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, int y, int 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)
229 monster_type *m_ptr = &m_list[i];
231 monster_race *r_ptr = &r_info[m_ptr->r_idx];
233 s16b this_o_idx, next_o_idx = 0;
241 /* Hack -- Reduce the racial counter */
242 real_r_ptr(m_ptr)->cur_num--;
244 /* Hack -- count the number of "reproducers" */
245 if (r_ptr->flags2 & (RF2_MULTIPLY)) num_repro--;
247 if (MON_CSLEEP(m_ptr)) (void)set_monster_csleep(i, 0);
248 if (MON_FAST(m_ptr)) (void)set_monster_fast(i, 0);
249 if (MON_SLOW(m_ptr)) (void)set_monster_slow(i, 0);
250 if (MON_STUNNED(m_ptr)) (void)set_monster_stunned(i, 0);
251 if (MON_CONFUSED(m_ptr)) (void)set_monster_confused(i, 0);
252 if (MON_MONFEAR(m_ptr)) (void)set_monster_monfear(i, 0);
253 if (MON_INVULNER(m_ptr)) (void)set_monster_invulner(i, 0, FALSE);
256 /* Hack -- remove target monster */
257 if (i == target_who) target_who = 0;
259 /* Hack -- remove tracked monster */
260 if (i == p_ptr->health_who) health_track(0);
262 if (pet_t_m_idx == i ) pet_t_m_idx = 0;
263 if (riding_t_m_idx == i) riding_t_m_idx = 0;
264 if (p_ptr->riding == i) p_ptr->riding = 0;
266 /* Monster is gone */
267 cave[y][x].m_idx = 0;
271 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
276 o_ptr = &o_list[this_o_idx];
278 /* Acquire next object */
279 next_o_idx = o_ptr->next_o_idx;
282 * o_ptr->held_m_idx is needed in delete_object_idx()
283 * to prevent calling lite_spot()
286 /* Delete the object */
287 delete_object_idx(this_o_idx);
291 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
294 /* Wipe the Monster */
295 (void)WIPE(m_ptr, monster_type);
303 /* Update some things */
304 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
305 p_ptr->update |= (PU_MON_LITE);
310 * @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
315 void delete_monster(POSITION y, POSITION x)
320 if (!in_bounds(y, x)) return;
325 /* Delete the monster (if any) */
326 if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
331 * @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
336 static void compact_monsters_aux(IDX i1, IDX i2)
344 s16b this_o_idx, next_o_idx = 0;
348 if (i1 == i2) return;
361 /* Update the cave */
364 /* Repair objects being carried by monster */
365 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
370 o_ptr = &o_list[this_o_idx];
372 /* Acquire next object */
373 next_o_idx = o_ptr->next_o_idx;
375 /* Reset monster pointer */
376 o_ptr->held_m_idx = i2;
379 /* Hack -- Update the target */
380 if (target_who == i1) target_who = i2;
382 /* Hack -- Update the target */
383 if (pet_t_m_idx == i1) pet_t_m_idx = i2;
384 if (riding_t_m_idx == i1) riding_t_m_idx = i2;
386 /* Hack -- Update the riding */
387 if (p_ptr->riding == i1) p_ptr->riding = i2;
389 /* Hack -- Update the health bar */
390 if (p_ptr->health_who == i1) health_track(i2);
392 /* Hack -- Update parent index */
395 for (i = 1; i < m_max; i++)
397 monster_type *m2_ptr = &m_list[i];
399 if (m2_ptr->parent_m_idx == i1)
400 m2_ptr->parent_m_idx = i2;
405 (void)COPY(&m_list[i2], &m_list[i1], monster_type);
408 (void)WIPE(&m_list[i1], monster_type);
410 for (i = 0; i < MAX_MTIMED; i++)
412 int mproc_idx = get_mproc_idx(i1, i);
413 if (mproc_idx >= 0) mproc_list[i][mproc_idx] = i2;
419 * @brief モンスター情報配列を圧縮する / Compact and Reorder the monster list
420 * @param size 圧縮後のモンスター件数目標
423 * This function can be very dangerous, use with caution!
425 * When actually "compacting" monsters, we base the saving throw
426 * on a combination of monster level, distance from player, and
427 * current "desperation".
429 * After "compacting" (if needed), we "reorder" the monsters into a more
430 * compact order, and we reset the allocation info, and the "live" array.
432 void compact_monsters(int size)
436 int cur_lev, cur_dis, chance;
438 /* Message (only if compacting) */
439 if (size) msg_print(_("モンスター情報を圧縮しています...", "Compacting monsters..."));
442 /* Compact at least 'size' objects */
443 for (num = 0, cnt = 1; num < size; cnt++)
445 /* Get more vicious each iteration */
448 /* Get closer each iteration */
449 cur_dis = 5 * (20 - cnt);
451 /* Check all the monsters */
452 for (i = 1; i < m_max; i++)
454 monster_type *m_ptr = &m_list[i];
456 monster_race *r_ptr = &r_info[m_ptr->r_idx];
458 /* Paranoia -- skip "dead" monsters */
459 if (!m_ptr->r_idx) continue;
461 /* Hack -- High level monsters start out "immune" */
462 if (r_ptr->level > cur_lev) continue;
464 if (i == p_ptr->riding) continue;
466 /* Ignore nearby monsters */
467 if ((cur_dis > 0) && (m_ptr->cdis < cur_dis)) continue;
469 /* Saving throw chance */
472 /* Only compact "Quest" Monsters in emergencies */
473 if ((r_ptr->flags1 & (RF1_QUESTOR)) && (cnt < 1000)) chance = 100;
475 /* Try not to compact Unique Monsters */
476 if (r_ptr->flags1 & (RF1_UNIQUE)) chance = 100;
478 /* All monsters get a saving throw */
479 if (randint0(100) < chance) continue;
481 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
485 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
486 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
489 /* Delete the monster */
490 delete_monster_idx(i);
492 /* Count the monster */
498 /* Excise dead monsters (backwards!) */
499 for (i = m_max - 1; i >= 1; i--)
501 /* Get the i'th monster */
502 monster_type *m_ptr = &m_list[i];
504 /* Skip real monsters */
505 if (m_ptr->r_idx) continue;
507 /* Move last monster into open hole */
508 compact_monsters_aux(m_max - 1, i);
510 /* Compress "m_max" */
517 * @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
520 * This is an efficient method of simulating multiple calls to the
521 * "delete_monster()" function, with no visual effects.
523 void wipe_m_list(void)
527 /* Hack -- if Banor or Lupart dies, stay another dead */
528 if (!r_info[MON_BANORLUPART].max_num)
530 if (r_info[MON_BANOR].max_num)
532 r_info[MON_BANOR].max_num = 0;
533 r_info[MON_BANOR].r_pkills++;
534 r_info[MON_BANOR].r_akills++;
535 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
537 if (r_info[MON_LUPART].max_num)
539 r_info[MON_LUPART].max_num = 0;
540 r_info[MON_LUPART].r_pkills++;
541 r_info[MON_LUPART].r_akills++;
542 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
546 /* Delete all the monsters */
547 for (i = m_max - 1; i >= 1; i--)
549 monster_type *m_ptr = &m_list[i];
551 /* Skip dead monsters */
552 if (!m_ptr->r_idx) continue;
554 /* Monster is gone */
555 cave[m_ptr->fy][m_ptr->fx].m_idx = 0;
557 /* Wipe the Monster */
558 (void)WIPE(m_ptr, monster_type);
563 * Wiping racial counters of all monsters and incrementing of racial
564 * counters of monsters in party_mon[] are required to prevent multiple
565 * generation of unique monster who is the minion of player.
568 /* Hack -- Wipe the racial counter of all monster races */
569 for (i = 1; i < max_r_idx; i++) r_info[i].cur_num = 0;
577 /* Reset "mproc_max[]" */
578 for (i = 0; i < MAX_MTIMED; i++) mproc_max[i] = 0;
580 /* Hack -- reset "reproducer" count */
583 /* Hack -- no more target */
588 /* Hack -- no more tracking */
594 * @brief モンスター配列の空きを探す / Acquires and returns the index of a "free" monster.
595 * @return 利用可能なモンスター配列の添字
597 * This routine should almost never fail, but it *can* happen.
599 MONSTER_IDX m_pop(void)
604 /* Normal allocation */
605 if (m_max < max_m_idx)
607 /* Access the next hole */
610 /* Expand the array */
616 /* Return the index */
621 /* Recycle dead monsters */
622 for (i = 1; i < m_max; i++)
626 /* Acquire monster */
629 /* Skip live monsters */
630 if (m_ptr->r_idx) continue;
635 /* Use this monster */
640 /* Warn the player (except during dungeon creation) */
641 if (character_dungeon) msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
643 /* Try not to crash */
651 * @var summon_specific_type
652 * @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"
653 * @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
655 static int summon_specific_type = 0;
659 * @var summon_specific_who
660 * @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
661 * @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
663 static int summon_specific_who = -1;
666 * @var summon_unique_okay
667 * @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
668 * @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
670 static bool summon_unique_okay = FALSE;
673 * @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
674 * @return 召喚条件が一致するならtrue
677 static bool summon_specific_aux(MONRACE_IDX r_idx)
679 monster_race *r_ptr = &r_info[r_idx];
682 /* Check our requirements */
683 switch (summon_specific_type)
687 okay = (r_ptr->d_char == 'a');
693 okay = (r_ptr->d_char == 'S');
699 okay = ((r_ptr->d_char == 'C') || (r_ptr->d_char == 'Z'));
705 okay = (r_ptr->d_char == 'M');
711 okay = (r_ptr->d_char == 'A' && ((r_ptr->flags3 & RF3_EVIL) || (r_ptr->flags3 & RF3_GOOD)));
717 okay = (r_ptr->flags3 & RF3_DEMON);
723 okay = (r_ptr->flags3 & RF3_UNDEAD);
729 okay = (r_ptr->flags3 & RF3_DRAGON);
733 case SUMMON_HI_UNDEAD:
735 okay = ((r_ptr->d_char == 'L') ||
736 (r_ptr->d_char == 'V') ||
737 (r_ptr->d_char == 'W'));
741 case SUMMON_HI_DRAGON:
743 okay = (r_ptr->d_char == 'D');
747 case SUMMON_HI_DEMON:
749 okay = (((r_ptr->d_char == 'U') ||
750 (r_ptr->d_char == 'H') ||
751 (r_ptr->d_char == 'B')) &&
752 (r_ptr->flags3 & RF3_DEMON)) ? TRUE : FALSE;
756 case SUMMON_AMBERITES:
758 okay = (r_ptr->flags3 & (RF3_AMBERITE)) ? TRUE : FALSE;
764 okay = (r_ptr->flags1 & (RF1_UNIQUE)) ? TRUE : FALSE;
770 okay = (r_ptr->d_char == 'm');
775 okay = (r_ptr->d_char == 'b');
778 case SUMMON_QUYLTHULG:
780 okay = (r_ptr->d_char == 'Q');
784 case SUMMON_COIN_MIMIC:
786 okay = (r_ptr->d_char == '$');
792 okay = ((r_ptr->d_char == '!') ||
793 (r_ptr->d_char == '?') ||
794 (r_ptr->d_char == '=') ||
795 (r_ptr->d_char == '$') ||
796 (r_ptr->d_char == '|'));
802 okay = (r_ptr->d_char == 'g');
808 okay = ((r_ptr->d_char == 'U') &&
809 (r_ptr->flags4 & RF4_ROCKET));
816 okay = ((r_ptr->d_char == summon_kin_type) && (r_idx != MON_HAGURE));
822 okay = (r_idx == MON_DAWN);
828 okay = (r_ptr->flags3 & (RF3_ANIMAL));
832 case SUMMON_ANIMAL_RANGER:
834 okay = ((r_ptr->flags3 & (RF3_ANIMAL)) &&
835 (my_strchr("abcflqrwBCHIJKMRS", r_ptr->d_char)) &&
836 !(r_ptr->flags3 & (RF3_DRAGON)) &&
837 !(r_ptr->flags3 & (RF3_EVIL)) &&
838 !(r_ptr->flags3 & (RF3_UNDEAD)) &&
839 !(r_ptr->flags3 & (RF3_DEMON)) &&
840 !(r_ptr->flags2 & (RF2_MULTIPLY)) &&
841 !(r_ptr->flags4 || r_ptr->a_ability_flags1 || r_ptr->a_ability_flags2));
845 case SUMMON_HI_DRAGON_LIVING:
847 okay = ((r_ptr->d_char == 'D') && monster_living(r_ptr));
853 okay = monster_living(r_ptr);
859 okay = (r_idx == MON_PHANTOM_B || r_idx == MON_PHANTOM_W);
863 case SUMMON_BLUE_HORROR:
865 okay = (r_idx == MON_BLUE_HORROR);
869 case SUMMON_ELEMENTAL:
871 okay = (r_ptr->d_char == 'E');
877 okay = (r_ptr->d_char == 'v');
883 okay = (r_ptr->d_char == 'H');
889 okay = (r_ptr->d_char == 'B');
893 case SUMMON_KAMIKAZE:
896 for (i = 0; i < 4; i++)
897 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
901 case SUMMON_KAMIKAZE_LIVING:
905 for (i = 0; i < 4; i++)
906 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
907 okay = (okay && monster_living(r_ptr));
913 okay = (r_idx == MON_MANES);
919 okay = (r_idx == MON_LOUSE);
923 case SUMMON_GUARDIANS:
925 okay = (r_ptr->flags7 & RF7_GUARDIAN);
931 okay = ((r_idx == MON_NOV_PALADIN) ||
932 (r_idx == MON_NOV_PALADIN_G) ||
933 (r_idx == MON_PALADIN) ||
934 (r_idx == MON_W_KNIGHT) ||
935 (r_idx == MON_ULTRA_PALADIN) ||
936 (r_idx == MON_KNI_TEMPLAR));
942 okay = (r_ptr->d_char == 'B' &&
943 (r_ptr->flags8 & RF8_WILD_MOUNTAIN) &&
944 (r_ptr->flags8 & RF8_WILD_ONLY));
948 case SUMMON_PIRANHAS:
950 okay = (r_idx == MON_PIRANHA);
954 case SUMMON_ARMAGE_GOOD:
956 okay = (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_GOOD));
960 case SUMMON_ARMAGE_EVIL:
962 okay = ((r_ptr->flags3 & RF3_DEMON) ||
963 (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_EVIL)));
969 /* Since okay is int, "return (okay);" is not correct. */
970 return (bool)(okay ? TRUE : FALSE);
974 * @var chameleon_change_m_idx
975 * @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
976 * @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
978 static int chameleon_change_m_idx = 0;
982 * @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.
983 * @param r_idx チェックするモンスター種族ID
984 * @return 召喚条件が一致するならtrue / Return TRUE is the monster is OK and FALSE otherwise
986 static bool restrict_monster_to_dungeon(MONRACE_IDX r_idx)
988 dungeon_info_type *d_ptr = &d_info[dungeon_type];
989 monster_race *r_ptr = &r_info[r_idx];
992 if (d_ptr->flags1 & DF1_CHAMELEON)
994 if (chameleon_change_m_idx) return TRUE;
996 if (d_ptr->flags1 & DF1_NO_MAGIC)
998 if (r_idx != MON_CHAMELEON &&
1000 !(r_ptr->flags4 & RF4_NOMAGIC_MASK) &&
1001 !(r_ptr->a_ability_flags1 & RF5_NOMAGIC_MASK) &&
1002 !(r_ptr->a_ability_flags2 & RF6_NOMAGIC_MASK))
1005 if (d_ptr->flags1 & DF1_NO_MELEE)
1007 if (r_idx == MON_CHAMELEON) return TRUE;
1008 if (!(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK)) &&
1009 !(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)) &&
1010 !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK)))
1013 if (d_ptr->flags1 & DF1_BEGINNER)
1015 if (r_ptr->level > dun_level)
1019 if (d_ptr->special_div >= 64) return TRUE;
1020 if (summon_specific_type && !(d_ptr->flags1 & DF1_CHAMELEON)) return TRUE;
1022 switch (d_ptr->mode)
1024 case DUNGEON_MODE_AND:
1027 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
1032 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
1037 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
1042 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
1045 if (d_ptr->m_a_ability_flags1)
1047 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
1050 if (d_ptr->m_a_ability_flags2)
1052 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
1057 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
1062 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
1067 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
1072 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
1075 for (a = 0; a < 5; a++)
1076 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return FALSE;
1080 case DUNGEON_MODE_NAND:
1083 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
1088 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
1093 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
1098 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
1101 if (d_ptr->m_a_ability_flags1)
1103 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
1106 if (d_ptr->m_a_ability_flags2)
1108 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
1113 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
1118 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
1123 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
1128 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
1131 for (a = 0; a < 5; a++)
1132 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return TRUE;
1136 case DUNGEON_MODE_OR:
1137 if (r_ptr->flags1 & d_ptr->mflags1) return TRUE;
1138 if (r_ptr->flags2 & d_ptr->mflags2) return TRUE;
1139 if (r_ptr->flags3 & d_ptr->mflags3) return TRUE;
1140 if (r_ptr->flags4 & d_ptr->mflags4) return TRUE;
1141 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return TRUE;
1142 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return TRUE;
1143 if (r_ptr->flags7 & d_ptr->mflags7) return TRUE;
1144 if (r_ptr->flags8 & d_ptr->mflags8) return TRUE;
1145 if (r_ptr->flags9 & d_ptr->mflags9) return TRUE;
1146 if (r_ptr->flagsr & d_ptr->mflagsr) return TRUE;
1147 for (a = 0; a < 5; a++)
1148 if (d_ptr->r_char[a] == r_ptr->d_char) return TRUE;
1152 case DUNGEON_MODE_NOR:
1153 if (r_ptr->flags1 & d_ptr->mflags1) return FALSE;
1154 if (r_ptr->flags2 & d_ptr->mflags2) return FALSE;
1155 if (r_ptr->flags3 & d_ptr->mflags3) return FALSE;
1156 if (r_ptr->flags4 & d_ptr->mflags4) return FALSE;
1157 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return FALSE;
1158 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return FALSE;
1159 if (r_ptr->flags7 & d_ptr->mflags7) return FALSE;
1160 if (r_ptr->flags8 & d_ptr->mflags8) return FALSE;
1161 if (r_ptr->flags9 & d_ptr->mflags9) return FALSE;
1162 if (r_ptr->flagsr & d_ptr->mflagsr) return FALSE;
1163 for (a = 0; a < 5; a++)
1164 if (d_ptr->r_char[a] == r_ptr->d_char) return FALSE;
1173 * @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"
1174 * @param monster_hook 制限関数1
1175 * @param monster_hook2 制限関数2
1178 errr get_mon_num_prep(monster_hook_type monster_hook,
1179 monster_hook_type monster_hook2)
1183 /* Todo: Check the hooks for non-changes */
1185 /* Set the new hooks */
1186 get_mon_num_hook = monster_hook;
1187 get_mon_num2_hook = monster_hook2;
1189 /* Scan the allocation table */
1190 for (i = 0; i < alloc_race_size; i++)
1192 monster_race *r_ptr;
1195 alloc_entry *entry = &alloc_race_table[i];
1198 r_ptr = &r_info[entry->index];
1200 /* Skip monsters which don't pass the restriction */
1201 if ((get_mon_num_hook && !((*get_mon_num_hook)(entry->index))) ||
1202 (get_mon_num2_hook && !((*get_mon_num2_hook)(entry->index))))
1205 if (!p_ptr->inside_battle && !chameleon_change_m_idx &&
1206 summon_specific_type != SUMMON_GUARDIANS)
1208 /* Hack -- don't create questors */
1209 if (r_ptr->flags1 & RF1_QUESTOR)
1212 if (r_ptr->flags7 & RF7_GUARDIAN)
1215 /* Depth Monsters never appear out of depth */
1216 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) &&
1217 (r_ptr->level > dun_level))
1221 /* Accept this monster */
1222 entry->prob2 = entry->prob1;
1224 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)
1226 int hoge = entry->prob2 * d_info[dungeon_type].special_div;
1227 entry->prob2 = hoge / 64;
1228 if (randint0(64) < (hoge & 0x3f)) entry->prob2++;
1237 * @brief 平方根を切り捨て整数で返す
1241 static int mysqrt(int n)
1279 * @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
1281 * @return 選択されたモンスター生成種族
1283 * Choose a monster race that seems "appropriate" to the given level
1285 * This function uses the "prob2" field of the "monster allocation table",
1286 * and various local information, to calculate the "prob3" field of the
1287 * same table, which is then used to choose an "appropriate" monster, in
1288 * a relatively efficient manner.
1290 * Note that "town" monsters will *only* be created in the town, and
1291 * "normal" monsters will *never* be created in the town, unless the
1292 * "level" is "modified", for example, by polymorph or summoning.
1294 * There is a small chance (1/50) of "boosting" the given depth by
1295 * a small amount (up to four levels), except in the town.
1297 * It is (slightly) more likely to acquire a monster of the given level
1298 * than one of a lower level. This is done by choosing several monsters
1299 * appropriate to the given level and keeping the "hardest" one.
1301 * Note that if no monsters are "appropriate", then this function will
1302 * fail, and return zero, but this should *almost* never happen.
1304 MONRACE_IDX get_mon_num(DEPTH level)
1309 monster_race *r_ptr;
1310 alloc_entry *table = alloc_race_table;
1312 int pls_kakuritu, pls_level;
1313 int delay = mysqrt(level * 10000L) + 400L;
1315 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1317 pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - ((dungeon_turn / (TURNS_PER_TICK * 5000L) - delay / 10)));
1318 pls_level = MIN(NASTY_MON_PLUS_MAX, 3 + dungeon_turn / (TURNS_PER_TICK * 40000L) - delay / 40 + MIN(5, level / 10)) ;
1320 if (d_info[dungeon_type].flags1 & DF1_MAZE)
1322 pls_kakuritu = MIN(pls_kakuritu / 2, pls_kakuritu - 10);
1323 if (pls_kakuritu < 2) pls_kakuritu = 2;
1328 /* Boost the level */
1329 if (!p_ptr->inside_battle && !(d_info[dungeon_type].flags1 & DF1_BEGINNER))
1331 /* Nightmare mode allows more out-of depth monsters */
1332 if (ironman_nightmare && !randint0(pls_kakuritu))
1334 /* What a bizarre calculation */
1335 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
1339 /* Occasional "nasty" monster */
1340 if (!randint0(pls_kakuritu))
1342 /* Pick a level bonus */
1351 /* Process probabilities */
1352 for (i = 0; i < alloc_race_size; i++)
1354 /* Monsters are sorted by depth */
1355 if (table[i].level > level) break;
1360 /* Access the "r_idx" of the chosen monster */
1361 r_idx = table[i].index;
1363 /* Access the actual race */
1364 r_ptr = &r_info[r_idx];
1366 if (!p_ptr->inside_battle && !chameleon_change_m_idx)
1368 /* Hack -- "unique" monsters must be "unique" */
1369 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
1370 (r_ptr->flags7 & (RF7_NAZGUL))) &&
1371 (r_ptr->cur_num >= r_ptr->max_num))
1376 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
1377 (r_ptr->cur_num >= 1))
1382 if (r_idx == MON_BANORLUPART)
1384 if (r_info[MON_BANOR].cur_num > 0) continue;
1385 if (r_info[MON_LUPART].cur_num > 0) continue;
1390 table[i].prob3 = table[i].prob2;
1393 total += table[i].prob3;
1396 /* No legal monsters */
1397 if (total <= 0) return (0);
1399 /* Pick a monster */
1400 value = randint0(total);
1402 /* Find the monster */
1403 for (i = 0; i < alloc_race_size; i++)
1405 /* Found the entry */
1406 if (value < table[i].prob3) break;
1409 value = value - table[i].prob3;
1415 /* Try for a "harder" monster once (50%) or twice (10%) */
1421 /* Pick a monster */
1422 value = randint0(total);
1424 /* Find the monster */
1425 for (i = 0; i < alloc_race_size; i++)
1427 /* Found the entry */
1428 if (value < table[i].prob3) break;
1431 value = value - table[i].prob3;
1434 /* Keep the "best" one */
1435 if (table[i].level < table[j].level) i = j;
1438 /* Try for a "harder" monster twice (10%) */
1444 /* Pick a monster */
1445 value = randint0(total);
1447 /* Find the monster */
1448 for (i = 0; i < alloc_race_size; i++)
1450 /* Found the entry */
1451 if (value < table[i].prob3) break;
1454 value = value - table[i].prob3;
1457 /* Keep the "best" one */
1458 if (table[i].level < table[j].level) i = j;
1462 return (table[i].index);
1467 * @brief モンスターの呼称を作成する / Build a string describing a monster in some way.
1468 * @param desc 記述出力先の文字列参照ポインタ
1469 * @param m_ptr モンスターの参照ポインタ
1470 * @param mode 呼称オプション
1473 * We can correctly describe monsters based on their visibility.
1474 * We can force all monsters to be treated as visible or invisible.
1475 * We can build nominatives, objectives, possessives, or reflexives.
1476 * We can selectively pronominalize hidden, visible, or all monsters.
1477 * We can use definite or indefinite descriptions for hidden monsters.
1478 * We can use definite or indefinite descriptions for visible monsters.
1480 * Pronominalization involves the gender whenever possible and allowed,
1481 * so that by cleverly requesting pronominalization / visibility, you
1482 * can get messages like "You hit someone. She screams in agony!".
1484 * Reflexives are acquired by requesting Objective plus Possessive.
1486 * If no m_ptr arg is given (?), the monster is assumed to be hidden,
1487 * unless the "Assume Visible" mode is requested.
1489 * If no r_ptr arg is given, it is extracted from m_ptr and r_info
1490 * If neither m_ptr nor r_ptr is given, the monster is assumed to
1491 * be neuter, singular, and hidden (unless "Assume Visible" is set),
1492 * in which case you may be in trouble... :-)
1494 * I am assuming that no monster name is more than 70 characters long,
1495 * so that "char desc[80];" is sufficiently large for any result.
1498 * MD_OBJECTIVE --> Objective (or Reflexive)
1499 * MD_POSSESSIVE --> Possessive (or Reflexive)
1500 * MD_INDEF_HIDDEN --> Use indefinites for hidden monsters ("something")
1501 * MD_INDEF_VISIBLE --> Use indefinites for visible monsters ("a kobold")
1502 * MD_PRON_HIDDEN --> Pronominalize hidden monsters
1503 * MD_PRON_VISIBLE --> Pronominalize visible monsters
1504 * MD_ASSUME_HIDDEN --> Assume the monster is hidden
1505 * MD_ASSUME_VISIBLE --> Assume the monster is visible
1506 * MD_TRUE_NAME --> Chameleon's true name
1507 * MD_IGNORE_HALLU --> Ignore hallucination, and penetrate shape change
1510 * 0x00 --> Full nominative name ("the kobold") or "it"
1511 * MD_INDEF_HIDDEN --> Full nominative name ("the kobold") or "something"
1512 * MD_ASSUME_VISIBLE --> Genocide resistance name ("the kobold")
1513 * MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE --> Killing name ("a kobold")
1514 * MD_PRON_VISIBLE | MD_POSSESSIVE
1515 * --> Possessive, genderized if visable ("his") or "its"
1516 * MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE
1517 * --> Reflexive, genderized if visable ("himself") or "itself"
1519 void monster_desc(char *desc, monster_type *m_ptr, BIT_FLAGS mode)
1522 monster_race *r_ptr;
1526 char silly_name[1024];
1530 r_ptr = &r_info[m_ptr->ap_r_idx];
1532 /* Mode of MD_TRUE_NAME will reveal Chameleon's true name */
1533 if (mode & MD_TRUE_NAME) name = (r_name + real_r_ptr(m_ptr)->name);
1534 else name = (r_name + r_ptr->name);
1536 /* Are we hallucinating? (Idea from Nethack...) */
1537 if (p_ptr->image && !(mode & MD_IGNORE_HALLU))
1541 if (!get_rnd_line(_("silly_j.txt", "silly.txt"), m_ptr->r_idx, silly_name))
1547 monster_race *hallu_race;
1551 hallu_race = &r_info[randint1(max_r_idx - 1)];
1553 while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
1555 strcpy(silly_name, (r_name + hallu_race->name));
1558 /* Better not strcpy it, or we could corrupt r_info... */
1562 /* Can we "see" it (exists + forced, or visible + not unforced) */
1563 seen = (m_ptr && ((mode & MD_ASSUME_VISIBLE) || (!(mode & MD_ASSUME_HIDDEN) && m_ptr->ml)));
1565 /* Sexed Pronouns (seen and allowed, or unseen and allowed) */
1566 pron = (m_ptr && ((seen && (mode & MD_PRON_VISIBLE)) || (!seen && (mode & MD_PRON_HIDDEN))));
1569 /* First, try using pronouns, or describing hidden monsters */
1572 /* an encoding of the monster "sex" */
1575 /* Extract the gender (if applicable) */
1576 if (r_ptr->flags1 & (RF1_FEMALE)) kind = 0x20;
1577 else if (r_ptr->flags1 & (RF1_MALE)) kind = 0x10;
1579 /* Ignore the gender (if desired) */
1580 if (!m_ptr || !pron) kind = 0x00;
1583 /* Assume simple result */
1584 res = _("何か", "it");
1586 /* Brute force: split on the possibilities */
1587 switch (kind + (mode & (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE)))
1589 /* Neuter, or unknown */
1591 case 0x00: res = "何か"; break;
1592 case 0x00 + (MD_OBJECTIVE): res = "何か"; break;
1593 case 0x00 + (MD_POSSESSIVE): res = "何かの"; break;
1594 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "何か自身"; break;
1595 case 0x00 + (MD_INDEF_HIDDEN): res = "何か"; break;
1596 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "何か"; break;
1597 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "何か"; break;
1598 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "それ自身"; break;
1600 case 0x00: res = "it"; break;
1601 case 0x00 + (MD_OBJECTIVE): res = "it"; break;
1602 case 0x00 + (MD_POSSESSIVE): res = "its"; break;
1603 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1604 case 0x00 + (MD_INDEF_HIDDEN): res = "something"; break;
1605 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "something"; break;
1606 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "something's"; break;
1607 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1611 /* Male (assume human if vague) */
1613 case 0x10: res = "彼"; break;
1614 case 0x10 + (MD_OBJECTIVE): res = "彼"; break;
1615 case 0x10 + (MD_POSSESSIVE): res = "彼の"; break;
1616 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
1617 case 0x10 + (MD_INDEF_HIDDEN): res = "誰か"; break;
1618 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
1619 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
1620 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
1622 case 0x10: res = "he"; break;
1623 case 0x10 + (MD_OBJECTIVE): res = "him"; break;
1624 case 0x10 + (MD_POSSESSIVE): res = "his"; break;
1625 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1626 case 0x10 + (MD_INDEF_HIDDEN): res = "someone"; break;
1627 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1628 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1629 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1633 /* Female (assume human if vague) */
1635 case 0x20: res = "彼女"; break;
1636 case 0x20 + (MD_OBJECTIVE): res = "彼女"; break;
1637 case 0x20 + (MD_POSSESSIVE): res = "彼女の"; break;
1638 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
1639 case 0x20 + (MD_INDEF_HIDDEN): res = "誰か"; break;
1640 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
1641 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
1642 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
1644 case 0x20: res = "she"; break;
1645 case 0x20 + (MD_OBJECTIVE): res = "her"; break;
1646 case 0x20 + (MD_POSSESSIVE): res = "her"; break;
1647 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1648 case 0x20 + (MD_INDEF_HIDDEN): res = "someone"; break;
1649 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1650 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1651 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1655 /* Copy the result */
1656 (void)strcpy(desc, res);
1660 /* Handle visible monsters, "reflexive" request */
1661 else if ((mode & (MD_POSSESSIVE | MD_OBJECTIVE)) == (MD_POSSESSIVE | MD_OBJECTIVE))
1663 /* The monster is visible, so use its gender */
1665 if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, "彼女自身");
1666 else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, "彼自身");
1667 else strcpy(desc, "それ自身");
1669 if (r_ptr->flags1 & RF1_FEMALE) strcpy(desc, "herself");
1670 else if (r_ptr->flags1 & RF1_MALE) strcpy(desc, "himself");
1671 else strcpy(desc, "itself");
1676 /* Handle all other visible monster requests */
1680 if (is_pet(m_ptr) && !is_original_ap(m_ptr))
1686 while(strncmp(t, "』", 2) && *t) t++;
1690 (void)sprintf(desc, "%s?』", buf);
1693 (void)sprintf(desc, "%s?", name);
1695 (void)sprintf(desc, "%s?", name);
1700 /* It could be a Unique */
1701 if ((r_ptr->flags1 & RF1_UNIQUE) && !(p_ptr->image && !(mode & MD_IGNORE_HALLU)))
1703 /* Start with the name (thus nominative and objective) */
1704 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && !(mode & MD_TRUE_NAME))
1710 while (strncmp(t, "』", 2) && *t) t++;
1714 (void)sprintf(desc, "%s?』", buf);
1717 (void)sprintf(desc, "%s?", name);
1719 (void)sprintf(desc, "%s?", name);
1723 /* Inside monster arena, and it is not your mount */
1724 else if (p_ptr->inside_battle &&
1725 !(p_ptr->riding && (&m_list[p_ptr->riding] == m_ptr)))
1727 /* It is a fake unique monster */
1728 (void)sprintf(desc, _("%sもどき", "fake %s"), name);
1733 (void)strcpy(desc, name);
1737 /* It could be an indefinite monster */
1738 else if (mode & MD_INDEF_VISIBLE)
1740 /* XXX Check plurality for "some" */
1742 /* Indefinite monsters need an indefinite article */
1744 (void)strcpy(desc, "");
1746 (void)strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");
1749 (void)strcat(desc, name);
1752 /* It could be a normal, definite, monster */
1755 /* Definite monsters need a definite article */
1757 (void)strcpy(desc, _("あなたの", "your "));
1759 (void)strcpy(desc, _("", "the "));
1761 (void)strcat(desc, name);
1764 if (m_ptr->nickname)
1766 sprintf(buf,_("「%s」", " called %s"),quark_str(m_ptr->nickname));
1770 if (p_ptr->riding && (&m_list[p_ptr->riding] == m_ptr))
1772 strcat(desc,_("(乗馬中)", "(riding)"));
1775 if ((mode & MD_IGNORE_HALLU) && (m_ptr->mflag2 & MFLAG2_CHAMELEON))
1777 if (r_ptr->flags1 & RF1_UNIQUE)
1779 strcat(desc,_("(カメレオンの王)", "(Chameleon Lord)"));
1783 strcat(desc,_("(カメレオン)", "(Chameleon)"));
1787 if ((mode & MD_IGNORE_HALLU) && !is_original_ap(m_ptr))
1789 strcat(desc, format("(%s)", r_name + r_info[m_ptr->r_idx].name));
1792 /* Handle the Possessive as a special afterthought */
1793 if (mode & MD_POSSESSIVE)
1795 /* XXX Check for trailing "s" */
1797 /* Simply append "apostrophe" and "s" */
1798 (void)strcat(desc, _("の", "'s"));
1806 * @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)
1807 * @param r_idx 補完されるモンスター種族ID
1808 * @return 明らかになった情報の度数
1810 * Return the number of new flags learnt. -Mogami-
1812 int lore_do_probe(MONRACE_IDX r_idx)
1814 monster_race *r_ptr = &r_info[r_idx];
1818 /* Maximal info about awareness */
1819 if (r_ptr->r_wake != MAX_UCHAR) n++;
1820 if (r_ptr->r_ignore != MAX_UCHAR) n++;
1821 r_ptr->r_wake = r_ptr->r_ignore = MAX_UCHAR;
1823 /* Observe "maximal" attacks */
1824 for (i = 0; i < 4; i++)
1826 /* Examine "actual" blows */
1827 if (r_ptr->blow[i].effect || r_ptr->blow[i].method)
1829 /* Maximal observations */
1830 if (r_ptr->r_blows[i] != MAX_UCHAR) n++;
1831 r_ptr->r_blows[i] = MAX_UCHAR;
1837 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
1838 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
1839 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
1840 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
1841 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
1842 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
1844 /* Only "valid" drops */
1845 if (!(r_ptr->flags1 & RF1_ONLY_GOLD))
1847 if (r_ptr->r_drop_item != tmp_byte) n++;
1848 r_ptr->r_drop_item = tmp_byte;
1850 if (!(r_ptr->flags1 & RF1_ONLY_ITEM))
1852 if (r_ptr->r_drop_gold != tmp_byte) n++;
1853 r_ptr->r_drop_gold = tmp_byte;
1856 /* Observe many spells */
1857 if (r_ptr->r_cast_spell != MAX_UCHAR) n++;
1858 r_ptr->r_cast_spell = MAX_UCHAR;
1860 /* Count unknown flags */
1861 for (i = 0; i < 32; i++)
1863 if (!(r_ptr->r_flags1 & (1L << i)) &&
1864 (r_ptr->flags1 & (1L << i))) n++;
1865 if (!(r_ptr->r_flags2 & (1L << i)) &&
1866 (r_ptr->flags2 & (1L << i))) n++;
1867 if (!(r_ptr->r_flags3 & (1L << i)) &&
1868 (r_ptr->flags3 & (1L << i))) n++;
1869 if (!(r_ptr->r_flags4 & (1L << i)) &&
1870 (r_ptr->flags4 & (1L << i))) n++;
1871 if (!(r_ptr->r_flags5 & (1L << i)) &&
1872 (r_ptr->a_ability_flags1 & (1L << i))) n++;
1873 if (!(r_ptr->r_flags6 & (1L << i)) &&
1874 (r_ptr->a_ability_flags2 & (1L << i))) n++;
1875 if (!(r_ptr->r_flagsr & (1L << i)) &&
1876 (r_ptr->flagsr & (1L << i))) n++;
1878 /* r_flags7 is actually unused */
1880 if (!(r_ptr->r_flags7 & (1L << i)) &&
1881 (r_ptr->flags7 & (1L << i))) n++;
1885 /* Know all the flags */
1886 r_ptr->r_flags1 = r_ptr->flags1;
1887 r_ptr->r_flags2 = r_ptr->flags2;
1888 r_ptr->r_flags3 = r_ptr->flags3;
1889 r_ptr->r_flags4 = r_ptr->flags4;
1890 r_ptr->r_flags5 = r_ptr->a_ability_flags1;
1891 r_ptr->r_flags6 = r_ptr->a_ability_flags2;
1892 r_ptr->r_flagsr = r_ptr->flagsr;
1894 /* r_flags7 is actually unused */
1895 /* r_ptr->r_flags7 = r_ptr->flags7; */
1897 /* Know about evolution */
1898 if (!(r_ptr->r_xtra1 & MR1_SINKA)) n++;
1899 r_ptr->r_xtra1 |= MR1_SINKA;
1901 /* Update monster recall window */
1902 if (p_ptr->monster_race_idx == r_idx)
1905 p_ptr->window |= (PW_MONSTER);
1908 /* Return the number of new flags learnt */
1914 * @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
1915 * @param m_idx モンスター情報のID
1916 * @param num_item 手に入れたアイテム数
1917 * @param num_gold 手に入れた財宝の単位数
1920 * Note that learning the "GOOD"/"GREAT" flags gives information
1921 * about the treasure (even when the monster is killed for the first
1922 * time, such as uniques, and the treasure has not been examined yet).
1924 * This "indirect" method is used to prevent the player from learning
1925 * exactly how much treasure a monster can drop from observing only
1926 * a single example of a drop. This method actually observes how much
1927 * gold and items are dropped, and remembers that information to be
1928 * described later by the monster recall code.
1930 void lore_treasure(MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold)
1932 monster_type *m_ptr = &m_list[m_idx];
1934 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1936 /* If the monster doesn't have original appearance, don't note */
1937 if (!is_original_ap(m_ptr)) return;
1939 /* Note the number of things dropped */
1940 if (num_item > r_ptr->r_drop_item) r_ptr->r_drop_item = num_item;
1941 if (num_gold > r_ptr->r_drop_gold) r_ptr->r_drop_gold = num_gold;
1943 /* Hack -- memorize the good/great flags */
1944 if (r_ptr->flags1 & (RF1_DROP_GOOD)) r_ptr->r_flags1 |= (RF1_DROP_GOOD);
1945 if (r_ptr->flags1 & (RF1_DROP_GREAT)) r_ptr->r_flags1 |= (RF1_DROP_GREAT);
1947 /* Update monster recall window */
1948 if (p_ptr->monster_race_idx == m_ptr->r_idx)
1951 p_ptr->window |= (PW_MONSTER);
1957 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
1958 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
1959 * @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
1962 void sanity_blast(monster_type *m_ptr, bool necro)
1966 if (p_ptr->inside_battle || !character_dungeon) return;
1968 if (!necro && m_ptr)
1971 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
1973 power = r_ptr->level / 2;
1975 monster_desc(m_name, m_ptr, 0);
1977 if (!(r_ptr->flags1 & RF1_UNIQUE))
1979 if (r_ptr->flags1 & RF1_FRIENDS)
1984 if (!is_loading_now)
1985 return; /* No effect yet, just loaded... */
1988 return; /* Cannot see it for some reason */
1990 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
1994 return; /* Pet eldritch horrors are safe most of the time */
1996 if (randint1(100) > power) return;
1998 if (saving_throw(p_ptr->skill_sav - power))
2000 return; /* Save, no adverse effects */
2005 /* Something silly happens... */
2007 msg_format("%s%sの顔を見てしまった!",
2008 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2010 msg_format("You behold the %s visage of %s!",
2011 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2016 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2017 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2020 return; /* Never mind; we can't see it clearly enough */
2023 /* Something frightening happens... */
2025 msg_format("%s%sの顔を見てしまった!",
2026 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
2028 msg_format("You behold the %s visage of %s!",
2029 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
2032 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2034 /* Demon characters are unaffected */
2035 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
2036 if (p_ptr->wizard) return;
2038 /* Undead characters are 50% likely to be unaffected */
2039 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
2040 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
2041 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
2043 if (saving_throw(25 + p_ptr->lev)) return;
2048 monster_race *r_ptr;
2052 get_mon_num_prep(get_nightmare, NULL);
2054 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
2055 power = r_ptr->level + 10;
2056 desc = r_name + r_ptr->name;
2058 get_mon_num_prep(NULL, NULL);
2062 if (!(r_ptr->flags1 & RF1_UNIQUE))
2063 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
2066 sprintf(m_name, "%s", desc);
2068 if (!(r_ptr->flags1 & RF1_UNIQUE))
2070 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
2074 if (saving_throw(p_ptr->skill_sav * 100 / power))
2076 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
2083 /* Something silly happens... */
2084 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
2085 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2089 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2090 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2093 /* Never mind; we can't see it clearly enough */
2097 /* Something frightening happens... */
2098 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
2099 horror_desc[randint0(MAX_SAN_HORROR)], desc);
2101 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2103 if (!p_ptr->mimic_form)
2105 switch (p_ptr->prace)
2107 /* Demons may make a saving throw */
2110 if (saving_throw(20 + p_ptr->lev)) return;
2112 /* Undead may make a saving throw */
2117 if (saving_throw(10 + p_ptr->lev)) return;
2123 /* Demons may make a saving throw */
2124 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
2126 if (saving_throw(20 + p_ptr->lev)) return;
2128 /* Undead may make a saving throw */
2129 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
2131 if (saving_throw(10 + p_ptr->lev)) return;
2137 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!"));
2140 if (saving_throw(p_ptr->skill_sav - power))
2146 (void)do_dec_stat(A_INT);
2147 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
2150 (void)do_dec_stat(A_WIS);
2151 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
2153 switch (randint1(21))
2156 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
2158 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
2160 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!"));
2164 msg_print(_("あなたは完璧な馬鹿になった!", "You turn into an utter moron!"));
2167 if (p_ptr->muta3 & MUT3_HYPER_INT)
2169 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."));
2170 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
2172 p_ptr->muta3 |= MUT3_MORONIC;
2178 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
2180 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
2182 /* Duh, the following should never happen, but anyway... */
2183 if (p_ptr->muta3 & MUT3_FEARLESS)
2185 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."));
2186 p_ptr->muta3 &= ~(MUT3_FEARLESS);
2189 p_ptr->muta2 |= MUT2_COWARDICE;
2195 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
2197 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!"));
2198 p_ptr->muta2 |= MUT2_HALLU;
2204 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
2206 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!"));
2207 p_ptr->muta2 |= MUT2_BERS_RAGE;
2217 if (!p_ptr->resist_conf)
2219 (void)set_confused(p_ptr->confused + randint0(4) + 4);
2221 if (!p_ptr->free_act)
2223 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
2225 if (!p_ptr->resist_chaos)
2227 (void)set_image(p_ptr->image + randint0(250) + 150);
2236 if (lose_all_info())
2237 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!"));
2241 p_ptr->update |= PU_BONUS;
2246 * @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
2247 * @param m_idx 更新するモンスター情報のID
2248 * @param full プレイヤーとの距離更新を行うならばtrue
2251 * This involves extracting the distance to the player (if requested),
2252 * and then checking for visibility (natural, infravision, see-invis,
2253 * telepathy), updating the monster visibility flag, redrawing (or
2254 * erasing) the monster when its visibility changes, and taking note
2255 * of any interesting monster flags (cold-blooded, invisible, etc).
2257 * Note the new "mflag" field which encodes several monster state flags,
2258 * including "view" for when the monster is currently in line of sight,
2259 * and "mark" for when the monster is currently visible via detection.
2261 * The only monster fields that are changed here are "cdis" (the
2262 * distance from the player), "ml" (visible to the player), and
2263 * "mflag" (to maintain the "MFLAG_VIEW" flag).
2265 * Note the special "update_monsters()" function which can be used to
2266 * call this function once for every monster.
2268 * Note the "full" flag which requests that the "cdis" field be updated,
2269 * this is only needed when the monster (or the player) has moved.
2271 * Every time a monster moves, we must call this function for that
2272 * monster, and update the distance, and the visibility. Every time
2273 * the player moves, we must call this function for every monster, and
2274 * update the distance, and the visibility. Whenever the player "state"
2275 * changes in certain ways ("blindness", "infravision", "telepathy",
2276 * and "see invisible"), we must call this function for every monster,
2277 * and update the visibility.
2279 * Routines that change the "illumination" of a grid must also call this
2280 * function for any monster in that grid, since the "visibility" of some
2281 * monsters may be based on the illumination of their grid.
2283 * Note that this function is called once per monster every time the
2284 * player moves. When the player is running, this function is one
2285 * of the primary bottlenecks, along with "update_view()" and the
2286 * "process_monsters()" code, so efficiency is important.
2288 * Note the optimized "inline" version of the "distance()" function.
2290 * A monster is "visible" to the player if (1) it has been detected
2291 * by the player, (2) it is close to the player and the player has
2292 * telepathy, or (3) it is close to the player, and in line of sight
2293 * of the player, and it is "illuminated" by some combination of
2294 * infravision, torch light, or permanent light (invisible monsters
2295 * are only affected by "light" if the player can see invisible).
2297 * Monsters which are not on the current panel may be "visible" to
2298 * the player, and their descriptions will include an "offscreen"
2299 * reference. Currently, offscreen monsters cannot be targetted
2300 * or viewed directly, but old targets will remain set. XXX XXX
2302 * The player can choose to be disturbed by several things, including
2303 * "disturb_move" (monster which is viewable moves in some way), and
2304 * "disturb_near" (monster which is "easily" viewable moves in some
2305 * way). Note that "moves" includes "appears" and "disappears".
2307 void update_mon(MONSTER_IDX m_idx, bool full)
2309 monster_type *m_ptr = &m_list[m_idx];
2311 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2313 bool do_disturb = disturb_move;
2317 /* Current location */
2324 /* Seen by vision */
2327 /* Non-Ninja player in the darkness */
2328 bool in_darkness = (d_info[dungeon_type].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto;
2333 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2335 if (ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)
2339 /* Compute distance */
2342 /* Distance components */
2343 int dy = (p_ptr->y > fy) ? (p_ptr->y - fy) : (fy - p_ptr->y);
2344 int dx = (p_ptr->x > fx) ? (p_ptr->x - fx) : (fx - p_ptr->x);
2346 /* Approximate distance */
2347 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
2349 /* Restrict distance */
2350 if (d > 255) d = 255;
2354 /* Save the distance */
2358 /* Extract distance */
2361 /* Extract the distance */
2367 if (m_ptr->mflag2 & (MFLAG2_MARK)) flag = TRUE;
2371 if (d <= (in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT))
2373 if (!in_darkness || (d <= MAX_SIGHT / 4))
2375 if (p_ptr->special_defense & KATA_MUSOU)
2380 if (is_original_ap(m_ptr) && !p_ptr->image)
2382 /* Hack -- Memorize mental flags */
2383 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2384 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2388 /* Basic telepathy */
2389 /* Snipers get telepathy when they concentrate deeper */
2390 else if (p_ptr->telepathy)
2392 /* Empty mind, no telepathy */
2393 if (r_ptr->flags2 & (RF2_EMPTY_MIND))
2395 /* Memorize flags */
2396 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
2399 /* Weird mind, occasional telepathy */
2400 else if (r_ptr->flags2 & (RF2_WEIRD_MIND))
2402 /* One in ten individuals are detectable */
2403 if ((m_idx % 10) == 5)
2408 if (is_original_ap(m_ptr) && !p_ptr->image)
2410 /* Memorize flags */
2411 r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
2413 /* Hack -- Memorize mental flags */
2414 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2415 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2420 /* Normal mind, allow telepathy */
2426 if (is_original_ap(m_ptr) && !p_ptr->image)
2428 /* Hack -- Memorize mental flags */
2429 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2430 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2435 /* Magical sensing */
2436 if ((p_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL)))
2439 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ANIMAL);
2442 /* Magical sensing */
2443 if ((p_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD)))
2446 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_UNDEAD);
2449 /* Magical sensing */
2450 if ((p_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON)))
2453 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DEMON);
2456 /* Magical sensing */
2457 if ((p_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC)))
2460 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ORC);
2463 /* Magical sensing */
2464 if ((p_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL)))
2467 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_TROLL);
2470 /* Magical sensing */
2471 if ((p_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT)))
2474 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GIANT);
2477 /* Magical sensing */
2478 if ((p_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON)))
2481 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DRAGON);
2484 /* Magical sensing */
2485 if ((p_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN)))
2488 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_HUMAN);
2491 /* Magical sensing */
2492 if ((p_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL)))
2495 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_EVIL);
2498 /* Magical sensing */
2499 if ((p_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD)))
2502 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GOOD);
2505 /* Magical sensing */
2506 if ((p_ptr->esp_nonliving) &&
2507 ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING))
2510 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_NONLIVING);
2513 /* Magical sensing */
2514 if ((p_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE)))
2517 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags1 |= (RF1_UNIQUE);
2521 /* Normal line of sight, and not blind */
2522 if (player_has_los_bold(fy, fx) && !p_ptr->blind)
2524 bool do_invisible = FALSE;
2525 bool do_cold_blood = FALSE;
2527 /* Snipers can see targets in darkness when they concentrate deeper */
2528 if (p_ptr->concent >= CONCENT_RADAR_THRESHOLD)
2534 /* Use "infravision" */
2535 if (d <= p_ptr->see_infra)
2537 /* Handle "cold blooded" monsters */
2538 if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD)
2541 do_cold_blood = TRUE;
2544 /* Handle "warm blooded" monsters */
2552 /* Use "illumination" */
2553 if (player_can_see_bold(fy, fx))
2555 /* Handle "invisible" monsters */
2556 if (r_ptr->flags2 & (RF2_INVISIBLE))
2559 do_invisible = TRUE;
2569 /* Handle "normal" monsters */
2580 if (is_original_ap(m_ptr) && !p_ptr->image)
2582 /* Memorize flags */
2583 if (do_invisible) r_ptr->r_flags2 |= (RF2_INVISIBLE);
2584 if (do_cold_blood) r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
2591 /* The monster is now visible */
2594 /* It was previously unseen */
2597 /* Mark as visible */
2600 /* Draw the monster */
2603 /* Update health bar as needed */
2604 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2605 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2607 /* Hack -- Count "fresh" sightings */
2610 if ((m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
2611 r_info[MON_KAGE].r_sights++;
2612 else if (is_original_ap(m_ptr) && (r_ptr->r_sights < MAX_SHORT))
2616 /* Eldritch Horror */
2617 if (r_info[m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR)
2619 sanity_blast(m_ptr, FALSE);
2622 /* Disturb on appearance */
2623 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)))
2625 if (disturb_pets || is_hostile(m_ptr))
2631 /* The monster is not visible */
2634 /* It was previously seen */
2637 /* Mark as not visible */
2640 /* Erase the monster */
2643 /* Update health bar as needed */
2644 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2645 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2647 /* Disturb on disappearance */
2650 if (disturb_pets || is_hostile(m_ptr))
2657 /* The monster is now easily visible */
2661 if (!(m_ptr->mflag & (MFLAG_VIEW)))
2663 /* Mark as easily visible */
2664 m_ptr->mflag |= (MFLAG_VIEW);
2666 /* Disturb on appearance */
2669 if (disturb_pets || is_hostile(m_ptr))
2675 /* The monster is not easily visible */
2679 if (m_ptr->mflag & (MFLAG_VIEW))
2681 /* Mark as not easily visible */
2682 m_ptr->mflag &= ~(MFLAG_VIEW);
2684 /* Disturb on disappearance */
2687 if (disturb_pets || is_hostile(m_ptr))
2696 * @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).
2697 * @param full 距離更新を行うならtrue
2700 void update_monsters(bool full)
2704 /* Update each (live) monster */
2705 for (i = 1; i < m_max; i++)
2707 monster_type *m_ptr = &m_list[i];
2709 /* Skip dead monsters */
2710 if (!m_ptr->r_idx) continue;
2712 /* Update the monster */
2713 update_mon(i, full);
2719 * @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
2720 * @param r_idx モンスター種族ID
2721 * @return 対象にできるならtrueを返す
2723 static bool monster_hook_chameleon_lord(MONRACE_IDX r_idx)
2725 monster_race *r_ptr = &r_info[r_idx];
2726 monster_type *m_ptr = &m_list[chameleon_change_m_idx];
2727 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2729 if (!(r_ptr->flags1 & (RF1_UNIQUE))) return FALSE;
2730 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2732 if (ABS(r_ptr->level - r_info[MON_CHAMELEON_K].level) > 5) return FALSE;
2734 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))
2737 if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2740 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2742 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
2746 else if (summon_specific_who > 0)
2748 if (monster_has_hostile_align(&m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2755 * @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
2756 * @param r_idx モンスター種族ID
2757 * @return 対象にできるならtrueを返す
2759 static bool monster_hook_chameleon(MONRACE_IDX r_idx)
2761 monster_race *r_ptr = &r_info[r_idx];
2762 monster_type *m_ptr = &m_list[chameleon_change_m_idx];
2763 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2765 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2766 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2767 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2769 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))
2772 if (!monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2775 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2777 if ((old_r_ptr->flags3 & RF3_GOOD) && !(r_ptr->flags3 & RF3_GOOD)) return FALSE;
2778 if ((old_r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags3 & RF3_EVIL)) return FALSE;
2779 if (!(old_r_ptr->flags3 & (RF3_GOOD | RF3_EVIL)) && (r_ptr->flags3 & (RF3_GOOD | RF3_EVIL))) return FALSE;
2783 else if (summon_specific_who > 0)
2785 if (monster_has_hostile_align(&m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2788 return (*(get_monster_hook()))(r_idx);
2793 * @param m_idx 変身処理を受けるモンスター情報のID
2794 * @param born 生成時の初変身先指定ならばtrue
2795 * @param r_idx 旧モンスター種族のID
2798 void choose_new_monster(MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx)
2801 monster_type *m_ptr = &m_list[m_idx];
2802 monster_race *r_ptr;
2803 char old_m_name[80];
2804 bool old_unique = FALSE;
2805 int old_r_idx = m_ptr->r_idx;
2807 if (r_info[m_ptr->r_idx].flags1 & RF1_UNIQUE)
2809 if (old_unique && (r_idx == MON_CHAMELEON)) r_idx = MON_CHAMELEON_K;
2810 r_ptr = &r_info[r_idx];
2812 monster_desc(old_m_name, m_ptr, 0);
2818 chameleon_change_m_idx = m_idx;
2820 get_mon_num_prep(monster_hook_chameleon_lord, NULL);
2822 get_mon_num_prep(monster_hook_chameleon, NULL);
2825 level = r_info[MON_CHAMELEON_K].level;
2826 else if (!dun_level)
2827 level = wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level;
2831 if (d_info[dungeon_type].flags1 & DF1_CHAMELEON) level+= 2+randint1(3);
2833 r_idx = get_mon_num(level);
2834 r_ptr = &r_info[r_idx];
2836 chameleon_change_m_idx = 0;
2842 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
2844 m_ptr->r_idx = r_idx;
2845 m_ptr->ap_r_idx = r_idx;
2846 update_mon(m_idx, FALSE);
2847 lite_spot(m_ptr->fy, m_ptr->fx);
2849 if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) ||
2850 (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)))
2851 p_ptr->update |= (PU_MON_LITE);
2853 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, TRUE);
2857 /* Sub-alignment of a chameleon */
2858 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD))
2860 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2861 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
2862 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
2867 if (m_idx == p_ptr->riding)
2870 monster_desc(m_name, m_ptr, 0);
2871 msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
2872 if (!(r_ptr->flags7 & RF7_RIDING))
2873 if (rakuba(0, TRUE)) msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
2876 /* Extract the monster base speed */
2877 m_ptr->mspeed = get_mspeed(r_ptr);
2879 oldmaxhp = m_ptr->max_maxhp;
2880 /* Assign maximal hitpoints */
2881 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
2883 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2887 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
2890 /* Monsters have double hitpoints in Nightmare mode */
2891 if (ironman_nightmare)
2893 u32b hp = m_ptr->max_maxhp * 2L;
2894 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
2897 m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp;
2898 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2899 m_ptr->hp = (long)(m_ptr->hp * m_ptr->max_maxhp) / oldmaxhp;
2901 /* reset dealt_damage */
2902 m_ptr->dealt_damage = 0;
2907 * @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
2908 * @param r_idx モンスター種族ID
2909 * @return 対象にできるならtrueを返す
2911 static bool monster_hook_tanuki(MONRACE_IDX r_idx)
2913 monster_race *r_ptr = &r_info[r_idx];
2915 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2916 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2917 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2918 if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2920 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))
2923 return (*(get_monster_hook()))(r_idx);
2928 * @brief モンスターの表層IDを設定する / Set initial racial appearance of a monster
2929 * @param r_idx モンスター種族ID
2930 * @return モンスター種族の表層ID
2932 static IDX initial_r_appearance(MONRACE_IDX r_idx)
2934 int attempts = 1000;
2937 DEPTH min = MIN(base_level-5, 50);
2939 if (!(r_info[r_idx].flags7 & RF7_TANUKI))
2942 get_mon_num_prep(monster_hook_tanuki, NULL);
2946 ap_r_idx = get_mon_num(base_level + 10);
2947 if (r_info[ap_r_idx].level >= min) return ap_r_idx;
2955 * @brief モンスターの個体加速を設定する / Get initial monster speed
2956 * @param r_ptr モンスター種族の参照ポインタ
2959 byte get_mspeed(monster_race *r_ptr)
2961 /* Extract the monster base speed */
2962 int mspeed = r_ptr->speed;
2964 /* Hack -- small racial variety */
2965 if (!(r_ptr->flags1 & RF1_UNIQUE) && !p_ptr->inside_arena)
2967 /* Allow some small variation per monster */
2968 int i = SPEED_TO_ENERGY(r_ptr->speed) / (one_in_(4) ? 3 : 10);
2969 if (i) mspeed += rand_spread(0, i);
2972 if (mspeed > 199) mspeed = 199;
2974 return (byte)mspeed;
2979 * @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.
2980 * @param who 召喚を行ったモンスターID
2983 * @param r_idx 生成モンスター種族
2984 * @param mode 生成オプション
2987 * To give the player a sporting chance, any monster that appears in
2988 * line-of-sight and is extremely dangerous can be marked as
2989 * "FORCE_SLEEP", which will cause them to be placed with low energy,
2990 * which often (but not always) lets the player move before they do.
2992 * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
2994 * XXX XXX XXX Use special "here" and "dead" flags for unique monsters,
2995 * remove old "cur_num" and "max_num" fields.
2997 * XXX XXX XXX Actually, do something similar for artifacts, to simplify
2998 * the "preserve" mode, and to make the "what artifacts" flag more useful.
3000 * This is the only function which may place a monster in the dungeon,
3001 * except for the savefile loading code.
3003 static bool place_monster_one(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
3005 /* Access the location */
3006 cave_type *c_ptr = &cave[y][x];
3007 monster_type *m_ptr;
3008 monster_race *r_ptr = &r_info[r_idx];
3009 cptr name = (r_name + r_ptr->name);
3013 /* DO NOT PLACE A MONSTER IN THE SMALL SCALE WILDERNESS !!! */
3014 if (p_ptr->wild_mode) return FALSE;
3016 /* Verify location */
3017 if (!in_bounds(y, x)) return (FALSE);
3020 if (!r_idx) return (FALSE);
3023 if (!r_ptr->name) return (FALSE);
3025 if (!(mode & PM_IGNORE_TERRAIN))
3027 /* Not on the Pattern */
3028 if (pattern_tile(y, x)) return FALSE;
3030 /* Require empty space (if not ghostly) */
3031 if (!monster_can_enter(y, x, r_ptr, 0)) return FALSE;
3034 if (!p_ptr->inside_battle)
3036 /* Hack -- "unique" monsters must be "unique" */
3037 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
3038 (r_ptr->flags7 & (RF7_NAZGUL))) &&
3039 (r_ptr->cur_num >= r_ptr->max_num))
3045 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
3046 (r_ptr->cur_num >= 1))
3051 if (r_idx == MON_BANORLUPART)
3053 if (r_info[MON_BANOR].cur_num > 0) return FALSE;
3054 if (r_info[MON_LUPART].cur_num > 0) return FALSE;
3057 /* Depth monsters may NOT be created out of depth, unless in Nightmare mode */
3058 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (dun_level < r_ptr->level) &&
3059 (!ironman_nightmare || (r_ptr->flags1 & (RF1_QUESTOR))))
3066 if (quest_number(dun_level))
3068 int hoge = quest_number(dun_level);
3069 if ((quest[hoge].type == QUEST_TYPE_KILL_LEVEL) || (quest[hoge].type == QUEST_TYPE_RANDOM))
3071 if(r_idx == quest[hoge].r_idx)
3073 int number_mon, i2, j2;
3076 /* Count all quest monsters */
3077 for (i2 = 0; i2 < cur_wid; ++i2)
3078 for (j2 = 0; j2 < cur_hgt; j2++)
3079 if (cave[j2][i2].m_idx > 0)
3080 if (m_list[cave[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
3082 if(number_mon + quest[hoge].cur_num >= quest[hoge].max_num)
3088 if (is_glyph_grid(c_ptr))
3090 if (randint1(BREAK_GLYPH) < (r_ptr->level+20))
3092 /* Describe observable breakage */
3093 if (c_ptr->info & CAVE_MARK)
3095 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
3098 /* Forget the rune */
3099 c_ptr->info &= ~(CAVE_MARK);
3101 /* Break the rune */
3102 c_ptr->info &= ~(CAVE_OBJECT);
3111 msg_format_wizard(CHEAT_MONSTER, _("%s(Lv%d)を生成しました。", "%s(Lv%d) was generated."), name, r_ptr->level);
3113 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL) || (r_ptr->level < 10)) mode &= ~PM_KAGE;
3115 /* Make a new monster */
3116 c_ptr->m_idx = m_pop();
3117 hack_m_idx_ii = c_ptr->m_idx;
3119 /* Mega-Hack -- catch "failure" */
3120 if (!c_ptr->m_idx) return (FALSE);
3123 /* Get a new monster record */
3124 m_ptr = &m_list[c_ptr->m_idx];
3127 m_ptr->r_idx = r_idx;
3128 m_ptr->ap_r_idx = initial_r_appearance(r_idx);
3134 /* Hack -- Appearance transfer */
3135 if ((mode & PM_MULTIPLY) && (who > 0) && !is_original_ap(&m_list[who]))
3137 m_ptr->ap_r_idx = m_list[who].ap_r_idx;
3139 /* Hack -- Shadower spawns Shadower */
3140 if (m_list[who].mflag2 & MFLAG2_KAGE) m_ptr->mflag2 |= MFLAG2_KAGE;
3143 /* Sub-alignment of a monster */
3144 if ((who > 0) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
3145 m_ptr->sub_align = m_list[who].sub_align;
3148 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3149 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
3150 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
3153 /* Place the monster at the location */
3158 /* No "timed status" yet */
3159 for (cmi = 0; cmi < MAX_MTIMED; cmi++) m_ptr->mtimed[cmi] = 0;
3161 /* Unknown distance */
3164 reset_target(m_ptr);
3166 m_ptr->nickname = 0;
3171 /* Your pet summons its pet. */
3172 if (who > 0 && is_pet(&m_list[who]))
3174 mode |= PM_FORCE_PET;
3175 m_ptr->parent_m_idx = who;
3179 m_ptr->parent_m_idx = 0;
3182 if (r_ptr->flags7 & RF7_CHAMELEON)
3184 choose_new_monster(c_ptr->m_idx, TRUE, 0);
3185 r_ptr = &r_info[m_ptr->r_idx];
3186 m_ptr->mflag2 |= MFLAG2_CHAMELEON;
3188 /* Hack - Set sub_align to neutral when the Chameleon Lord is generated as "GUARDIAN" */
3189 if ((r_ptr->flags1 & RF1_UNIQUE) && (who <= 0))
3190 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3192 else if ((mode & PM_KAGE) && !(mode & PM_FORCE_PET))
3194 m_ptr->ap_r_idx = MON_KAGE;
3195 m_ptr->mflag2 |= MFLAG2_KAGE;
3198 if (mode & PM_NO_PET) m_ptr->mflag2 |= MFLAG2_NOPET;
3204 if (mode & PM_FORCE_PET)
3209 else if ((r_ptr->flags7 & RF7_FRIENDLY) ||
3210 (mode & PM_FORCE_FRIENDLY) || is_friendly_idx(who))
3212 if (!monster_has_hostile_align(NULL, 0, -1, r_ptr)) set_friendly(m_ptr);
3215 /* Assume no sleeping */
3216 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
3218 /* Enforce sleeping if needed */
3219 if ((mode & PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare)
3221 int val = r_ptr->sleep;
3222 (void)set_monster_csleep(c_ptr->m_idx, (val * 2) + randint1(val * 10));
3225 /* Assign maximal hitpoints */
3226 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
3228 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
3232 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
3235 /* Monsters have double hitpoints in Nightmare mode */
3236 if (ironman_nightmare)
3238 u32b hp = m_ptr->max_maxhp * 2L;
3240 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
3243 m_ptr->maxhp = m_ptr->max_maxhp;
3245 /* And start out fully healthy */
3246 if (m_ptr->r_idx == MON_WOUNDED_BEAR)
3247 m_ptr->hp = m_ptr->maxhp / 2;
3248 else m_ptr->hp = m_ptr->maxhp;
3251 /* dealt damage is 0 at initial*/
3252 m_ptr->dealt_damage = 0;
3255 /* Extract the monster base speed */
3256 m_ptr->mspeed = get_mspeed(r_ptr);
3258 if (mode & PM_HASTE) (void)set_monster_fast(c_ptr->m_idx, 100);
3260 /* Give a random starting energy */
3261 if (!ironman_nightmare)
3263 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100);
3267 /* Nightmare monsters are more prepared */
3268 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100) * 2;
3271 /* Force monster to wait for player, unless in Nightmare mode */
3272 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
3274 /* Monster is still being nice */
3275 m_ptr->mflag |= (MFLAG_NICE);
3277 /* Must repair monsters */
3278 repair_monsters = TRUE;
3281 /* Hack -- see "process_monsters()" */
3282 if (c_ptr->m_idx < hack_m_idx)
3284 /* Monster is still being born */
3285 m_ptr->mflag |= (MFLAG_BORN);
3289 if (r_ptr->flags7 & RF7_SELF_LD_MASK)
3290 p_ptr->update |= (PU_MON_LITE);
3291 else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !MON_CSLEEP(m_ptr))
3292 p_ptr->update |= (PU_MON_LITE);
3294 /* Update the monster */
3295 update_mon(c_ptr->m_idx, TRUE);
3298 /* Count the monsters on the level */
3299 real_r_ptr(m_ptr)->cur_num++;
3302 * Memorize location of the unique monster in saved floors.
3303 * A unique monster move from old saved floor.
3305 if (character_dungeon &&
3306 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)))
3307 real_r_ptr(m_ptr)->floor_id = p_ptr->floor_id;
3309 /* Hack -- Count the number of "reproducers" */
3310 if (r_ptr->flags2 & RF2_MULTIPLY) num_repro++;
3312 /* Hack -- Notice new multi-hued monsters */
3314 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3315 if (ap_r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER))
3316 shimmer_monsters = TRUE;
3319 if (p_ptr->warning && character_dungeon)
3321 if (r_ptr->flags1 & RF1_UNIQUE)
3325 char o_name[MAX_NLEN];
3327 if (r_ptr->level > p_ptr->lev + 30)
3328 color = _("黒く", "black");
3329 else if (r_ptr->level > p_ptr->lev + 15)
3330 color = _("紫色に", "purple");
3331 else if (r_ptr->level > p_ptr->lev + 5)
3332 color = _("ルビー色に", "deep red");
3333 else if (r_ptr->level > p_ptr->lev - 5)
3334 color = _("赤く", "red");
3335 else if (r_ptr->level > p_ptr->lev - 15)
3336 color = _("ピンク色に", "pink");
3338 color = _("白く", "white");
3340 o_ptr = choose_warning_item();
3343 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3344 msg_format(_("%sは%s光った。", "%s glows %s."), o_name, color);
3348 msg_format(_("%s光る物が頭に浮かんだ。", "An %s image forms in your mind."), color);
3353 if (is_explosive_rune_grid(c_ptr))
3355 /* Break the ward */
3356 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
3358 /* Describe observable breakage */
3359 if (c_ptr->info & CAVE_MARK)
3361 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
3362 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);
3367 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
3370 /* Forget the rune */
3371 c_ptr->info &= ~(CAVE_MARK);
3373 /* Break the rune */
3374 c_ptr->info &= ~(CAVE_OBJECT);
3387 #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 */
3390 * @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
3391 * @param r_idx 生成モンスター種族
3392 * @param yp 結果生成位置y座標
3393 * @param xp 結果生成位置x座標
3394 * @param y 中心生成位置y座標
3395 * @param x 中心生成位置x座標
3396 * @param max_dist 生成位置の最大半径
3400 static bool mon_scatter(MONRACE_IDX r_idx, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION max_dist)
3402 int place_x[MON_SCAT_MAXD];
3403 int place_y[MON_SCAT_MAXD];
3404 int num[MON_SCAT_MAXD];
3408 if (max_dist >= MON_SCAT_MAXD)
3411 for (i = 0; i < MON_SCAT_MAXD; i++)
3414 for (nx = x - max_dist; nx <= x + max_dist; nx++)
3416 for (ny = y - max_dist; ny <= y + max_dist; ny++)
3418 /* Ignore annoying locations */
3419 if (!in_bounds(ny, nx)) continue;
3421 /* Require "line of projection" */
3422 if (!projectable(y, x, ny, nx)) continue;
3426 monster_race *r_ptr = &r_info[r_idx];
3428 /* Require empty space (if not ghostly) */
3429 if (!monster_can_enter(ny, nx, r_ptr, 0))
3434 /* Walls and Monsters block flow */
3435 if (!cave_empty_bold2(ny, nx)) continue;
3437 /* ... nor on the Pattern */
3438 if (pattern_tile(ny, nx)) continue;
3441 i = distance(y, x, ny, nx);
3449 if (one_in_(num[i]))
3458 while (i < MON_SCAT_MAXD && 0 == num[i])
3460 if (i >= MON_SCAT_MAXD)
3470 * @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
3471 * @param who 召喚主のモンスター情報ID
3472 * @param y 中心生成位置y座標
3473 * @param x 中心生成位置x座標
3474 * @param r_idx 生成モンスター種族
3475 * @param mode 生成オプション
3478 static bool place_monster_group(IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
3480 monster_race *r_ptr = &r_info[r_idx];
3483 int total = 0, extra = 0;
3487 POSITION hack_y[GROUP_MAX];
3488 POSITION hack_x[GROUP_MAX];
3491 /* Pick a group size */
3492 total = randint1(10);
3494 /* Hard monsters, small groups */
3495 if (r_ptr->level > dun_level)
3497 extra = r_ptr->level - dun_level;
3498 extra = 0 - randint1(extra);
3501 /* Easy monsters, large groups */
3502 else if (r_ptr->level < dun_level)
3504 extra = dun_level - r_ptr->level;
3505 extra = randint1(extra);
3508 /* Hack -- limit group reduction */
3509 if (extra > 9) extra = 9;
3511 /* Modify the group size */
3515 if (total < 1) total = 1;
3518 if (total > GROUP_MAX) total = GROUP_MAX;
3521 /* Start on the monster */
3526 /* Puddle monsters, breadth first, up to total */
3527 for (n = 0; (n < hack_n) && (hack_n < total); n++)
3529 /* Grab the location */
3530 POSITION hx = hack_x[n];
3531 POSITION hy = hack_y[n];
3533 /* Check each direction, up to total */
3534 for (i = 0; (i < 8) && (hack_n < total); i++)
3538 scatter(&my, &mx, hy, hx, 4, 0);
3540 /* Walls and Monsters block flow */
3541 if (!cave_empty_bold2(my, mx)) continue;
3543 /* Attempt to place another monster */
3544 if (place_monster_one(who, my, mx, r_idx, mode))
3546 /* Add it to the "hack" set */
3547 hack_y[hack_n] = my;
3548 hack_x[hack_n] = mx;
3560 * @var place_monster_idx
3561 * @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
3562 * @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
3564 static IDX place_monster_idx = 0;
3567 * @var place_monster_m_idx
3568 * @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
3569 * @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
3571 static IDX place_monster_m_idx = 0;
3574 * @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
3575 * @param r_idx チェックするモンスター種族のID
3576 * @return 護衛にできるならばtrue
3578 static bool place_monster_can_escort(MONRACE_IDX r_idx)
3580 monster_race *r_ptr = &r_info[place_monster_idx];
3581 monster_type *m_ptr = &m_list[place_monster_m_idx];
3583 monster_race *z_ptr = &r_info[r_idx];
3585 /* Hack - Escorts have to have the same dungeon flag */
3586 if (mon_hook_dungeon(place_monster_idx) != mon_hook_dungeon(r_idx)) return (FALSE);
3588 /* Require similar "race" */
3589 if (z_ptr->d_char != r_ptr->d_char) return (FALSE);
3591 /* Skip more advanced monsters */
3592 if (z_ptr->level > r_ptr->level) return (FALSE);
3594 /* Skip unique monsters */
3595 if (z_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3597 /* Paranoia -- Skip identical monsters */
3598 if (place_monster_idx == r_idx) return (FALSE);
3600 /* Skip different alignment */
3601 if (monster_has_hostile_align(m_ptr, 0, 0, z_ptr)) return FALSE;
3603 if (r_ptr->flags7 & RF7_FRIENDLY)
3605 if (monster_has_hostile_align(NULL, 1, -1, z_ptr)) return FALSE;
3608 if ((r_ptr->flags7 & RF7_CHAMELEON) && !(z_ptr->flags7 & RF7_CHAMELEON))
3617 * @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
3618 * @param who 召喚主のモンスター情報ID
3621 * @param r_idx 生成するモンスターの種族ID
3622 * @param mode 生成オプション
3623 * @return 生成に成功したらtrue
3625 * Note that certain monsters are now marked as requiring "friends".
3626 * These monsters, if successfully placed, and if the "grp" parameter
3627 * is TRUE, will be surrounded by a "group" of identical monsters.
3629 * Note that certain monsters are now marked as requiring an "escort",
3630 * which is a collection of monsters with similar "race" but lower level.
3632 * Some monsters induce a fake "group" flag on their escorts.
3634 * Note the "bizarre" use of non-recursion to prevent annoying output
3635 * when running a code profiler.
3637 * Note the use of the new "monster allocation table" code to restrict
3638 * the "get_mon_num()" function to "legal" escort types.
3640 bool place_monster_aux(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
3643 monster_race *r_ptr = &r_info[r_idx];
3645 if (!(mode & PM_NO_KAGE) && one_in_(333))
3648 /* Place one monster, or fail */
3649 if (!place_monster_one(who, y, x, r_idx, mode)) return (FALSE);
3651 /* Require the "group" flag */
3652 if (!(mode & PM_ALLOW_GROUP)) return (TRUE);
3654 place_monster_m_idx = hack_m_idx_ii;
3657 for(i = 0; i < 6; i++)
3659 if(!r_ptr->reinforce_id[i]) break;
3660 n = damroll(r_ptr->reinforce_dd[i], r_ptr->reinforce_ds[i]);
3661 for(j = 0; j < n; j++)
3663 POSITION nx, ny, d = 7;
3664 scatter(&ny, &nx, y, x, d, 0);
3665 (void)place_monster_one(place_monster_m_idx, ny, nx, r_ptr->reinforce_id[i], mode);
3669 /* Friends for certain monsters */
3670 if (r_ptr->flags1 & (RF1_FRIENDS))
3672 /* Attempt to place a group */
3673 (void)place_monster_group(who, y, x, r_idx, mode);
3676 /* Escorts for certain monsters */
3677 if (r_ptr->flags1 & (RF1_ESCORT))
3679 /* Set the escort index */
3680 place_monster_idx = r_idx;
3682 /* Try to place several "escorts" */
3683 for (i = 0; i < 32; i++)
3685 POSITION nx, ny, d = 3;
3688 /* Pick a location */
3689 scatter(&ny, &nx, y, x, d, 0);
3691 /* Require empty grids */
3692 if (!cave_empty_bold2(ny, nx)) continue;
3694 /* Prepare allocation table */
3695 get_mon_num_prep(place_monster_can_escort, get_monster_hook2(ny, nx));
3697 /* Pick a random race */
3698 z = get_mon_num(r_ptr->level);
3700 /* Handle failure */
3703 /* Place a single escort */
3704 (void)place_monster_one(place_monster_m_idx, ny, nx, z, mode);
3706 /* Place a "group" of escorts if needed */
3707 if ((r_info[z].flags1 & RF1_FRIENDS) ||
3708 (r_ptr->flags1 & RF1_ESCORTS))
3710 /* Place a group of monsters */
3711 (void)place_monster_group(place_monster_m_idx, ny, nx, z, mode);
3721 * @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
3724 * @param mode 生成オプション
3725 * @return 生成に成功したらtrue
3727 bool place_monster(POSITION y, POSITION x, BIT_FLAGS mode)
3731 /* Prepare allocation table */
3732 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3734 /* Pick a monster */
3735 r_idx = get_mon_num(monster_level);
3737 /* Handle failure */
3738 if (!r_idx) return (FALSE);
3740 /* Attempt to place the monster */
3741 if (place_monster_aux(0, y, x, r_idx, mode)) return (TRUE);
3748 #ifdef MONSTER_HORDES
3751 * @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
3754 * @return 生成に成功したらtrue
3756 bool alloc_horde(POSITION y, POSITION x)
3758 monster_race *r_ptr = NULL;
3759 MONRACE_IDX r_idx = 0;
3761 int attempts = 1000;
3765 /* Prepare allocation table */
3766 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3770 /* Pick a monster */
3771 r_idx = get_mon_num(monster_level);
3773 /* Handle failure */
3774 if (!r_idx) return (FALSE);
3776 r_ptr = &r_info[r_idx];
3778 if (r_ptr->flags1 & RF1_UNIQUE) continue;
3780 if (r_idx == MON_HAGURE) continue;
3783 if (attempts < 1) return FALSE;
3789 /* Attempt to place the monster */
3790 if (place_monster_aux(0, y, x, r_idx, 0L)) break;
3793 if (attempts < 1) return FALSE;
3795 m_idx = cave[y][x].m_idx;
3797 if (m_list[m_idx].mflag2 & MFLAG2_CHAMELEON) r_ptr = &r_info[m_list[m_idx].r_idx];
3798 summon_kin_type = r_ptr->d_char;
3800 for (attempts = randint1(10) + 5; attempts; attempts--)
3802 scatter(&cy, &cx, y, x, 5, 0);
3804 (void)summon_specific(m_idx, cy, cx, dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP);
3813 #endif /* MONSTER_HORDES */
3817 * @brief ダンジョンの主生成を試みる / Put the Guardian
3818 * @param def_val 現在の主の生成状態
3819 * @return 生成に成功したらtrue
3821 bool alloc_guardian(bool def_val)
3823 MONRACE_IDX guardian = d_info[dungeon_type].final_guardian;
3825 if (guardian && (d_info[dungeon_type].maxdepth == dun_level) && (r_info[guardian].cur_num < r_info[guardian].max_num))
3829 int try_count = 4000;
3831 /* Find a good position */
3834 /* Get a random spot */
3835 oy = randint1(cur_hgt - 4) + 2;
3836 ox = randint1(cur_wid - 4) + 2;
3838 /* Is it a good spot ? */
3839 if (cave_empty_bold2(oy, ox) && monster_can_cross_terrain(cave[oy][ox].feat, &r_info[guardian], 0))
3841 /* Place the guardian */
3842 if (place_monster_aux(0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET))) return TRUE;
3845 /* One less try count */
3857 * @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.
3858 * @param dis プレイヤーから離れるべき最低距離
3859 * @param mode 生成オプション
3860 * @return 生成に成功したらtrue
3862 * Place the monster at least "dis" distance from the player.
3863 * Use "slp" to choose the initial "sleep" status
3864 * Use "monster_level" for the monster level
3866 bool alloc_monster(POSITION dis, BIT_FLAGS mode)
3869 int attempts_left = 10000;
3871 /* Put the Guardian */
3872 if (alloc_guardian(FALSE)) return TRUE;
3874 /* Find a legal, distant, unoccupied, space */
3875 while (attempts_left--)
3877 /* Pick a location */
3878 y = randint0(cur_hgt);
3879 x = randint0(cur_wid);
3881 /* Require empty floor grid (was "naked") */
3884 if (!cave_empty_bold2(y, x)) continue;
3888 if (!cave_empty_bold(y, x)) continue;
3891 /* Accept far away grids */
3892 if (distance(y, x, p_ptr->y, p_ptr->x) > dis) break;
3897 if (cheat_xtra || cheat_hear)
3899 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?"));
3906 #ifdef MONSTER_HORDES
3907 if (randint1(5000) <= dun_level)
3909 if (alloc_horde(y, x))
3911 if (cheat_hear) msg_format(_("モンスターの大群(%c)", "Monster horde (%c)."), summon_kin_type);
3917 #endif /* MONSTER_HORDES */
3919 /* Attempt to place the monster, allow groups */
3920 if (place_monster(y, x, (mode | PM_ALLOW_GROUP))) return (TRUE);
3922 #ifdef MONSTER_HORDES
3924 #endif /* MONSTER_HORDES */
3932 * @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
3933 * @param r_idx チェックするモンスター種族ID
3934 * @return 召喚対象にできるならばTRUE
3936 static bool summon_specific_okay(MONRACE_IDX r_idx)
3938 monster_race *r_ptr = &r_info[r_idx];
3940 /* Hack - Only summon dungeon monsters */
3941 if (!mon_hook_dungeon(r_idx)) return (FALSE);
3943 /* Hack -- identify the summoning monster */
3944 if (summon_specific_who > 0)
3946 monster_type *m_ptr = &m_list[summon_specific_who];
3948 /* Do not summon enemies */
3950 /* Friendly vs. opposite aligned normal or pet */
3951 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
3953 /* Use the player's alignment */
3954 else if (summon_specific_who < 0)
3956 /* Do not summon enemies of the pets */
3957 if (monster_has_hostile_align(NULL, 10, -10, r_ptr))
3959 if (!one_in_(ABS(p_ptr->align) / 2 + 1)) return FALSE;
3963 if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE;
3965 /* Hack -- no specific type specified */
3966 if (!summon_specific_type) return (TRUE);
3968 if ((summon_specific_who < 0) &&
3969 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
3970 monster_has_hostile_align(NULL, 10, -10, r_ptr))
3973 if ((r_ptr->flags7 & RF7_CHAMELEON) && (d_info[dungeon_type].flags1 & DF1_CHAMELEON)) return TRUE;
3975 return (summon_specific_aux(r_idx));
3980 * @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.
3981 * @param who 召喚主のモンスター情報ID
3986 * @param mode 生成オプション
3987 * @return 召喚できたらtrueを返す
3990 * We will attempt to place the monster up to 10 times before giving up.
3992 * Note: SUMMON_UNIQUE and SUMMON_AMBERITES will summon Unique's
3993 * Note: SUMMON_HI_UNDEAD and SUMMON_HI_DRAGON may summon Unique's
3994 * Note: None of the other summon codes will ever summon Unique's.
3996 * This function has been changed. We now take the "monster level"
3997 * of the summoning monster as a parameter, and use that, along with
3998 * the current dungeon level, to help determine the level of the
3999 * desired monster. Note that this is an upper bound, and also
4000 * tends to "prefer" monsters of that level. Currently, we use
4001 * the average of the dungeon and monster levels, and then add
4002 * five to allow slight increases in monster power.
4004 * Note that we use the new "monster allocation table" creation code
4005 * to restrict the "get_mon_num()" function to the set of "legal"
4006 * monsters, making this function much faster and more reliable.
4008 * Note that this function may not succeed, though this is very rare.
4010 bool summon_specific(MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode)
4015 if (p_ptr->inside_arena) return (FALSE);
4017 if (!mon_scatter(0, &y, &x, y1, x1, 2)) return FALSE;
4019 /* Save the summoner */
4020 summon_specific_who = who;
4022 /* Save the "summon" type */
4023 summon_specific_type = type;
4025 summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
4027 /* Prepare allocation table */
4028 get_mon_num_prep(summon_specific_okay, get_monster_hook2(y, x));
4030 /* Pick a monster, using the level calculation */
4031 r_idx = get_mon_num((dun_level + lev) / 2 + 5);
4033 /* Handle failure */
4036 summon_specific_type = 0;
4040 if ((type == SUMMON_BLUE_HORROR) || (type == SUMMON_DAWN)) mode |= PM_NO_KAGE;
4042 /* Attempt to place the monster (awake, allow groups) */
4043 if (!place_monster_aux(who, y, x, r_idx, mode))
4045 summon_specific_type = 0;
4049 summon_specific_type = 0;
4051 sound(SOUND_SUMMON);
4057 * @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
4058 * @param who 召喚主のモンスター情報ID
4061 * @param r_idx 生成するモンスター種族ID
4062 * @param mode 生成オプション
4063 * @return 召喚できたらtrueを返す
4065 bool summon_named_creature (MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode)
4070 /* if (!r_idx) return; */
4072 /* Prevent illegal monsters */
4073 if (r_idx >= max_r_idx) return FALSE;
4075 if (p_ptr->inside_arena) return FALSE;
4077 if (!mon_scatter(r_idx, &y, &x, oy, ox, 2)) return FALSE;
4079 /* Place it (allow groups) */
4080 return place_monster_aux(who, y, x, r_idx, (mode | PM_NO_KAGE));
4085 * @brief モンスターを増殖生成する / Let the given monster attempt to reproduce.
4086 * @param m_idx 増殖するモンスター情報ID
4087 * @param clone クローン・モンスター処理ならばtrue
4088 * @param mode 生成オプション
4089 * @return 生成できたらtrueを返す
4091 * Note that "reproduction" REQUIRES empty space.
4093 bool multiply_monster(MONSTER_IDX m_idx, bool clone, BIT_FLAGS mode)
4095 monster_type *m_ptr = &m_list[m_idx];
4099 if (!mon_scatter(m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1))
4102 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
4104 /* Create a new monster (awake, no groups) */
4105 if (!place_monster_aux(m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE | PM_MULTIPLY)))
4108 /* Hack -- Transfer "clone" flag */
4109 if (clone || (m_ptr->smart & SM_CLONED))
4111 m_list[hack_m_idx_ii].smart |= SM_CLONED;
4112 m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET;
4121 * @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
4122 * @param m_idx モンスター情報ID
4123 * @param dam 与えたダメージ
4126 * Technically should attempt to treat "Beholder"'s as jelly's
4128 void message_pain(MONSTER_IDX m_idx, HIT_POINT dam)
4130 long oldhp, newhp, tmp;
4133 monster_type *m_ptr = &m_list[m_idx];
4134 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4138 /* Get the monster name */
4139 monster_desc(m_name, m_ptr, 0);
4141 if(dam == 0) // Notice non-damage
4143 msg_format(_("%^sはダメージを受けていない。", "%^s is unharmed."), m_name);
4147 /* Note -- subtle fix -CFT */
4148 newhp = (long)(m_ptr->hp);
4149 oldhp = newhp + (long)(dam);
4150 tmp = (newhp * 100L) / oldhp;
4151 percentage = (int)(tmp);
4153 if(my_strchr(",ejmvwQ", r_ptr->d_char)) // Mushrooms, Eyes, Jellies, Molds, Vortices, Worms, Quylthulgs
4156 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4157 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4158 else if(percentage > 50) msg_format("%^sは縮こまった。", m_name);
4159 else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
4160 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4161 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4162 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4164 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4165 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4166 else if(percentage > 50) msg_format("%^s squelches.", m_name);
4167 else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
4168 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4169 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4170 else msg_format("%^s jerks limply.", m_name);
4174 else if(my_strchr("l", r_ptr->d_char)) // Fish
4177 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4178 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4179 else if(percentage > 50) msg_format("%^sは躊躇した。", m_name);
4180 else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
4181 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4182 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4183 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4185 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4186 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4187 else if(percentage > 50) msg_format("%^s hesitates.", m_name);
4188 else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
4189 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4190 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4191 else msg_format("%^s jerks limply.", m_name);
4195 else if(my_strchr("g#+<>", r_ptr->d_char)) // Golems, Walls, Doors, Stairs
4198 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4199 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4200 else if(percentage > 50) msg_format("%^sは雷鳴のように吠えた。", m_name);
4201 else if(percentage > 35) msg_format("%^sは苦しげに吠えた。", m_name);
4202 else if(percentage > 20) msg_format("%^sはうめいた。", m_name);
4203 else if(percentage > 10) msg_format("%^sは躊躇した。", m_name);
4204 else msg_format("%^sはくしゃくしゃになった。", m_name);
4206 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4207 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4208 else if(percentage > 50) msg_format("%^s roars thunderously.", m_name);
4209 else if(percentage > 35) msg_format("%^s rumbles.", m_name);
4210 else if(percentage > 20) msg_format("%^s grunts.", m_name);
4211 else if(percentage > 10) msg_format("%^s hesitates.", m_name);
4212 else msg_format("%^s crumples.", m_name);
4216 else if(my_strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char)) // Snakes, Hydrae, Reptiles, Mimics
4219 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4220 else if(percentage > 75) msg_format("%^sはシーッと鳴いた。", m_name);
4221 else if(percentage > 50) msg_format("%^sは怒って頭を上げた。", m_name);
4222 else if(percentage > 35) msg_format("%^sは猛然と威嚇した。", m_name);
4223 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4224 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4225 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4227 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4228 else if(percentage > 75) msg_format("%^s hisses.", m_name);
4229 else if(percentage > 50) msg_format("%^s rears up in anger.", m_name);
4230 else if(percentage > 35) msg_format("%^s hisses furiously.", m_name);
4231 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4232 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4233 else msg_format("%^s jerks limply.", m_name);
4237 else if(my_strchr("f", r_ptr->d_char))
4240 if(percentage > 95) msg_format("%sは攻撃に肩をすくめた。", m_name);
4241 else if(percentage > 75) msg_format("%^sは吠えた。", m_name);
4242 else if(percentage > 50) msg_format("%^sは怒って吠えた。", m_name);
4243 else if(percentage > 35) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
4244 else if(percentage > 20) msg_format("%^sは痛みで弱々しく鳴いた。", m_name);
4245 else if(percentage > 10) msg_format("%^sは苦痛にうめいた。", m_name);
4246 else msg_format("%sは哀れな鳴き声を出した。", m_name);
4248 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4249 else if(percentage > 75) msg_format("%^s roars.", m_name);
4250 else if(percentage > 50) msg_format("%^s growls angrily.", m_name);
4251 else if(percentage > 35) msg_format("%^s hisses with pain.", m_name);
4252 else if(percentage > 20) msg_format("%^s mewls in pain.", m_name);
4253 else if(percentage > 10) msg_format("%^s hisses in agony.", m_name);
4254 else msg_format("%^s mewls pitifully.", m_name);
4258 else if(my_strchr("acFIKS", r_ptr->d_char)) // Ants, Centipedes, Flies, Insects, Beetles, Spiders
4261 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4262 else if(percentage > 75) msg_format("%^sはキーキー鳴いた。", m_name);
4263 else if(percentage > 50) msg_format("%^sはヨロヨロ逃げ回った。", m_name);
4264 else if(percentage > 35) msg_format("%^sはうるさく鳴いた。", m_name);
4265 else if(percentage > 20) msg_format("%^sは痛みに痙攣した。", m_name);
4266 else if(percentage > 10) msg_format("%^sは苦痛で痙攣した。", m_name);
4267 else msg_format("%^sはピクピクひきつった。", m_name);
4269 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4270 else if(percentage > 75) msg_format("%^s chitters.", m_name);
4271 else if(percentage > 50) msg_format("%^s scuttles about.", m_name);
4272 else if(percentage > 35) msg_format("%^s twitters.", m_name);
4273 else if(percentage > 20) msg_format("%^s jerks in pain.", m_name);
4274 else if(percentage > 10) msg_format("%^s jerks in agony.", m_name);
4275 else msg_format("%^s twitches.", m_name);
4279 else if(my_strchr("B", r_ptr->d_char)) // Birds
4282 if(percentage > 95) msg_format("%^sはさえずった。", m_name);
4283 else if(percentage > 75) msg_format("%^sはピーピー鳴いた。", m_name);
4284 else if(percentage > 50) msg_format("%^sはギャーギャー鳴いた。", m_name);
4285 else if(percentage > 35) msg_format("%^sはギャーギャー鳴きわめいた。", m_name);
4286 else if(percentage > 20) msg_format("%^sは苦しんだ。", m_name);
4287 else if(percentage > 10) msg_format("%^sはのたうち回った。", m_name);
4288 else msg_format("%^sはキーキーと鳴き叫んだ。", m_name);
4290 if(percentage > 95) msg_format("%^s chirps.", m_name);
4291 else if(percentage > 75) msg_format("%^s twitters.", m_name);
4292 else if(percentage > 50) msg_format("%^s squawks.", m_name);
4293 else if(percentage > 35) msg_format("%^s chatters.", m_name);
4294 else if(percentage > 20) msg_format("%^s jeers.", m_name);
4295 else if(percentage > 10) msg_format("%^s flutters about.", m_name);
4296 else msg_format("%^s squeaks.", m_name);
4300 else if(my_strchr("duDLUW", r_ptr->d_char)) // Dragons, Demons, High Undead
4303 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4304 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4305 else if(percentage > 50) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
4306 else if(percentage > 35) msg_format("%^sは痛みでうなった。", m_name);
4307 else if(percentage > 20) msg_format("%^sは痛みに吠えた。", m_name);
4308 else if(percentage > 10) msg_format("%^sは苦しげに叫んだ。", m_name);
4309 else msg_format("%^sは弱々しくうなった。", m_name);
4311 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4312 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4313 else if(percentage > 50) msg_format("%^s hisses in pain.", m_name);
4314 else if(percentage > 35) msg_format("%^s snarls with pain.", m_name);
4315 else if(percentage > 20) msg_format("%^s roars with pain.", m_name);
4316 else if(percentage > 10) msg_format("%^s gasps.", m_name);
4317 else msg_format("%^s snarls feebly.", m_name);
4321 else if(my_strchr("s", r_ptr->d_char)) // Skeletons
4324 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4325 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4326 else if(percentage > 50) msg_format("%^sはカタカタと笑った。", m_name);
4327 else if(percentage > 35) msg_format("%^sはよろめいた。", m_name);
4328 else if(percentage > 20) msg_format("%^sはカタカタ言った。", m_name);
4329 else if(percentage > 10) msg_format("%^sはよろめいた。", m_name);
4330 else msg_format("%^sはガタガタ言った。", m_name);
4332 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4333 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4334 else if(percentage > 50) msg_format("%^s rattles.", m_name);
4335 else if(percentage > 35) msg_format("%^s stumbles.", m_name);
4336 else if(percentage > 20) msg_format("%^s rattles.", m_name);
4337 else if(percentage > 10) msg_format("%^s staggers.", m_name);
4338 else msg_format("%^s clatters.", m_name);
4342 else if(my_strchr("z", r_ptr->d_char)) // Zombies
4345 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4346 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4347 else if(percentage > 50) msg_format("%^sはうめいた。", m_name);
4348 else if(percentage > 35) msg_format("%sは苦しげにうめいた。", m_name);
4349 else if(percentage > 20) msg_format("%^sは躊躇した。", m_name);
4350 else if(percentage > 10) msg_format("%^sはうなった。", m_name);
4351 else msg_format("%^sはよろめいた。", m_name);
4353 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4354 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4355 else if(percentage > 50) msg_format("%^s groans.", m_name);
4356 else if(percentage > 35) msg_format("%^s moans.", m_name);
4357 else if(percentage > 20) msg_format("%^s hesitates.", m_name);
4358 else if(percentage > 10) msg_format("%^s grunts.", m_name);
4359 else msg_format("%^s staggers.", m_name);
4363 else if(my_strchr("G", r_ptr->d_char)) // Ghosts
4366 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4367 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4368 else if(percentage > 50) msg_format("%sはうめいた。", m_name);
4369 else if(percentage > 35) msg_format("%^sは泣きわめいた。", m_name);
4370 else if(percentage > 20) msg_format("%^sは吠えた。", m_name);
4371 else if(percentage > 10) msg_format("%sは弱々しくうめいた。", m_name);
4372 else msg_format("%^sはかすかにうめいた。", m_name);
4374 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4375 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4376 else if(percentage > 50) msg_format("%^s moans.", m_name);
4377 else if(percentage > 35) msg_format("%^s wails.", m_name);
4378 else if(percentage > 20) msg_format("%^s howls.", m_name);
4379 else if(percentage > 10) msg_format("%^s moans softly.", m_name);
4380 else msg_format("%^s sighs.", m_name);
4384 else if(my_strchr("CZ", r_ptr->d_char)) // Dogs and Hounds
4387 if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
4388 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4389 else if(percentage > 50) msg_format("%^sは痛みでキャンキャン吠えた。", m_name);
4390 else if(percentage > 35) msg_format("%^sは痛みで鳴きわめいた。", m_name);
4391 else if(percentage > 20) msg_format("%^sは苦痛のあまり鳴きわめいた。", m_name);
4392 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4393 else msg_format("%^sは弱々しく吠えた。", m_name);
4395 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4396 else if(percentage > 75) msg_format("%^s snarls with pain.", m_name);
4397 else if(percentage > 50) msg_format("%^s yelps in pain.", m_name);
4398 else if(percentage > 35) msg_format("%^s howls in pain.", m_name);
4399 else if(percentage > 20) msg_format("%^s howls in agony.", m_name);
4400 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4401 else msg_format("%^s yelps feebly.", m_name);
4405 else if(my_strchr("Xbilqrt", r_ptr->d_char)) // One type of creatures (ignore,squeal,shriek)
4408 if(percentage > 95) msg_format("%^sは攻撃を気にとめていない。", m_name);
4409 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4410 else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
4411 else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
4412 else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
4413 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4414 else msg_format("%^sは弱々しく叫んだ。", m_name);
4416 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4417 else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
4418 else if(percentage > 50) msg_format("%^s squeals in pain.", m_name);
4419 else if(percentage > 35) msg_format("%^s shrieks in pain.", m_name);
4420 else if(percentage > 20) msg_format("%^s shrieks in agony.", m_name);
4421 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4422 else msg_format("%^s cries out feebly.", m_name);
4426 else // Another type of creatures (shrug,cry,scream)
4429 if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
4430 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4431 else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
4432 else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
4433 else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
4434 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4435 else msg_format("%^sは弱々しく叫んだ。", m_name);
4437 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4438 else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
4439 else if(percentage > 50) msg_format("%^s cries out in pain.", m_name);
4440 else if(percentage > 35) msg_format("%^s screams in pain.", m_name);
4441 else if(percentage > 20) msg_format("%^s screams in agony.", m_name);
4442 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4443 else msg_format("%^s cries out feebly.", m_name);
4451 * @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.
4452 * @param m_idx 更新を行う「モンスター情報ID
4453 * @param what 学習対象ID
4456 void update_smart_learn(MONSTER_IDX m_idx, int what)
4458 monster_type *m_ptr = &m_list[m_idx];
4460 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4463 /* Not allowed to learn */
4464 if (!smart_learn) return;
4466 /* Too stupid to learn anything */
4467 if (r_ptr->flags2 & (RF2_STUPID)) return;
4469 /* Not intelligent, only learn sometimes */
4470 if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50)) return;
4475 /* Analyze the knowledge */
4479 if (p_ptr->resist_acid) m_ptr->smart |= (SM_RES_ACID);
4480 if (IS_OPPOSE_ACID()) m_ptr->smart |= (SM_OPP_ACID);
4481 if (p_ptr->immune_acid) m_ptr->smart |= (SM_IMM_ACID);
4485 if (p_ptr->resist_elec) m_ptr->smart |= (SM_RES_ELEC);
4486 if (IS_OPPOSE_ELEC()) m_ptr->smart |= (SM_OPP_ELEC);
4487 if (p_ptr->immune_elec) m_ptr->smart |= (SM_IMM_ELEC);
4491 if (p_ptr->resist_fire) m_ptr->smart |= (SM_RES_FIRE);
4492 if (IS_OPPOSE_FIRE()) m_ptr->smart |= (SM_OPP_FIRE);
4493 if (p_ptr->immune_fire) m_ptr->smart |= (SM_IMM_FIRE);
4497 if (p_ptr->resist_cold) m_ptr->smart |= (SM_RES_COLD);
4498 if (IS_OPPOSE_COLD()) m_ptr->smart |= (SM_OPP_COLD);
4499 if (p_ptr->immune_cold) m_ptr->smart |= (SM_IMM_COLD);
4503 if (p_ptr->resist_pois) m_ptr->smart |= (SM_RES_POIS);
4504 if (IS_OPPOSE_POIS()) m_ptr->smart |= (SM_OPP_POIS);
4509 if (p_ptr->resist_neth) m_ptr->smart |= (SM_RES_NETH);
4513 if (p_ptr->resist_lite) m_ptr->smart |= (SM_RES_LITE);
4517 if (p_ptr->resist_dark) m_ptr->smart |= (SM_RES_DARK);
4521 if (p_ptr->resist_fear) m_ptr->smart |= (SM_RES_FEAR);
4525 if (p_ptr->resist_conf) m_ptr->smart |= (SM_RES_CONF);
4529 if (p_ptr->resist_chaos) m_ptr->smart |= (SM_RES_CHAOS);
4533 if (p_ptr->resist_disen) m_ptr->smart |= (SM_RES_DISEN);
4537 if (p_ptr->resist_blind) m_ptr->smart |= (SM_RES_BLIND);
4541 if (p_ptr->resist_nexus) m_ptr->smart |= (SM_RES_NEXUS);
4545 if (p_ptr->resist_sound) m_ptr->smart |= (SM_RES_SOUND);
4549 if (p_ptr->resist_shard) m_ptr->smart |= (SM_RES_SHARD);
4553 if (p_ptr->free_act) m_ptr->smart |= (SM_IMM_FREE);
4557 if (!p_ptr->msp) m_ptr->smart |= (SM_IMM_MANA);
4561 if (p_ptr->reflect) m_ptr-> smart |= (SM_IMM_REFLECT);
4568 * @brief プレイヤーを指定座標に配置する / Place the player in the dungeon XXX XXX
4571 * @return 配置に成功したらTRUE
4573 bool player_place(POSITION y, POSITION x)
4575 /* Paranoia XXX XXX */
4576 if (cave[y][x].m_idx != 0) return FALSE;
4578 /* Save player location */
4588 * @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
4589 * @param m_ptr モンスター参照ポインタ
4592 void monster_drop_carried_objects(monster_type *m_ptr)
4594 s16b this_o_idx, next_o_idx = 0;
4600 /* Drop objects being carried */
4601 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4603 /* Acquire object */
4604 o_ptr = &o_list[this_o_idx];
4606 /* Acquire next object */
4607 next_o_idx = o_ptr->next_o_idx;
4609 /* Get local object */
4612 /* Copy the object */
4613 object_copy(q_ptr, o_ptr);
4615 /* Forget monster */
4616 q_ptr->held_m_idx = 0;
4618 /* Delete the object */
4619 delete_object_idx(this_o_idx);
4622 (void)drop_near(q_ptr, -1, m_ptr->fy, m_ptr->fx);
4625 /* Forget objects */
4626 m_ptr->hold_o_idx = 0;