"; break;
1601 case 0x10 + (MD_POSSESSIVE): res = "彼の"; break;
1602 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
1603 case 0x10 + (MD_INDEF_HIDDEN): res = "誰か"; break;
1604 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
1605 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
1606 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
1608 case 0x10: res = "he"; break;
1609 case 0x10 + (MD_OBJECTIVE): res = "him"; break;
1610 case 0x10 + (MD_POSSESSIVE): res = "his"; break;
1611 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1612 case 0x10 + (MD_INDEF_HIDDEN): res = "someone"; break;
1613 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1614 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1615 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1619 /* Female (assume human if vague) */
1621 case 0x20: res = "彼女"; break;
1622 case 0x20 + (MD_OBJECTIVE): res = "彼女"; break;
1623 case 0x20 + (MD_POSSESSIVE): res = "彼女の"; break;
1624 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
1625 case 0x20 + (MD_INDEF_HIDDEN): res = "誰か"; break;
1626 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
1627 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
1628 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
1630 case 0x20: res = "she"; break;
1631 case 0x20 + (MD_OBJECTIVE): res = "her"; break;
1632 case 0x20 + (MD_POSSESSIVE): res = "her"; break;
1633 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1634 case 0x20 + (MD_INDEF_HIDDEN): res = "someone"; break;
1635 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1636 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1637 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1641 /* Copy the result */
1642 (void)strcpy(desc, res);
1646 /* Handle visible monsters, "reflexive" request */
1647 else if ((mode & (MD_POSSESSIVE | MD_OBJECTIVE)) == (MD_POSSESSIVE | MD_OBJECTIVE))
1649 /* The monster is visible, so use its gender */
1651 if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, "彼女自身");
1652 else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, "彼自身");
1653 else strcpy(desc, "それ自身");
1655 if (r_ptr->flags1 & RF1_FEMALE) strcpy(desc, "herself");
1656 else if (r_ptr->flags1 & RF1_MALE) strcpy(desc, "himself");
1657 else strcpy(desc, "itself");
1662 /* Handle all other visible monster requests */
1666 if (is_pet(m_ptr) && !is_original_ap(m_ptr))
1672 while(strncmp(t, "』", 2) && *t) t++;
1676 (void)sprintf(desc, "%s?』", buf);
1679 (void)sprintf(desc, "%s?", name);
1681 (void)sprintf(desc, "%s?", name);
1686 /* It could be a Unique */
1687 if ((r_ptr->flags1 & RF1_UNIQUE) && !(p_ptr->image && !(mode & MD_IGNORE_HALLU)))
1689 /* Start with the name (thus nominative and objective) */
1690 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && !(mode & MD_TRUE_NAME))
1696 while (strncmp(t, "』", 2) && *t) t++;
1700 (void)sprintf(desc, "%s?』", buf);
1703 (void)sprintf(desc, "%s?", name);
1705 (void)sprintf(desc, "%s?", name);
1709 /* Inside monster arena, and it is not your mount */
1710 else if (p_ptr->inside_battle &&
1711 !(p_ptr->riding && (&m_list[p_ptr->riding] == m_ptr)))
1713 /* It is a fake unique monster */
1714 (void)sprintf(desc, _("%sもどき", "fake %s"), name);
1719 (void)strcpy(desc, name);
1723 /* It could be an indefinite monster */
1724 else if (mode & MD_INDEF_VISIBLE)
1726 /* XXX Check plurality for "some" */
1728 /* Indefinite monsters need an indefinite article */
1730 (void)strcpy(desc, "");
1732 (void)strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");
1735 (void)strcat(desc, name);
1738 /* It could be a normal, definite, monster */
1741 /* Definite monsters need a definite article */
1743 (void)strcpy(desc, _("あなたの", "your "));
1745 (void)strcpy(desc, _("", "the "));
1747 (void)strcat(desc, name);
1750 if (m_ptr->nickname)
1752 sprintf(buf,_("「%s」", " called %s"),quark_str(m_ptr->nickname));
1756 if (p_ptr->riding && (&m_list[p_ptr->riding] == m_ptr))
1758 strcat(desc,_("(乗馬中)", "(riding)"));
1761 if ((mode & MD_IGNORE_HALLU) && (m_ptr->mflag2 & MFLAG2_CHAMELEON))
1763 if (r_ptr->flags1 & RF1_UNIQUE)
1765 strcat(desc,_("(カメレオンの王)", "(Chameleon Lord)"));
1769 strcat(desc,_("(カメレオン)", "(Chameleon)"));
1773 if ((mode & MD_IGNORE_HALLU) && !is_original_ap(m_ptr))
1775 strcat(desc, format("(%s)", r_name + r_info[m_ptr->r_idx].name));
1778 /* Handle the Possessive as a special afterthought */
1779 if (mode & MD_POSSESSIVE)
1781 /* XXX Check for trailing "s" */
1783 /* Simply append "apostrophe" and "s" */
1784 (void)strcat(desc, _("の", "'s"));
1792 * @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)
1793 * @param r_idx 補完されるモンスター種族ID
1794 * @return 明らかになった情報の度数
1796 * Return the number of new flags learnt. -Mogami-
1798 int lore_do_probe(MONRACE_IDX r_idx)
1800 monster_race *r_ptr = &r_info[r_idx];
1804 /* Maximal info about awareness */
1805 if (r_ptr->r_wake != MAX_UCHAR) n++;
1806 if (r_ptr->r_ignore != MAX_UCHAR) n++;
1807 r_ptr->r_wake = r_ptr->r_ignore = MAX_UCHAR;
1809 /* Observe "maximal" attacks */
1810 for (i = 0; i < 4; i++)
1812 /* Examine "actual" blows */
1813 if (r_ptr->blow[i].effect || r_ptr->blow[i].method)
1815 /* Maximal observations */
1816 if (r_ptr->r_blows[i] != MAX_UCHAR) n++;
1817 r_ptr->r_blows[i] = MAX_UCHAR;
1823 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
1824 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
1825 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
1826 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
1827 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
1828 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
1830 /* Only "valid" drops */
1831 if (!(r_ptr->flags1 & RF1_ONLY_GOLD))
1833 if (r_ptr->r_drop_item != tmp_byte) n++;
1834 r_ptr->r_drop_item = tmp_byte;
1836 if (!(r_ptr->flags1 & RF1_ONLY_ITEM))
1838 if (r_ptr->r_drop_gold != tmp_byte) n++;
1839 r_ptr->r_drop_gold = tmp_byte;
1842 /* Observe many spells */
1843 if (r_ptr->r_cast_spell != MAX_UCHAR) n++;
1844 r_ptr->r_cast_spell = MAX_UCHAR;
1846 /* Count unknown flags */
1847 for (i = 0; i < 32; i++)
1849 if (!(r_ptr->r_flags1 & (1L << i)) &&
1850 (r_ptr->flags1 & (1L << i))) n++;
1851 if (!(r_ptr->r_flags2 & (1L << i)) &&
1852 (r_ptr->flags2 & (1L << i))) n++;
1853 if (!(r_ptr->r_flags3 & (1L << i)) &&
1854 (r_ptr->flags3 & (1L << i))) n++;
1855 if (!(r_ptr->r_flags4 & (1L << i)) &&
1856 (r_ptr->flags4 & (1L << i))) n++;
1857 if (!(r_ptr->r_flags5 & (1L << i)) &&
1858 (r_ptr->a_ability_flags1 & (1L << i))) n++;
1859 if (!(r_ptr->r_flags6 & (1L << i)) &&
1860 (r_ptr->a_ability_flags2 & (1L << i))) n++;
1861 if (!(r_ptr->r_flagsr & (1L << i)) &&
1862 (r_ptr->flagsr & (1L << i))) n++;
1864 /* r_flags7 is actually unused */
1866 if (!(r_ptr->r_flags7 & (1L << i)) &&
1867 (r_ptr->flags7 & (1L << i))) n++;
1871 /* Know all the flags */
1872 r_ptr->r_flags1 = r_ptr->flags1;
1873 r_ptr->r_flags2 = r_ptr->flags2;
1874 r_ptr->r_flags3 = r_ptr->flags3;
1875 r_ptr->r_flags4 = r_ptr->flags4;
1876 r_ptr->r_flags5 = r_ptr->a_ability_flags1;
1877 r_ptr->r_flags6 = r_ptr->a_ability_flags2;
1878 r_ptr->r_flagsr = r_ptr->flagsr;
1880 /* r_flags7 is actually unused */
1881 /* r_ptr->r_flags7 = r_ptr->flags7; */
1883 /* Know about evolution */
1884 if (!(r_ptr->r_xtra1 & MR1_SINKA)) n++;
1885 r_ptr->r_xtra1 |= MR1_SINKA;
1887 /* Update monster recall window */
1888 if (p_ptr->monster_race_idx == r_idx)
1890 p_ptr->window |= (PW_MONSTER);
1893 /* Return the number of new flags learnt */
1899 * @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
1900 * @param m_idx モンスター情報のID
1901 * @param num_item 手に入れたアイテム数
1902 * @param num_gold 手に入れた財宝の単位数
1905 * Note that learning the "GOOD"/"GREAT" flags gives information
1906 * about the treasure (even when the monster is killed for the first
1907 * time, such as uniques, and the treasure has not been examined yet).
1909 * This "indirect" method is used to prevent the player from learning
1910 * exactly how much treasure a monster can drop from observing only
1911 * a single example of a drop. This method actually observes how much
1912 * gold and items are dropped, and remembers that information to be
1913 * described later by the monster recall code.
1915 void lore_treasure(MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold)
1917 monster_type *m_ptr = &m_list[m_idx];
1919 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1921 /* If the monster doesn't have original appearance, don't note */
1922 if (!is_original_ap(m_ptr)) return;
1924 /* Note the number of things dropped */
1925 if (num_item > r_ptr->r_drop_item) r_ptr->r_drop_item = num_item;
1926 if (num_gold > r_ptr->r_drop_gold) r_ptr->r_drop_gold = num_gold;
1928 /* Hack -- memorize the good/great flags */
1929 if (r_ptr->flags1 & (RF1_DROP_GOOD)) r_ptr->r_flags1 |= (RF1_DROP_GOOD);
1930 if (r_ptr->flags1 & (RF1_DROP_GREAT)) r_ptr->r_flags1 |= (RF1_DROP_GREAT);
1932 /* Update monster recall window */
1933 if (p_ptr->monster_race_idx == m_ptr->r_idx)
1935 p_ptr->window |= (PW_MONSTER);
1941 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
1942 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
1943 * @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
1946 void sanity_blast(monster_type *m_ptr, bool necro)
1950 if (p_ptr->inside_battle || !character_dungeon) return;
1952 if (!necro && m_ptr)
1955 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
1957 power = r_ptr->level / 2;
1959 monster_desc(m_name, m_ptr, 0);
1961 if (!(r_ptr->flags1 & RF1_UNIQUE))
1963 if (r_ptr->flags1 & RF1_FRIENDS)
1968 if (!is_loading_now)
1969 return; /* No effect yet, just loaded... */
1972 return; /* Cannot see it for some reason */
1974 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
1978 return; /* Pet eldritch horrors are safe most of the time */
1980 if (randint1(100) > power) return;
1982 if (saving_throw(p_ptr->skill_sav - power))
1984 return; /* Save, no adverse effects */
1989 /* Something silly happens... */
1991 msg_format("%s%sの顔を見てしまった!",
1992 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
1994 msg_format("You behold the %s visage of %s!",
1995 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2000 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2001 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2004 return; /* Never mind; we can't see it clearly enough */
2007 /* Something frightening happens... */
2009 msg_format("%s%sの顔を見てしまった!",
2010 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
2012 msg_format("You behold the %s visage of %s!",
2013 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
2016 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2018 /* Demon characters are unaffected */
2019 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
2020 if (p_ptr->wizard) return;
2022 /* Undead characters are 50% likely to be unaffected */
2023 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
2024 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
2025 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
2027 if (saving_throw(25 + p_ptr->lev)) return;
2032 monster_race *r_ptr;
2036 get_mon_num_prep(get_nightmare, NULL);
2038 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
2039 power = r_ptr->level + 10;
2040 desc = r_name + r_ptr->name;
2042 get_mon_num_prep(NULL, NULL);
2046 if (!(r_ptr->flags1 & RF1_UNIQUE))
2047 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
2050 sprintf(m_name, "%s", desc);
2052 if (!(r_ptr->flags1 & RF1_UNIQUE))
2054 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
2058 if (saving_throw(p_ptr->skill_sav * 100 / power))
2060 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
2067 /* Something silly happens... */
2068 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
2069 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2073 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2074 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2077 /* Never mind; we can't see it clearly enough */
2081 /* Something frightening happens... */
2082 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
2083 horror_desc[randint0(MAX_SAN_HORROR)], desc);
2085 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2087 if (!p_ptr->mimic_form)
2089 switch (p_ptr->prace)
2091 /* Demons may make a saving throw */
2094 if (saving_throw(20 + p_ptr->lev)) return;
2096 /* Undead may make a saving throw */
2101 if (saving_throw(10 + p_ptr->lev)) return;
2107 /* Demons may make a saving throw */
2108 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
2110 if (saving_throw(20 + p_ptr->lev)) return;
2112 /* Undead may make a saving throw */
2113 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
2115 if (saving_throw(10 + p_ptr->lev)) return;
2121 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!"));
2124 if (saving_throw(p_ptr->skill_sav - power))
2130 (void)do_dec_stat(A_INT);
2131 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
2134 (void)do_dec_stat(A_WIS);
2135 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
2137 switch (randint1(21))
2140 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
2142 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
2144 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!"));
2148 msg_print(_("あなたは完璧な馬鹿になった!", "You turn into an utter moron!"));
2151 if (p_ptr->muta3 & MUT3_HYPER_INT)
2153 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."));
2154 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
2156 p_ptr->muta3 |= MUT3_MORONIC;
2162 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
2164 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
2166 /* Duh, the following should never happen, but anyway... */
2167 if (p_ptr->muta3 & MUT3_FEARLESS)
2169 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."));
2170 p_ptr->muta3 &= ~(MUT3_FEARLESS);
2173 p_ptr->muta2 |= MUT2_COWARDICE;
2179 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
2181 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!"));
2182 p_ptr->muta2 |= MUT2_HALLU;
2188 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
2190 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!"));
2191 p_ptr->muta2 |= MUT2_BERS_RAGE;
2201 if (!p_ptr->resist_conf)
2203 (void)set_confused(p_ptr->confused + randint0(4) + 4);
2205 if (!p_ptr->free_act)
2207 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
2209 if (!p_ptr->resist_chaos)
2211 (void)set_image(p_ptr->image + randint0(250) + 150);
2220 if (lose_all_info())
2221 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!"));
2225 p_ptr->update |= PU_BONUS;
2230 * @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
2231 * @param m_idx 更新するモンスター情報のID
2232 * @param full プレイヤーとの距離更新を行うならばtrue
2235 * This involves extracting the distance to the player (if requested),
2236 * and then checking for visibility (natural, infravision, see-invis,
2237 * telepathy), updating the monster visibility flag, redrawing (or
2238 * erasing) the monster when its visibility changes, and taking note
2239 * of any interesting monster flags (cold-blooded, invisible, etc).
2241 * Note the new "mflag" field which encodes several monster state flags,
2242 * including "view" for when the monster is currently in line of sight,
2243 * and "mark" for when the monster is currently visible via detection.
2245 * The only monster fields that are changed here are "cdis" (the
2246 * distance from the player), "ml" (visible to the player), and
2247 * "mflag" (to maintain the "MFLAG_VIEW" flag).
2249 * Note the special "update_monsters()" function which can be used to
2250 * call this function once for every monster.
2252 * Note the "full" flag which requests that the "cdis" field be updated,
2253 * this is only needed when the monster (or the player) has moved.
2255 * Every time a monster moves, we must call this function for that
2256 * monster, and update the distance, and the visibility. Every time
2257 * the player moves, we must call this function for every monster, and
2258 * update the distance, and the visibility. Whenever the player "state"
2259 * changes in certain ways ("blindness", "infravision", "telepathy",
2260 * and "see invisible"), we must call this function for every monster,
2261 * and update the visibility.
2263 * Routines that change the "illumination" of a grid must also call this
2264 * function for any monster in that grid, since the "visibility" of some
2265 * monsters may be based on the illumination of their grid.
2267 * Note that this function is called once per monster every time the
2268 * player moves. When the player is running, this function is one
2269 * of the primary bottlenecks, along with "update_view()" and the
2270 * "process_monsters()" code, so efficiency is important.
2272 * Note the optimized "inline" version of the "distance()" function.
2274 * A monster is "visible" to the player if (1) it has been detected
2275 * by the player, (2) it is close to the player and the player has
2276 * telepathy, or (3) it is close to the player, and in line of sight
2277 * of the player, and it is "illuminated" by some combination of
2278 * infravision, torch light, or permanent light (invisible monsters
2279 * are only affected by "light" if the player can see invisible).
2281 * Monsters which are not on the current panel may be "visible" to
2282 * the player, and their descriptions will include an "offscreen"
2283 * reference. Currently, offscreen monsters cannot be targetted
2284 * or viewed directly, but old targets will remain set. XXX XXX
2286 * The player can choose to be disturbed by several things, including
2287 * "disturb_move" (monster which is viewable moves in some way), and
2288 * "disturb_near" (monster which is "easily" viewable moves in some
2289 * way). Note that "moves" includes "appears" and "disappears".
2291 void update_mon(MONSTER_IDX m_idx, bool full)
2293 monster_type *m_ptr = &m_list[m_idx];
2295 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2297 bool do_disturb = disturb_move;
2301 /* Current location */
2308 /* Seen by vision */
2311 /* Non-Ninja player in the darkness */
2312 bool in_darkness = (d_info[dungeon_type].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto;
2317 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2319 if (ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)
2323 /* Compute distance */
2326 /* Distance components */
2327 int dy = (p_ptr->y > fy) ? (p_ptr->y - fy) : (fy - p_ptr->y);
2328 int dx = (p_ptr->x > fx) ? (p_ptr->x - fx) : (fx - p_ptr->x);
2330 /* Approximate distance */
2331 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
2333 /* Restrict distance */
2334 if (d > 255) d = 255;
2338 /* Save the distance */
2342 /* Extract distance */
2345 /* Extract the distance */
2351 if (m_ptr->mflag2 & (MFLAG2_MARK)) flag = TRUE;
2355 if (d <= (in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT))
2357 if (!in_darkness || (d <= MAX_SIGHT / 4))
2359 if (p_ptr->special_defense & KATA_MUSOU)
2364 if (is_original_ap(m_ptr) && !p_ptr->image)
2366 /* Hack -- Memorize mental flags */
2367 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2368 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2372 /* Basic telepathy */
2373 /* Snipers get telepathy when they concentrate deeper */
2374 else if (p_ptr->telepathy)
2376 /* Empty mind, no telepathy */
2377 if (r_ptr->flags2 & (RF2_EMPTY_MIND))
2379 /* Memorize flags */
2380 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
2383 /* Weird mind, occasional telepathy */
2384 else if (r_ptr->flags2 & (RF2_WEIRD_MIND))
2386 /* One in ten individuals are detectable */
2387 if ((m_idx % 10) == 5)
2392 if (is_original_ap(m_ptr) && !p_ptr->image)
2394 /* Memorize flags */
2395 r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
2397 /* Hack -- Memorize mental flags */
2398 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2399 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2404 /* Normal mind, allow telepathy */
2410 if (is_original_ap(m_ptr) && !p_ptr->image)
2412 /* Hack -- Memorize mental flags */
2413 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2414 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2419 /* Magical sensing */
2420 if ((p_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL)))
2423 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ANIMAL);
2426 /* Magical sensing */
2427 if ((p_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD)))
2430 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_UNDEAD);
2433 /* Magical sensing */
2434 if ((p_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON)))
2437 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DEMON);
2440 /* Magical sensing */
2441 if ((p_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC)))
2444 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ORC);
2447 /* Magical sensing */
2448 if ((p_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL)))
2451 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_TROLL);
2454 /* Magical sensing */
2455 if ((p_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT)))
2458 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GIANT);
2461 /* Magical sensing */
2462 if ((p_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON)))
2465 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DRAGON);
2468 /* Magical sensing */
2469 if ((p_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN)))
2472 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_HUMAN);
2475 /* Magical sensing */
2476 if ((p_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL)))
2479 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_EVIL);
2482 /* Magical sensing */
2483 if ((p_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD)))
2486 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GOOD);
2489 /* Magical sensing */
2490 if ((p_ptr->esp_nonliving) &&
2491 ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING))
2494 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_NONLIVING);
2497 /* Magical sensing */
2498 if ((p_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE)))
2501 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags1 |= (RF1_UNIQUE);
2505 /* Normal line of sight, and not blind */
2506 if (player_has_los_bold(fy, fx) && !p_ptr->blind)
2508 bool do_invisible = FALSE;
2509 bool do_cold_blood = FALSE;
2511 /* Snipers can see targets in darkness when they concentrate deeper */
2512 if (p_ptr->concent >= CONCENT_RADAR_THRESHOLD)
2518 /* Use "infravision" */
2519 if (d <= p_ptr->see_infra)
2521 /* Handle "cold blooded" monsters */
2522 if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD)
2525 do_cold_blood = TRUE;
2528 /* Handle "warm blooded" monsters */
2536 /* Use "illumination" */
2537 if (player_can_see_bold(fy, fx))
2539 /* Handle "invisible" monsters */
2540 if (r_ptr->flags2 & (RF2_INVISIBLE))
2543 do_invisible = TRUE;
2553 /* Handle "normal" monsters */
2564 if (is_original_ap(m_ptr) && !p_ptr->image)
2566 /* Memorize flags */
2567 if (do_invisible) r_ptr->r_flags2 |= (RF2_INVISIBLE);
2568 if (do_cold_blood) r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
2575 /* The monster is now visible */
2578 /* It was previously unseen */
2581 /* Mark as visible */
2584 /* Draw the monster */
2587 /* Update health bar as needed */
2588 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2589 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2591 /* Hack -- Count "fresh" sightings */
2594 if ((m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
2595 r_info[MON_KAGE].r_sights++;
2596 else if (is_original_ap(m_ptr) && (r_ptr->r_sights < MAX_SHORT))
2600 /* Eldritch Horror */
2601 if (r_info[m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR)
2603 sanity_blast(m_ptr, FALSE);
2606 /* Disturb on appearance */
2607 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)))
2609 if (disturb_pets || is_hostile(m_ptr))
2610 disturb(TRUE, TRUE);
2615 /* The monster is not visible */
2618 /* It was previously seen */
2621 /* Mark as not visible */
2624 /* Erase the monster */
2627 /* Update health bar as needed */
2628 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2629 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2631 /* Disturb on disappearance */
2634 if (disturb_pets || is_hostile(m_ptr))
2635 disturb(TRUE, TRUE);
2641 /* The monster is now easily visible */
2645 if (!(m_ptr->mflag & (MFLAG_VIEW)))
2647 /* Mark as easily visible */
2648 m_ptr->mflag |= (MFLAG_VIEW);
2650 /* Disturb on appearance */
2653 if (disturb_pets || is_hostile(m_ptr))
2654 disturb(TRUE, TRUE);
2659 /* The monster is not easily visible */
2663 if (m_ptr->mflag & (MFLAG_VIEW))
2665 /* Mark as not easily visible */
2666 m_ptr->mflag &= ~(MFLAG_VIEW);
2668 /* Disturb on disappearance */
2671 if (disturb_pets || is_hostile(m_ptr))
2672 disturb(TRUE, TRUE);
2680 * @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).
2681 * @param full 距離更新を行うならtrue
2684 void update_monsters(bool full)
2688 /* Update each (live) monster */
2689 for (i = 1; i < m_max; i++)
2691 monster_type *m_ptr = &m_list[i];
2693 /* Skip dead monsters */
2694 if (!m_ptr->r_idx) continue;
2696 /* Update the monster */
2697 update_mon(i, full);
2703 * @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
2704 * @param r_idx モンスター種族ID
2705 * @return 対象にできるならtrueを返す
2707 static bool monster_hook_chameleon_lord(MONRACE_IDX r_idx)
2709 monster_race *r_ptr = &r_info[r_idx];
2710 monster_type *m_ptr = &m_list[chameleon_change_m_idx];
2711 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2713 if (!(r_ptr->flags1 & (RF1_UNIQUE))) return FALSE;
2714 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2716 if (ABS(r_ptr->level - r_info[MON_CHAMELEON_K].level) > 5) return FALSE;
2718 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))
2721 if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2724 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2726 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
2730 else if (summon_specific_who > 0)
2732 if (monster_has_hostile_align(&m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2739 * @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
2740 * @param r_idx モンスター種族ID
2741 * @return 対象にできるならtrueを返す
2743 static bool monster_hook_chameleon(MONRACE_IDX r_idx)
2745 monster_race *r_ptr = &r_info[r_idx];
2746 monster_type *m_ptr = &m_list[chameleon_change_m_idx];
2747 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2749 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2750 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2751 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2753 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))
2756 if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2759 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2761 if ((old_r_ptr->flags3 & RF3_GOOD) && !(r_ptr->flags3 & RF3_GOOD)) return FALSE;
2762 if ((old_r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags3 & RF3_EVIL)) return FALSE;
2763 if (!(old_r_ptr->flags3 & (RF3_GOOD | RF3_EVIL)) && (r_ptr->flags3 & (RF3_GOOD | RF3_EVIL))) return FALSE;
2767 else if (summon_specific_who > 0)
2769 if (monster_has_hostile_align(&m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2772 return (*(get_monster_hook()))(r_idx);
2777 * @param m_idx 変身処理を受けるモンスター情報のID
2778 * @param born 生成時の初変身先指定ならばtrue
2779 * @param r_idx 旧モンスター種族のID
2782 void choose_new_monster(MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx)
2785 monster_type *m_ptr = &m_list[m_idx];
2786 monster_race *r_ptr;
2787 char old_m_name[80];
2788 bool old_unique = FALSE;
2789 int old_r_idx = m_ptr->r_idx;
2791 if (r_info[m_ptr->r_idx].flags1 & RF1_UNIQUE)
2793 if (old_unique && (r_idx == MON_CHAMELEON)) r_idx = MON_CHAMELEON_K;
2794 r_ptr = &r_info[r_idx];
2796 monster_desc(old_m_name, m_ptr, 0);
2802 chameleon_change_m_idx = m_idx;
2804 get_mon_num_prep(monster_hook_chameleon_lord, NULL);
2806 get_mon_num_prep(monster_hook_chameleon, NULL);
2809 level = r_info[MON_CHAMELEON_K].level;
2810 else if (!dun_level)
2811 level = wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level;
2815 if (d_info[dungeon_type].flags1 & DF1_CHAMELEON) level+= 2+randint1(3);
2817 r_idx = get_mon_num(level);
2818 r_ptr = &r_info[r_idx];
2820 chameleon_change_m_idx = 0;
2826 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
2828 m_ptr->r_idx = r_idx;
2829 m_ptr->ap_r_idx = r_idx;
2830 update_mon(m_idx, FALSE);
2831 lite_spot(m_ptr->fy, m_ptr->fx);
2833 if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) ||
2834 (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)))
2835 p_ptr->update |= (PU_MON_LITE);
2837 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, TRUE);
2841 /* Sub-alignment of a chameleon */
2842 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD))
2844 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2845 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
2846 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
2851 if (m_idx == p_ptr->riding)
2854 monster_desc(m_name, m_ptr, 0);
2855 msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
2856 if (!(r_ptr->flags7 & RF7_RIDING))
2857 if (rakuba(0, TRUE)) msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
2860 /* Extract the monster base speed */
2861 m_ptr->mspeed = get_mspeed(r_ptr);
2863 oldmaxhp = m_ptr->max_maxhp;
2864 /* Assign maximal hitpoints */
2865 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
2867 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2871 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
2874 /* Monsters have double hitpoints in Nightmare mode */
2875 if (ironman_nightmare)
2877 u32b hp = m_ptr->max_maxhp * 2L;
2878 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
2881 m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp;
2882 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2883 m_ptr->hp = (long)(m_ptr->hp * m_ptr->max_maxhp) / oldmaxhp;
2885 /* reset dealt_damage */
2886 m_ptr->dealt_damage = 0;
2891 * @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
2892 * @param r_idx モンスター種族ID
2893 * @return 対象にできるならtrueを返す
2895 static bool monster_hook_tanuki(MONRACE_IDX r_idx)
2897 monster_race *r_ptr = &r_info[r_idx];
2899 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2900 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2901 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2902 if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2904 if ((r_ptr->blow[0].method == RBM_EXPLODE) || (r_ptr->blow[1].method == RBM_EXPLODE) || (r_ptr->blow[2].method == RBM_EXPLODE) || (r_ptr->blow[3].method == RBM_EXPLODE))
2907 return (*(get_monster_hook()))(r_idx);
2912 * @brief モンスターの表層IDを設定する / Set initial racial appearance of a monster
2913 * @param r_idx モンスター種族ID
2914 * @return モンスター種族の表層ID
2916 static IDX initial_r_appearance(MONRACE_IDX r_idx)
2918 int attempts = 1000;
2921 DEPTH min = MIN(base_level-5, 50);
2923 if (!(r_info[r_idx].flags7 & RF7_TANUKI))
2926 get_mon_num_prep(monster_hook_tanuki, NULL);
2930 ap_r_idx = get_mon_num(base_level + 10);
2931 if (r_info[ap_r_idx].level >= min) return ap_r_idx;
2939 * @brief モンスターの個体加速を設定する / Get initial monster speed
2940 * @param r_ptr モンスター種族の参照ポインタ
2943 byte get_mspeed(monster_race *r_ptr)
2945 /* Extract the monster base speed */
2946 int mspeed = r_ptr->speed;
2948 /* Hack -- small racial variety */
2949 if (!(r_ptr->flags1 & RF1_UNIQUE) && !p_ptr->inside_arena)
2951 /* Allow some small variation per monster */
2952 int i = SPEED_TO_ENERGY(r_ptr->speed) / (one_in_(4) ? 3 : 10);
2953 if (i) mspeed += rand_spread(0, i);
2956 if (mspeed > 199) mspeed = 199;
2958 return (byte)mspeed;
2963 * @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.
2964 * @param who 召喚を行ったモンスターID
2967 * @param r_idx 生成モンスター種族
2968 * @param mode 生成オプション
2971 * To give the player a sporting chance, any monster that appears in
2972 * line-of-sight and is extremely dangerous can be marked as
2973 * "FORCE_SLEEP", which will cause them to be placed with low energy,
2974 * which often (but not always) lets the player move before they do.
2976 * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
2978 * Use special "here" and "dead" flags for unique monsters,
2979 * remove old "cur_num" and "max_num" fields.
2981 * Actually, do something similar for artifacts, to simplify
2982 * the "preserve" mode, and to make the "what artifacts" flag more useful.
2984 * This is the only function which may place a monster in the dungeon,
2985 * except for the savefile loading code.
2987 static bool place_monster_one(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
2989 /* Access the location */
2990 cave_type *c_ptr = &cave[y][x];
2991 monster_type *m_ptr;
2992 monster_race *r_ptr = &r_info[r_idx];
2993 cptr name = (r_name + r_ptr->name);
2997 /* DO NOT PLACE A MONSTER IN THE SMALL SCALE WILDERNESS !!! */
2998 if (p_ptr->wild_mode) return FALSE;
3000 /* Verify location */
3001 if (!in_bounds(y, x)) return (FALSE);
3004 if (!r_idx) return (FALSE);
3007 if (!r_ptr->name) return (FALSE);
3009 if (!(mode & PM_IGNORE_TERRAIN))
3011 /* Not on the Pattern */
3012 if (pattern_tile(y, x)) return FALSE;
3014 /* Require empty space (if not ghostly) */
3015 if (!monster_can_enter(y, x, r_ptr, 0)) return FALSE;
3018 if (!p_ptr->inside_battle)
3020 /* Hack -- "unique" monsters must be "unique" */
3021 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
3022 (r_ptr->flags7 & (RF7_NAZGUL))) &&
3023 (r_ptr->cur_num >= r_ptr->max_num))
3029 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
3030 (r_ptr->cur_num >= 1))
3035 if (r_idx == MON_BANORLUPART)
3037 if (r_info[MON_BANOR].cur_num > 0) return FALSE;
3038 if (r_info[MON_LUPART].cur_num > 0) return FALSE;
3041 /* Depth monsters may NOT be created out of depth, unless in Nightmare mode */
3042 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (dun_level < r_ptr->level) &&
3043 (!ironman_nightmare || (r_ptr->flags1 & (RF1_QUESTOR))))
3050 if (quest_number(dun_level))
3052 int hoge = quest_number(dun_level);
3053 if ((quest[hoge].type == QUEST_TYPE_KILL_LEVEL) || (quest[hoge].type == QUEST_TYPE_RANDOM))
3055 if(r_idx == quest[hoge].r_idx)
3057 int number_mon, i2, j2;
3060 /* Count all quest monsters */
3061 for (i2 = 0; i2 < cur_wid; ++i2)
3062 for (j2 = 0; j2 < cur_hgt; j2++)
3063 if (cave[j2][i2].m_idx > 0)
3064 if (m_list[cave[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
3066 if(number_mon + quest[hoge].cur_num >= quest[hoge].max_num)
3072 if (is_glyph_grid(c_ptr))
3074 if (randint1(BREAK_GLYPH) < (r_ptr->level+20))
3076 /* Describe observable breakage */
3077 if (c_ptr->info & CAVE_MARK)
3079 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
3082 /* Forget the rune */
3083 c_ptr->info &= ~(CAVE_MARK);
3085 /* Break the rune */
3086 c_ptr->info &= ~(CAVE_OBJECT);
3094 msg_format_wizard(CHEAT_MONSTER, _("%s(Lv%d)を生成しました。", "%s(Lv%d) was generated."), name, r_ptr->level);
3096 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL) || (r_ptr->level < 10)) mode &= ~PM_KAGE;
3098 /* Make a new monster */
3099 c_ptr->m_idx = m_pop();
3100 hack_m_idx_ii = c_ptr->m_idx;
3102 /* Mega-Hack -- catch "failure" */
3103 if (!c_ptr->m_idx) return (FALSE);
3106 /* Get a new monster record */
3107 m_ptr = &m_list[c_ptr->m_idx];
3110 m_ptr->r_idx = r_idx;
3111 m_ptr->ap_r_idx = initial_r_appearance(r_idx);
3117 /* Hack -- Appearance transfer */
3118 if ((mode & PM_MULTIPLY) && (who > 0) && !is_original_ap(&m_list[who]))
3120 m_ptr->ap_r_idx = m_list[who].ap_r_idx;
3122 /* Hack -- Shadower spawns Shadower */
3123 if (m_list[who].mflag2 & MFLAG2_KAGE) m_ptr->mflag2 |= MFLAG2_KAGE;
3126 /* Sub-alignment of a monster */
3127 if ((who > 0) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
3128 m_ptr->sub_align = m_list[who].sub_align;
3131 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3132 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
3133 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
3136 /* Place the monster at the location */
3141 /* No "timed status" yet */
3142 for (cmi = 0; cmi < MAX_MTIMED; cmi++) m_ptr->mtimed[cmi] = 0;
3144 /* Unknown distance */
3147 reset_target(m_ptr);
3149 m_ptr->nickname = 0;
3154 /* Your pet summons its pet. */
3155 if (who > 0 && is_pet(&m_list[who]))
3157 mode |= PM_FORCE_PET;
3158 m_ptr->parent_m_idx = who;
3162 m_ptr->parent_m_idx = 0;
3165 if (r_ptr->flags7 & RF7_CHAMELEON)
3167 choose_new_monster(c_ptr->m_idx, TRUE, 0);
3168 r_ptr = &r_info[m_ptr->r_idx];
3169 m_ptr->mflag2 |= MFLAG2_CHAMELEON;
3171 /* Hack - Set sub_align to neutral when the Chameleon Lord is generated as "GUARDIAN" */
3172 if ((r_ptr->flags1 & RF1_UNIQUE) && (who <= 0))
3173 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3175 else if ((mode & PM_KAGE) && !(mode & PM_FORCE_PET))
3177 m_ptr->ap_r_idx = MON_KAGE;
3178 m_ptr->mflag2 |= MFLAG2_KAGE;
3181 if (mode & PM_NO_PET) m_ptr->mflag2 |= MFLAG2_NOPET;
3187 if (mode & PM_FORCE_PET)
3192 else if ((r_ptr->flags7 & RF7_FRIENDLY) ||
3193 (mode & PM_FORCE_FRIENDLY) || is_friendly_idx(who))
3195 if (!monster_has_hostile_align(NULL, 0, -1, r_ptr)) set_friendly(m_ptr);
3198 /* Assume no sleeping */
3199 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
3201 /* Enforce sleeping if needed */
3202 if ((mode & PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare)
3204 int val = r_ptr->sleep;
3205 (void)set_monster_csleep(c_ptr->m_idx, (val * 2) + randint1(val * 10));
3208 /* Assign maximal hitpoints */
3209 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
3211 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
3215 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
3218 /* Monsters have double hitpoints in Nightmare mode */
3219 if (ironman_nightmare)
3221 u32b hp = m_ptr->max_maxhp * 2L;
3223 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
3226 m_ptr->maxhp = m_ptr->max_maxhp;
3228 /* And start out fully healthy */
3229 if (m_ptr->r_idx == MON_WOUNDED_BEAR)
3230 m_ptr->hp = m_ptr->maxhp / 2;
3231 else m_ptr->hp = m_ptr->maxhp;
3234 /* dealt damage is 0 at initial*/
3235 m_ptr->dealt_damage = 0;
3238 /* Extract the monster base speed */
3239 m_ptr->mspeed = get_mspeed(r_ptr);
3241 if (mode & PM_HASTE) (void)set_monster_fast(c_ptr->m_idx, 100);
3243 /* Give a random starting energy */
3244 if (!ironman_nightmare)
3246 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100);
3250 /* Nightmare monsters are more prepared */
3251 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100) * 2;
3254 /* Force monster to wait for player, unless in Nightmare mode */
3255 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
3257 /* Monster is still being nice */
3258 m_ptr->mflag |= (MFLAG_NICE);
3260 /* Must repair monsters */
3261 repair_monsters = TRUE;
3264 /* Hack -- see "process_monsters()" */
3265 if (c_ptr->m_idx < hack_m_idx)
3267 /* Monster is still being born */
3268 m_ptr->mflag |= (MFLAG_BORN);
3272 if (r_ptr->flags7 & RF7_SELF_LD_MASK)
3273 p_ptr->update |= (PU_MON_LITE);
3274 else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !MON_CSLEEP(m_ptr))
3275 p_ptr->update |= (PU_MON_LITE);
3277 /* Update the monster */
3278 update_mon(c_ptr->m_idx, TRUE);
3281 /* Count the monsters on the level */
3282 real_r_ptr(m_ptr)->cur_num++;
3285 * Memorize location of the unique monster in saved floors.
3286 * A unique monster move from old saved floor.
3288 if (character_dungeon &&
3289 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)))
3290 real_r_ptr(m_ptr)->floor_id = p_ptr->floor_id;
3292 /* Hack -- Count the number of "reproducers" */
3293 if (r_ptr->flags2 & RF2_MULTIPLY) num_repro++;
3295 /* Hack -- Notice new multi-hued monsters */
3297 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3298 if (ap_r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER))
3299 shimmer_monsters = TRUE;
3302 if (p_ptr->warning && character_dungeon)
3304 if (r_ptr->flags1 & RF1_UNIQUE)
3308 char o_name[MAX_NLEN];
3310 if (r_ptr->level > p_ptr->lev + 30)
3311 color = _("黒く", "black");
3312 else if (r_ptr->level > p_ptr->lev + 15)
3313 color = _("紫色に", "purple");
3314 else if (r_ptr->level > p_ptr->lev + 5)
3315 color = _("ルビー色に", "deep red");
3316 else if (r_ptr->level > p_ptr->lev - 5)
3317 color = _("赤く", "red");
3318 else if (r_ptr->level > p_ptr->lev - 15)
3319 color = _("ピンク色に", "pink");
3321 color = _("白く", "white");
3323 o_ptr = choose_warning_item();
3326 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3327 msg_format(_("%sは%s光った。", "%s glows %s."), o_name, color);
3331 msg_format(_("%s光る物が頭に浮かんだ。", "An %s image forms in your mind."), color);
3336 if (is_explosive_rune_grid(c_ptr))
3338 /* Break the ward */
3339 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
3341 /* Describe observable breakage */
3342 if (c_ptr->info & CAVE_MARK)
3344 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
3345 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);
3350 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
3353 /* Forget the rune */
3354 c_ptr->info &= ~(CAVE_MARK);
3356 /* Break the rune */
3357 c_ptr->info &= ~(CAVE_OBJECT);
3370 #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 */
3373 * @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
3374 * @param r_idx 生成モンスター種族
3375 * @param yp 結果生成位置y座標
3376 * @param xp 結果生成位置x座標
3377 * @param y 中心生成位置y座標
3378 * @param x 中心生成位置x座標
3379 * @param max_dist 生成位置の最大半径
3383 static bool mon_scatter(MONRACE_IDX r_idx, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION max_dist)
3385 int place_x[MON_SCAT_MAXD];
3386 int place_y[MON_SCAT_MAXD];
3387 int num[MON_SCAT_MAXD];
3391 if (max_dist >= MON_SCAT_MAXD)
3394 for (i = 0; i < MON_SCAT_MAXD; i++)
3397 for (nx = x - max_dist; nx <= x + max_dist; nx++)
3399 for (ny = y - max_dist; ny <= y + max_dist; ny++)
3401 /* Ignore annoying locations */
3402 if (!in_bounds(ny, nx)) continue;
3404 /* Require "line of projection" */
3405 if (!projectable(y, x, ny, nx)) continue;
3409 monster_race *r_ptr = &r_info[r_idx];
3411 /* Require empty space (if not ghostly) */
3412 if (!monster_can_enter(ny, nx, r_ptr, 0))
3417 /* Walls and Monsters block flow */
3418 if (!cave_empty_bold2(ny, nx)) continue;
3420 /* ... nor on the Pattern */
3421 if (pattern_tile(ny, nx)) continue;
3424 i = distance(y, x, ny, nx);
3432 if (one_in_(num[i]))
3441 while (i < MON_SCAT_MAXD && 0 == num[i])
3443 if (i >= MON_SCAT_MAXD)
3453 * @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
3454 * @param who 召喚主のモンスター情報ID
3455 * @param y 中心生成位置y座標
3456 * @param x 中心生成位置x座標
3457 * @param r_idx 生成モンスター種族
3458 * @param mode 生成オプション
3461 static bool place_monster_group(IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
3463 monster_race *r_ptr = &r_info[r_idx];
3466 int total = 0, extra = 0;
3470 POSITION hack_y[GROUP_MAX];
3471 POSITION hack_x[GROUP_MAX];
3474 /* Pick a group size */
3475 total = randint1(10);
3477 /* Hard monsters, small groups */
3478 if (r_ptr->level > dun_level)
3480 extra = r_ptr->level - dun_level;
3481 extra = 0 - randint1(extra);
3484 /* Easy monsters, large groups */
3485 else if (r_ptr->level < dun_level)
3487 extra = dun_level - r_ptr->level;
3488 extra = randint1(extra);
3491 /* Hack -- limit group reduction */
3492 if (extra > 9) extra = 9;
3494 /* Modify the group size */
3498 if (total < 1) total = 1;
3501 if (total > GROUP_MAX) total = GROUP_MAX;
3504 /* Start on the monster */
3509 /* Puddle monsters, breadth first, up to total */
3510 for (n = 0; (n < hack_n) && (hack_n < total); n++)
3512 /* Grab the location */
3513 POSITION hx = hack_x[n];
3514 POSITION hy = hack_y[n];
3516 /* Check each direction, up to total */
3517 for (i = 0; (i < 8) && (hack_n < total); i++)
3521 scatter(&my, &mx, hy, hx, 4, 0);
3523 /* Walls and Monsters block flow */
3524 if (!cave_empty_bold2(my, mx)) continue;
3526 /* Attempt to place another monster */
3527 if (place_monster_one(who, my, mx, r_idx, mode))
3529 /* Add it to the "hack" set */
3530 hack_y[hack_n] = my;
3531 hack_x[hack_n] = mx;
3543 * @var place_monster_idx
3544 * @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
3545 * @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
3547 static IDX place_monster_idx = 0;
3550 * @var place_monster_m_idx
3551 * @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
3552 * @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
3554 static IDX place_monster_m_idx = 0;
3557 * @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
3558 * @param r_idx チェックするモンスター種族のID
3559 * @return 護衛にできるならばtrue
3561 static bool place_monster_can_escort(MONRACE_IDX r_idx)
3563 monster_race *r_ptr = &r_info[place_monster_idx];
3564 monster_type *m_ptr = &m_list[place_monster_m_idx];
3566 monster_race *z_ptr = &r_info[r_idx];
3568 /* Hack - Escorts have to have the same dungeon flag */
3569 if (mon_hook_dungeon(place_monster_idx) != mon_hook_dungeon(r_idx)) return (FALSE);
3571 /* Require similar "race" */
3572 if (z_ptr->d_char != r_ptr->d_char) return (FALSE);
3574 /* Skip more advanced monsters */
3575 if (z_ptr->level > r_ptr->level) return (FALSE);
3577 /* Skip unique monsters */
3578 if (z_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3580 /* Paranoia -- Skip identical monsters */
3581 if (place_monster_idx == r_idx) return (FALSE);
3583 /* Skip different alignment */
3584 if (monster_has_hostile_align(m_ptr, 0, 0, z_ptr)) return FALSE;
3586 if (r_ptr->flags7 & RF7_FRIENDLY)
3588 if (monster_has_hostile_align(NULL, 1, -1, z_ptr)) return FALSE;
3591 if ((r_ptr->flags7 & RF7_CHAMELEON) && !(z_ptr->flags7 & RF7_CHAMELEON))
3599 * @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
3600 * @param who 召喚主のモンスター情報ID
3603 * @param r_idx 生成するモンスターの種族ID
3604 * @param mode 生成オプション
3605 * @return 生成に成功したらtrue
3607 * Note that certain monsters are now marked as requiring "friends".
3608 * These monsters, if successfully placed, and if the "grp" parameter
3609 * is TRUE, will be surrounded by a "group" of identical monsters.
3611 * Note that certain monsters are now marked as requiring an "escort",
3612 * which is a collection of monsters with similar "race" but lower level.
3614 * Some monsters induce a fake "group" flag on their escorts.
3616 * Note the "bizarre" use of non-recursion to prevent annoying output
3617 * when running a code profiler.
3619 * Note the use of the new "monster allocation table" code to restrict
3620 * the "get_mon_num()" function to "legal" escort types.
3622 bool place_monster_aux(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
3625 monster_race *r_ptr = &r_info[r_idx];
3627 if (!(mode & PM_NO_KAGE) && one_in_(333))
3630 /* Place one monster, or fail */
3631 if (!place_monster_one(who, y, x, r_idx, mode)) return (FALSE);
3633 /* Require the "group" flag */
3634 if (!(mode & PM_ALLOW_GROUP)) return (TRUE);
3636 place_monster_m_idx = hack_m_idx_ii;
3639 for(i = 0; i < 6; i++)
3641 if(!r_ptr->reinforce_id[i]) break;
3642 n = damroll(r_ptr->reinforce_dd[i], r_ptr->reinforce_ds[i]);
3643 for(j = 0; j < n; j++)
3645 POSITION nx, ny, d = 7;
3646 scatter(&ny, &nx, y, x, d, 0);
3647 (void)place_monster_one(place_monster_m_idx, ny, nx, r_ptr->reinforce_id[i], mode);
3651 /* Friends for certain monsters */
3652 if (r_ptr->flags1 & (RF1_FRIENDS))
3654 /* Attempt to place a group */
3655 (void)place_monster_group(who, y, x, r_idx, mode);
3658 /* Escorts for certain monsters */
3659 if (r_ptr->flags1 & (RF1_ESCORT))
3661 /* Set the escort index */
3662 place_monster_idx = r_idx;
3664 /* Try to place several "escorts" */
3665 for (i = 0; i < 32; i++)
3667 POSITION nx, ny, d = 3;
3670 /* Pick a location */
3671 scatter(&ny, &nx, y, x, d, 0);
3673 /* Require empty grids */
3674 if (!cave_empty_bold2(ny, nx)) continue;
3676 /* Prepare allocation table */
3677 get_mon_num_prep(place_monster_can_escort, get_monster_hook2(ny, nx));
3679 /* Pick a random race */
3680 z = get_mon_num(r_ptr->level);
3682 /* Handle failure */
3685 /* Place a single escort */
3686 (void)place_monster_one(place_monster_m_idx, ny, nx, z, mode);
3688 /* Place a "group" of escorts if needed */
3689 if ((r_info[z].flags1 & RF1_FRIENDS) ||
3690 (r_ptr->flags1 & RF1_ESCORTS))
3692 /* Place a group of monsters */
3693 (void)place_monster_group(place_monster_m_idx, ny, nx, z, mode);
3703 * @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
3706 * @param mode 生成オプション
3707 * @return 生成に成功したらtrue
3709 bool place_monster(POSITION y, POSITION x, BIT_FLAGS mode)
3713 /* Prepare allocation table */
3714 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3716 /* Pick a monster */
3717 r_idx = get_mon_num(monster_level);
3719 /* Handle failure */
3720 if (!r_idx) return (FALSE);
3722 /* Attempt to place the monster */
3723 if (place_monster_aux(0, y, x, r_idx, mode)) return (TRUE);
3729 * @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
3732 * @return 生成に成功したらtrue
3734 bool alloc_horde(POSITION y, POSITION x)
3736 monster_race *r_ptr = NULL;
3737 MONRACE_IDX r_idx = 0;
3739 int attempts = 1000;
3743 /* Prepare allocation table */
3744 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3748 /* Pick a monster */
3749 r_idx = get_mon_num(monster_level);
3751 /* Handle failure */
3752 if (!r_idx) return (FALSE);
3754 r_ptr = &r_info[r_idx];
3756 if (r_ptr->flags1 & RF1_UNIQUE) continue;
3758 if (r_idx == MON_HAGURE) continue;
3761 if (attempts < 1) return FALSE;
3767 /* Attempt to place the monster */
3768 if (place_monster_aux(0, y, x, r_idx, 0L)) break;
3771 if (attempts < 1) return FALSE;
3773 m_idx = cave[y][x].m_idx;
3775 if (m_list[m_idx].mflag2 & MFLAG2_CHAMELEON) r_ptr = &r_info[m_list[m_idx].r_idx];
3776 summon_kin_type = r_ptr->d_char;
3778 for (attempts = randint1(10) + 5; attempts; attempts--)
3780 scatter(&cy, &cx, y, x, 5, 0);
3782 (void)summon_specific(m_idx, cy, cx, dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP);
3792 * @brief ダンジョンの主生成を試みる / Put the Guardian
3793 * @param def_val 現在の主の生成状態
3794 * @return 生成に成功したらtrue
3796 bool alloc_guardian(bool def_val)
3798 MONRACE_IDX guardian = d_info[dungeon_type].final_guardian;
3800 if (guardian && (d_info[dungeon_type].maxdepth == dun_level) && (r_info[guardian].cur_num < r_info[guardian].max_num))
3804 int try_count = 4000;
3806 /* Find a good position */
3809 /* Get a random spot */
3810 oy = randint1(cur_hgt - 4) + 2;
3811 ox = randint1(cur_wid - 4) + 2;
3813 /* Is it a good spot ? */
3814 if (cave_empty_bold2(oy, ox) && monster_can_cross_terrain(cave[oy][ox].feat, &r_info[guardian], 0))
3816 /* Place the guardian */
3817 if (place_monster_aux(0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET))) return TRUE;
3820 /* One less try count */
3832 * @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.
3833 * @param dis プレイヤーから離れるべき最低距離
3834 * @param mode 生成オプション
3835 * @return 生成に成功したらtrue
3837 * Place the monster at least "dis" distance from the player.
3838 * Use "slp" to choose the initial "sleep" status
3839 * Use "monster_level" for the monster level
3841 bool alloc_monster(POSITION dis, BIT_FLAGS mode)
3844 int attempts_left = 10000;
3846 /* Put the Guardian */
3847 if (alloc_guardian(FALSE)) return TRUE;
3849 /* Find a legal, distant, unoccupied, space */
3850 while (attempts_left--)
3852 /* Pick a location */
3853 y = randint0(cur_hgt);
3854 x = randint0(cur_wid);
3856 /* Require empty floor grid (was "naked") */
3859 if (!cave_empty_bold2(y, x)) continue;
3863 if (!cave_empty_bold(y, x)) continue;
3866 /* Accept far away grids */
3867 if (distance(y, x, p_ptr->y, p_ptr->x) > dis) break;
3872 if (cheat_xtra || cheat_hear)
3874 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?"));
3881 if (randint1(5000) <= dun_level)
3883 if (alloc_horde(y, x))
3885 if (cheat_hear) msg_format(_("モンスターの大群(%c)", "Monster horde (%c)."), summon_kin_type);
3891 /* Attempt to place the monster, allow groups */
3892 if (place_monster(y, x, (mode | PM_ALLOW_GROUP))) return (TRUE);
3900 * @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
3901 * @param r_idx チェックするモンスター種族ID
3902 * @return 召喚対象にできるならばTRUE
3904 static bool summon_specific_okay(MONRACE_IDX r_idx)
3906 monster_race *r_ptr = &r_info[r_idx];
3908 /* Hack - Only summon dungeon monsters */
3909 if (!mon_hook_dungeon(r_idx)) return (FALSE);
3911 /* Hack -- identify the summoning monster */
3912 if (summon_specific_who > 0)
3914 monster_type *m_ptr = &m_list[summon_specific_who];
3916 /* Do not summon enemies */
3918 /* Friendly vs. opposite aligned normal or pet */
3919 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
3921 /* Use the player's alignment */
3922 else if (summon_specific_who < 0)
3924 /* Do not summon enemies of the pets */
3925 if (monster_has_hostile_align(NULL, 10, -10, r_ptr))
3927 if (!one_in_(ABS(p_ptr->align) / 2 + 1)) return FALSE;
3931 if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE;
3933 /* Hack -- no specific type specified */
3934 if (!summon_specific_type) return (TRUE);
3936 if ((summon_specific_who < 0) &&
3937 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
3938 monster_has_hostile_align(NULL, 10, -10, r_ptr))
3941 if ((r_ptr->flags7 & RF7_CHAMELEON) && (d_info[dungeon_type].flags1 & DF1_CHAMELEON)) return TRUE;
3943 return (summon_specific_aux(r_idx));
3948 * @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.
3949 * @param who 召喚主のモンスター情報ID
3954 * @param mode 生成オプション
3955 * @return 召喚できたらtrueを返す
3958 * We will attempt to place the monster up to 10 times before giving up.
3960 * Note: SUMMON_UNIQUE and SUMMON_AMBERITES will summon Unique's
3961 * Note: SUMMON_HI_UNDEAD and SUMMON_HI_DRAGON may summon Unique's
3962 * Note: None of the other summon codes will ever summon Unique's.
3964 * This function has been changed. We now take the "monster level"
3965 * of the summoning monster as a parameter, and use that, along with
3966 * the current dungeon level, to help determine the level of the
3967 * desired monster. Note that this is an upper bound, and also
3968 * tends to "prefer" monsters of that level. Currently, we use
3969 * the average of the dungeon and monster levels, and then add
3970 * five to allow slight increases in monster power.
3972 * Note that we use the new "monster allocation table" creation code
3973 * to restrict the "get_mon_num()" function to the set of "legal"
3974 * monsters, making this function much faster and more reliable.
3976 * Note that this function may not succeed, though this is very rare.
3978 bool summon_specific(MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode)
3983 if (p_ptr->inside_arena) return (FALSE);
3985 if (!mon_scatter(0, &y, &x, y1, x1, 2)) return FALSE;
3987 /* Save the summoner */
3988 summon_specific_who = who;
3990 /* Save the "summon" type */
3991 summon_specific_type = type;
3993 summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
3995 /* Prepare allocation table */
3996 get_mon_num_prep(summon_specific_okay, get_monster_hook2(y, x));
3998 /* Pick a monster, using the level calculation */
3999 r_idx = get_mon_num((dun_level + lev) / 2 + 5);
4001 /* Handle failure */
4004 summon_specific_type = 0;
4008 if ((type == SUMMON_BLUE_HORROR) || (type == SUMMON_DAWN)) mode |= PM_NO_KAGE;
4010 /* Attempt to place the monster (awake, allow groups) */
4011 if (!place_monster_aux(who, y, x, r_idx, mode))
4013 summon_specific_type = 0;
4017 summon_specific_type = 0;
4019 sound(SOUND_SUMMON);
4025 * @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
4026 * @param who 召喚主のモンスター情報ID
4029 * @param r_idx 生成するモンスター種族ID
4030 * @param mode 生成オプション
4031 * @return 召喚できたらtrueを返す
4033 bool summon_named_creature (MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode)
4038 /* if (!r_idx) return; */
4040 /* Prevent illegal monsters */
4041 if (r_idx >= max_r_idx) return FALSE;
4043 if (p_ptr->inside_arena) return FALSE;
4045 if (!mon_scatter(r_idx, &y, &x, oy, ox, 2)) return FALSE;
4047 /* Place it (allow groups) */
4048 return place_monster_aux(who, y, x, r_idx, (mode | PM_NO_KAGE));
4053 * @brief モンスターを増殖生成する / Let the given monster attempt to reproduce.
4054 * @param m_idx 増殖するモンスター情報ID
4055 * @param clone クローン・モンスター処理ならばtrue
4056 * @param mode 生成オプション
4057 * @return 生成できたらtrueを返す
4059 * Note that "reproduction" REQUIRES empty space.
4061 bool multiply_monster(MONSTER_IDX m_idx, bool clone, BIT_FLAGS mode)
4063 monster_type *m_ptr = &m_list[m_idx];
4067 if (!mon_scatter(m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1))
4070 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
4072 /* Create a new monster (awake, no groups) */
4073 if (!place_monster_aux(m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE | PM_MULTIPLY)))
4076 /* Hack -- Transfer "clone" flag */
4077 if (clone || (m_ptr->smart & SM_CLONED))
4079 m_list[hack_m_idx_ii].smart |= SM_CLONED;
4080 m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET;
4089 * @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
4090 * @param m_idx モンスター情報ID
4091 * @param dam 与えたダメージ
4094 * Technically should attempt to treat "Beholder"'s as jelly's
4096 void message_pain(MONSTER_IDX m_idx, HIT_POINT dam)
4098 long oldhp, newhp, tmp;
4101 monster_type *m_ptr = &m_list[m_idx];
4102 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4106 /* Get the monster name */
4107 monster_desc(m_name, m_ptr, 0);
4109 if(dam == 0) // Notice non-damage
4111 msg_format(_("%^sはダメージを受けていない。", "%^s is unharmed."), m_name);
4115 /* Note -- subtle fix -CFT */
4116 newhp = (long)(m_ptr->hp);
4117 oldhp = newhp + (long)(dam);
4118 tmp = (newhp * 100L) / oldhp;
4119 percentage = (int)(tmp);
4121 if(my_strchr(",ejmvwQ", r_ptr->d_char)) // Mushrooms, Eyes, Jellies, Molds, Vortices, Worms, Quylthulgs
4124 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4125 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4126 else if(percentage > 50) msg_format("%^sは縮こまった。", m_name);
4127 else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
4128 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4129 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4130 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4132 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4133 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4134 else if(percentage > 50) msg_format("%^s squelches.", m_name);
4135 else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
4136 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4137 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4138 else msg_format("%^s jerks limply.", m_name);
4142 else if(my_strchr("l", r_ptr->d_char)) // Fish
4145 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4146 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4147 else if(percentage > 50) msg_format("%^sは躊躇した。", m_name);
4148 else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
4149 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4150 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4151 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4153 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4154 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4155 else if(percentage > 50) msg_format("%^s hesitates.", m_name);
4156 else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
4157 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4158 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4159 else msg_format("%^s jerks limply.", m_name);
4163 else if(my_strchr("g#+<>", r_ptr->d_char)) // Golems, Walls, Doors, Stairs
4166 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4167 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4168 else if(percentage > 50) msg_format("%^sは雷鳴のように吠えた。", m_name);
4169 else if(percentage > 35) msg_format("%^sは苦しげに吠えた。", m_name);
4170 else if(percentage > 20) msg_format("%^sはうめいた。", m_name);
4171 else if(percentage > 10) msg_format("%^sは躊躇した。", m_name);
4172 else msg_format("%^sはくしゃくしゃになった。", m_name);
4174 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4175 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4176 else if(percentage > 50) msg_format("%^s roars thunderously.", m_name);
4177 else if(percentage > 35) msg_format("%^s rumbles.", m_name);
4178 else if(percentage > 20) msg_format("%^s grunts.", m_name);
4179 else if(percentage > 10) msg_format("%^s hesitates.", m_name);
4180 else msg_format("%^s crumples.", m_name);
4184 else if(my_strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char)) // Snakes, Hydrae, Reptiles, Mimics
4187 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4188 else if(percentage > 75) msg_format("%^sはシーッと鳴いた。", m_name);
4189 else if(percentage > 50) msg_format("%^sは怒って頭を上げた。", m_name);
4190 else if(percentage > 35) msg_format("%^sは猛然と威嚇した。", m_name);
4191 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4192 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4193 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4195 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4196 else if(percentage > 75) msg_format("%^s hisses.", m_name);
4197 else if(percentage > 50) msg_format("%^s rears up in anger.", m_name);
4198 else if(percentage > 35) msg_format("%^s hisses furiously.", m_name);
4199 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4200 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4201 else msg_format("%^s jerks limply.", m_name);
4205 else if(my_strchr("f", r_ptr->d_char))
4208 if(percentage > 95) msg_format("%sは攻撃に肩をすくめた。", m_name);
4209 else if(percentage > 75) msg_format("%^sは吠えた。", m_name);
4210 else if(percentage > 50) msg_format("%^sは怒って吠えた。", m_name);
4211 else if(percentage > 35) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
4212 else if(percentage > 20) msg_format("%^sは痛みで弱々しく鳴いた。", m_name);
4213 else if(percentage > 10) msg_format("%^sは苦痛にうめいた。", m_name);
4214 else msg_format("%sは哀れな鳴き声を出した。", m_name);
4216 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4217 else if(percentage > 75) msg_format("%^s roars.", m_name);
4218 else if(percentage > 50) msg_format("%^s growls angrily.", m_name);
4219 else if(percentage > 35) msg_format("%^s hisses with pain.", m_name);
4220 else if(percentage > 20) msg_format("%^s mewls in pain.", m_name);
4221 else if(percentage > 10) msg_format("%^s hisses in agony.", m_name);
4222 else msg_format("%^s mewls pitifully.", m_name);
4226 else if(my_strchr("acFIKS", r_ptr->d_char)) // Ants, Centipedes, Flies, Insects, Beetles, Spiders
4229 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4230 else if(percentage > 75) msg_format("%^sはキーキー鳴いた。", m_name);
4231 else if(percentage > 50) msg_format("%^sはヨロヨロ逃げ回った。", m_name);
4232 else if(percentage > 35) msg_format("%^sはうるさく鳴いた。", m_name);
4233 else if(percentage > 20) msg_format("%^sは痛みに痙攣した。", m_name);
4234 else if(percentage > 10) msg_format("%^sは苦痛で痙攣した。", m_name);
4235 else msg_format("%^sはピクピクひきつった。", m_name);
4237 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4238 else if(percentage > 75) msg_format("%^s chitters.", m_name);
4239 else if(percentage > 50) msg_format("%^s scuttles about.", m_name);
4240 else if(percentage > 35) msg_format("%^s twitters.", m_name);
4241 else if(percentage > 20) msg_format("%^s jerks in pain.", m_name);
4242 else if(percentage > 10) msg_format("%^s jerks in agony.", m_name);
4243 else msg_format("%^s twitches.", m_name);
4247 else if(my_strchr("B", r_ptr->d_char)) // Birds
4250 if(percentage > 95) msg_format("%^sはさえずった。", m_name);
4251 else if(percentage > 75) msg_format("%^sはピーピー鳴いた。", m_name);
4252 else if(percentage > 50) msg_format("%^sはギャーギャー鳴いた。", m_name);
4253 else if(percentage > 35) msg_format("%^sはギャーギャー鳴きわめいた。", m_name);
4254 else if(percentage > 20) msg_format("%^sは苦しんだ。", m_name);
4255 else if(percentage > 10) msg_format("%^sはのたうち回った。", m_name);
4256 else msg_format("%^sはキーキーと鳴き叫んだ。", m_name);
4258 if(percentage > 95) msg_format("%^s chirps.", m_name);
4259 else if(percentage > 75) msg_format("%^s twitters.", m_name);
4260 else if(percentage > 50) msg_format("%^s squawks.", m_name);
4261 else if(percentage > 35) msg_format("%^s chatters.", m_name);
4262 else if(percentage > 20) msg_format("%^s jeers.", m_name);
4263 else if(percentage > 10) msg_format("%^s flutters about.", m_name);
4264 else msg_format("%^s squeaks.", m_name);
4268 else if(my_strchr("duDLUW", r_ptr->d_char)) // Dragons, Demons, High Undead
4271 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4272 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4273 else if(percentage > 50) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
4274 else if(percentage > 35) msg_format("%^sは痛みでうなった。", m_name);
4275 else if(percentage > 20) msg_format("%^sは痛みに吠えた。", m_name);
4276 else if(percentage > 10) msg_format("%^sは苦しげに叫んだ。", m_name);
4277 else msg_format("%^sは弱々しくうなった。", m_name);
4279 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4280 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4281 else if(percentage > 50) msg_format("%^s hisses in pain.", m_name);
4282 else if(percentage > 35) msg_format("%^s snarls with pain.", m_name);
4283 else if(percentage > 20) msg_format("%^s roars with pain.", m_name);
4284 else if(percentage > 10) msg_format("%^s gasps.", m_name);
4285 else msg_format("%^s snarls feebly.", m_name);
4289 else if(my_strchr("s", r_ptr->d_char)) // Skeletons
4292 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4293 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4294 else if(percentage > 50) msg_format("%^sはカタカタと笑った。", m_name);
4295 else if(percentage > 35) msg_format("%^sはよろめいた。", m_name);
4296 else if(percentage > 20) msg_format("%^sはカタカタ言った。", m_name);
4297 else if(percentage > 10) msg_format("%^sはよろめいた。", m_name);
4298 else msg_format("%^sはガタガタ言った。", m_name);
4300 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4301 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4302 else if(percentage > 50) msg_format("%^s rattles.", m_name);
4303 else if(percentage > 35) msg_format("%^s stumbles.", m_name);
4304 else if(percentage > 20) msg_format("%^s rattles.", m_name);
4305 else if(percentage > 10) msg_format("%^s staggers.", m_name);
4306 else msg_format("%^s clatters.", m_name);
4310 else if(my_strchr("z", r_ptr->d_char)) // Zombies
4313 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4314 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4315 else if(percentage > 50) msg_format("%^sはうめいた。", m_name);
4316 else if(percentage > 35) msg_format("%sは苦しげにうめいた。", m_name);
4317 else if(percentage > 20) msg_format("%^sは躊躇した。", m_name);
4318 else if(percentage > 10) msg_format("%^sはうなった。", m_name);
4319 else msg_format("%^sはよろめいた。", m_name);
4321 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4322 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4323 else if(percentage > 50) msg_format("%^s groans.", m_name);
4324 else if(percentage > 35) msg_format("%^s moans.", m_name);
4325 else if(percentage > 20) msg_format("%^s hesitates.", m_name);
4326 else if(percentage > 10) msg_format("%^s grunts.", m_name);
4327 else msg_format("%^s staggers.", m_name);
4331 else if(my_strchr("G", r_ptr->d_char)) // Ghosts
4334 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4335 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4336 else if(percentage > 50) msg_format("%sはうめいた。", m_name);
4337 else if(percentage > 35) msg_format("%^sは泣きわめいた。", m_name);
4338 else if(percentage > 20) msg_format("%^sは吠えた。", m_name);
4339 else if(percentage > 10) msg_format("%sは弱々しくうめいた。", m_name);
4340 else msg_format("%^sはかすかにうめいた。", m_name);
4342 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4343 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4344 else if(percentage > 50) msg_format("%^s moans.", m_name);
4345 else if(percentage > 35) msg_format("%^s wails.", m_name);
4346 else if(percentage > 20) msg_format("%^s howls.", m_name);
4347 else if(percentage > 10) msg_format("%^s moans softly.", m_name);
4348 else msg_format("%^s sighs.", m_name);
4352 else if(my_strchr("CZ", r_ptr->d_char)) // Dogs and Hounds
4355 if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
4356 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4357 else if(percentage > 50) msg_format("%^sは痛みでキャンキャン吠えた。", m_name);
4358 else if(percentage > 35) msg_format("%^sは痛みで鳴きわめいた。", m_name);
4359 else if(percentage > 20) msg_format("%^sは苦痛のあまり鳴きわめいた。", m_name);
4360 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4361 else msg_format("%^sは弱々しく吠えた。", m_name);
4363 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4364 else if(percentage > 75) msg_format("%^s snarls with pain.", m_name);
4365 else if(percentage > 50) msg_format("%^s yelps in pain.", m_name);
4366 else if(percentage > 35) msg_format("%^s howls in pain.", m_name);
4367 else if(percentage > 20) msg_format("%^s howls in agony.", m_name);
4368 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4369 else msg_format("%^s yelps feebly.", m_name);
4373 else if(my_strchr("Xbilqrt", r_ptr->d_char)) // One type of creatures (ignore,squeal,shriek)
4376 if(percentage > 95) msg_format("%^sは攻撃を気にとめていない。", m_name);
4377 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4378 else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
4379 else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
4380 else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
4381 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4382 else msg_format("%^sは弱々しく叫んだ。", m_name);
4384 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4385 else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
4386 else if(percentage > 50) msg_format("%^s squeals in pain.", m_name);
4387 else if(percentage > 35) msg_format("%^s shrieks in pain.", m_name);
4388 else if(percentage > 20) msg_format("%^s shrieks in agony.", m_name);
4389 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4390 else msg_format("%^s cries out feebly.", m_name);
4394 else // Another type of creatures (shrug,cry,scream)
4397 if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
4398 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4399 else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
4400 else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
4401 else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
4402 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4403 else msg_format("%^sは弱々しく叫んだ。", m_name);
4405 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4406 else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
4407 else if(percentage > 50) msg_format("%^s cries out in pain.", m_name);
4408 else if(percentage > 35) msg_format("%^s screams in pain.", m_name);
4409 else if(percentage > 20) msg_format("%^s screams in agony.", m_name);
4410 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4411 else msg_format("%^s cries out feebly.", m_name);
4419 * @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.
4420 * @param m_idx 更新を行う「モンスター情報ID
4421 * @param what 学習対象ID
4424 void update_smart_learn(MONSTER_IDX m_idx, int what)
4426 monster_type *m_ptr = &m_list[m_idx];
4428 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4431 /* Not allowed to learn */
4432 if (!smart_learn) return;
4434 /* Too stupid to learn anything */
4435 if (r_ptr->flags2 & (RF2_STUPID)) return;
4437 /* Not intelligent, only learn sometimes */
4438 if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50)) return;
4442 /* Analyze the knowledge */
4446 if (p_ptr->resist_acid) m_ptr->smart |= (SM_RES_ACID);
4447 if (IS_OPPOSE_ACID()) m_ptr->smart |= (SM_OPP_ACID);
4448 if (p_ptr->immune_acid) m_ptr->smart |= (SM_IMM_ACID);
4452 if (p_ptr->resist_elec) m_ptr->smart |= (SM_RES_ELEC);
4453 if (IS_OPPOSE_ELEC()) m_ptr->smart |= (SM_OPP_ELEC);
4454 if (p_ptr->immune_elec) m_ptr->smart |= (SM_IMM_ELEC);
4458 if (p_ptr->resist_fire) m_ptr->smart |= (SM_RES_FIRE);
4459 if (IS_OPPOSE_FIRE()) m_ptr->smart |= (SM_OPP_FIRE);
4460 if (p_ptr->immune_fire) m_ptr->smart |= (SM_IMM_FIRE);
4464 if (p_ptr->resist_cold) m_ptr->smart |= (SM_RES_COLD);
4465 if (IS_OPPOSE_COLD()) m_ptr->smart |= (SM_OPP_COLD);
4466 if (p_ptr->immune_cold) m_ptr->smart |= (SM_IMM_COLD);
4470 if (p_ptr->resist_pois) m_ptr->smart |= (SM_RES_POIS);
4471 if (IS_OPPOSE_POIS()) m_ptr->smart |= (SM_OPP_POIS);
4476 if (p_ptr->resist_neth) m_ptr->smart |= (SM_RES_NETH);
4480 if (p_ptr->resist_lite) m_ptr->smart |= (SM_RES_LITE);
4484 if (p_ptr->resist_dark) m_ptr->smart |= (SM_RES_DARK);
4488 if (p_ptr->resist_fear) m_ptr->smart |= (SM_RES_FEAR);
4492 if (p_ptr->resist_conf) m_ptr->smart |= (SM_RES_CONF);
4496 if (p_ptr->resist_chaos) m_ptr->smart |= (SM_RES_CHAOS);
4500 if (p_ptr->resist_disen) m_ptr->smart |= (SM_RES_DISEN);
4504 if (p_ptr->resist_blind) m_ptr->smart |= (SM_RES_BLIND);
4508 if (p_ptr->resist_nexus) m_ptr->smart |= (SM_RES_NEXUS);
4512 if (p_ptr->resist_sound) m_ptr->smart |= (SM_RES_SOUND);
4516 if (p_ptr->resist_shard) m_ptr->smart |= (SM_RES_SHARD);
4520 if (p_ptr->free_act) m_ptr->smart |= (SM_IMM_FREE);
4524 if (!p_ptr->msp) m_ptr->smart |= (SM_IMM_MANA);
4528 if (p_ptr->reflect) m_ptr-> smart |= (SM_IMM_REFLECT);
4535 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
4538 * @return 配置に成功したらTRUE
4540 bool player_place(POSITION y, POSITION x)
4542 /* Paranoia XXX XXX */
4543 if (cave[y][x].m_idx != 0) return FALSE;
4545 /* Save player location */
4555 * @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
4556 * @param m_ptr モンスター参照ポインタ
4559 void monster_drop_carried_objects(monster_type *m_ptr)
4561 OBJECT_IDX this_o_idx, next_o_idx = 0;
4567 /* Drop objects being carried */
4568 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4570 /* Acquire object */
4571 o_ptr = &o_list[this_o_idx];
4573 /* Acquire next object */
4574 next_o_idx = o_ptr->next_o_idx;
4576 /* Get local object */
4579 /* Copy the object */
4580 object_copy(q_ptr, o_ptr);
4582 /* Forget monster */
4583 q_ptr->held_m_idx = 0;
4585 /* Delete the object */
4586 delete_object_idx(this_o_idx);
4589 (void)drop_near(q_ptr, -1, m_ptr->fy, m_ptr->fx);
4592 /* Forget objects */
4593 m_ptr->hold_o_idx = 0;