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 "monsterrace-hook.h"
16 #include "monster-status.h"
17 #include "projection.h"
19 #include "spells-summon.h"
23 #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? */
24 #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? */
29 * @brief ELDRITCH HORROR効果時のモンスターの形容メッセージ(通常時)
31 concptr horror_desc[MAX_SAN_HORROR] =
87 * @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)
89 concptr funny_desc[MAX_SAN_FUNNY] =
150 * @var funny_comments
151 * @brief ELDRITCH HORROR効果時の幻覚時間延長を示す錯乱表現
153 concptr funny_comments[MAX_SAN_COMMENT] =
174 * @brief モンスターの目標地点をセットする / Set the target of counter attack
175 * @param m_ptr モンスターの参照ポインタ
180 void set_target(monster_type *m_ptr, POSITION y, POSITION x)
188 * @brief モンスターの目標地点をリセットする / Reset the target of counter attack
189 * @param m_ptr モンスターの参照ポインタ
192 void reset_target(monster_type *m_ptr)
194 set_target(m_ptr, 0, 0);
199 * @brief モンスターの真の種族を返す / Extract monster race pointer of a monster's true form
200 * @param m_ptr モンスターの参照ポインタ
201 * @return 本当のモンスター種族参照ポインタ
203 monster_race *real_r_ptr(monster_type *m_ptr)
205 return &r_info[real_r_idx(m_ptr)];
208 MONRACE_IDX real_r_idx(monster_type *m_ptr)
210 monster_race *r_ptr = &r_info[m_ptr->r_idx];
212 /* Extract real race */
213 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
215 if (r_ptr->flags1 & RF1_UNIQUE)
216 return MON_CHAMELEON_K;
218 return MON_CHAMELEON;
228 * @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.
229 * @param i 消去するモンスターのID
232 * 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。 /
233 * When a monster is deleted, all of its objects are deleted.
235 void delete_monster_idx(MONSTER_IDX i)
238 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
239 monster_race *r_ptr = &r_info[m_ptr->r_idx];
240 OBJECT_IDX this_o_idx, next_o_idx = 0;
245 /* Hack -- Reduce the racial counter */
246 real_r_ptr(m_ptr)->cur_num--;
248 /* Hack -- count the number of "reproducers" */
249 if (r_ptr->flags2 & (RF2_MULTIPLY)) current_floor_ptr->num_repro--;
251 if (MON_CSLEEP(m_ptr)) (void)set_monster_csleep(i, 0);
252 if (MON_FAST(m_ptr)) (void)set_monster_fast(i, 0);
253 if (MON_SLOW(m_ptr)) (void)set_monster_slow(i, 0);
254 if (MON_STUNNED(m_ptr)) (void)set_monster_stunned(i, 0);
255 if (MON_CONFUSED(m_ptr)) (void)set_monster_confused(i, 0);
256 if (MON_MONFEAR(m_ptr)) (void)set_monster_monfear(i, 0);
257 if (MON_INVULNER(m_ptr)) (void)set_monster_invulner(i, 0, FALSE);
259 /* Hack -- remove target monster */
260 if (i == target_who) target_who = 0;
262 /* Hack -- remove tracked monster */
263 if (i == p_ptr->health_who) health_track(0);
265 if (pet_t_m_idx == i ) pet_t_m_idx = 0;
266 if (riding_t_m_idx == i) riding_t_m_idx = 0;
267 if (p_ptr->riding == i) p_ptr->riding = 0;
269 /* Monster is gone */
270 current_floor_ptr->grid_array[y][x].m_idx = 0;
272 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
275 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
277 /* Acquire next object */
278 next_o_idx = o_ptr->next_o_idx;
281 * o_ptr->held_m_idx is needed in delete_object_idx()
282 * to prevent calling lite_spot()
285 delete_object_idx(this_o_idx);
289 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
292 /* Wipe the Monster */
293 (void)WIPE(m_ptr, monster_type);
301 /* Update some things */
302 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
303 p_ptr->update |= (PU_MON_LITE);
308 * @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
313 void delete_monster(POSITION y, POSITION x)
318 if (!in_bounds(y, x)) return;
321 g_ptr = ¤t_floor_ptr->grid_array[y][x];
323 /* Delete the monster (if any) */
324 if (g_ptr->m_idx) delete_monster_idx(g_ptr->m_idx);
329 * @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
334 static void compact_monsters_aux(IDX i1, IDX i2)
340 OBJECT_IDX this_o_idx, next_o_idx = 0;
343 if (i1 == i2) return;
346 m_ptr = ¤t_floor_ptr->m_list[i1];
352 g_ptr = ¤t_floor_ptr->grid_array[y][x];
354 /* Update the current_floor_ptr->grid_array */
357 /* Repair objects being carried by monster */
358 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
361 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
363 /* Acquire next object */
364 next_o_idx = o_ptr->next_o_idx;
366 /* Reset monster pointer */
367 o_ptr->held_m_idx = i2;
370 /* Hack -- Update the target */
371 if (target_who == i1) target_who = i2;
373 /* Hack -- Update the target */
374 if (pet_t_m_idx == i1) pet_t_m_idx = i2;
375 if (riding_t_m_idx == i1) riding_t_m_idx = i2;
377 /* Hack -- Update the riding */
378 if (p_ptr->riding == i1) p_ptr->riding = i2;
380 /* Hack -- Update the health bar */
381 if (p_ptr->health_who == i1) health_track(i2);
383 /* Hack -- Update parent index */
386 for (i = 1; i < m_max; i++)
388 monster_type *m2_ptr = ¤t_floor_ptr->m_list[i];
390 if (m2_ptr->parent_m_idx == i1)
391 m2_ptr->parent_m_idx = i2;
396 (void)COPY(¤t_floor_ptr->m_list[i2], ¤t_floor_ptr->m_list[i1], monster_type);
399 (void)WIPE(¤t_floor_ptr->m_list[i1], monster_type);
401 for (i = 0; i < MAX_MTIMED; i++)
403 int mproc_idx = get_mproc_idx(i1, i);
404 if (mproc_idx >= 0) mproc_list[i][mproc_idx] = i2;
410 * @brief モンスター情報配列を圧縮する / Compact and Reorder the monster list
411 * @param size 圧縮後のモンスター件数目標
414 * This function can be very dangerous, use with caution!
416 * When actually "compacting" monsters, we base the saving throw
417 * on a combination of monster level, distance from player, and
418 * current "desperation".
420 * After "compacting" (if needed), we "reorder" the monsters into a more
421 * compact order, and we reset the allocation info, and the "live" array.
423 void compact_monsters(int size)
427 int cur_lev, cur_dis, chance;
429 /* Message (only if compacting) */
430 if (size) msg_print(_("モンスター情報を圧縮しています...", "Compacting monsters..."));
433 /* Compact at least 'size' objects */
434 for (num = 0, cnt = 1; num < size; cnt++)
436 /* Get more vicious each iteration */
439 /* Get closer each iteration */
440 cur_dis = 5 * (20 - cnt);
442 /* Check all the monsters */
443 for (i = 1; i < m_max; i++)
445 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
447 monster_race *r_ptr = &r_info[m_ptr->r_idx];
449 /* Paranoia -- skip "dead" monsters */
450 if (!m_ptr->r_idx) continue;
452 /* Hack -- High level monsters start out "immune" */
453 if (r_ptr->level > cur_lev) continue;
455 if (i == p_ptr->riding) continue;
457 /* Ignore nearby monsters */
458 if ((cur_dis > 0) && (m_ptr->cdis < cur_dis)) continue;
460 /* Saving throw chance */
463 /* Only compact "Quest" Monsters in emergencies */
464 if ((r_ptr->flags1 & (RF1_QUESTOR)) && (cnt < 1000)) chance = 100;
466 /* Try not to compact Unique Monsters */
467 if (r_ptr->flags1 & (RF1_UNIQUE)) chance = 100;
469 /* All monsters get a saving throw */
470 if (randint0(100) < chance) continue;
472 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
474 GAME_TEXT m_name[MAX_NLEN];
475 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
476 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
479 delete_monster_idx(i);
481 /* Count the monster */
487 /* Excise dead monsters (backwards!) */
488 for (i = m_max - 1; i >= 1; i--)
490 /* Get the i'th monster */
491 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
493 /* Skip real monsters */
494 if (m_ptr->r_idx) continue;
496 /* Move last monster into open hole */
497 compact_monsters_aux(m_max - 1, i);
499 /* Compress "m_max" */
506 * @brief プレイヤーのフロア離脱に伴う全モンスター配列の消去 / Delete/Remove all the monsters when the player leaves the level
509 * This is an efficient method of simulating multiple calls to the
510 * "delete_monster()" function, with no visual effects.
512 void wipe_m_list(void)
516 /* Hack -- if Banor or Lupart dies, stay another dead */
517 if (!r_info[MON_BANORLUPART].max_num)
519 if (r_info[MON_BANOR].max_num)
521 r_info[MON_BANOR].max_num = 0;
522 r_info[MON_BANOR].r_pkills++;
523 r_info[MON_BANOR].r_akills++;
524 if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
526 if (r_info[MON_LUPART].max_num)
528 r_info[MON_LUPART].max_num = 0;
529 r_info[MON_LUPART].r_pkills++;
530 r_info[MON_LUPART].r_akills++;
531 if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
535 /* Delete all the monsters */
536 for (i = m_max - 1; i >= 1; i--)
538 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
540 /* Skip dead monsters */
541 if (!m_ptr->r_idx) continue;
543 /* Monster is gone */
544 current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].m_idx = 0;
546 /* Wipe the Monster */
547 (void)WIPE(m_ptr, monster_type);
552 * Wiping racial counters of all monsters and incrementing of racial
553 * counters of monsters in party_mon[] are required to prevent multiple
554 * generation of unique monster who is the minion of player.
557 /* Hack -- Wipe the racial counter of all monster races */
558 for (i = 1; i < max_r_idx; i++) r_info[i].cur_num = 0;
566 /* Reset "mproc_max[]" */
567 for (i = 0; i < MAX_MTIMED; i++) mproc_max[i] = 0;
569 /* Hack -- reset "reproducer" count */
570 current_floor_ptr->num_repro = 0;
572 /* Hack -- no more target */
577 /* Hack -- no more tracking */
583 * @brief モンスター配列の空きを探す / Acquires and returns the index of a "free" monster.
584 * @return 利用可能なモンスター配列の添字
586 * This routine should almost never fail, but it *can* happen.
588 MONSTER_IDX m_pop(void)
592 /* Normal allocation */
593 if (m_max < current_floor_ptr->max_m_idx)
595 /* Access the next hole */
598 /* Expand the array */
604 /* Return the index */
608 /* Recycle dead monsters */
609 for (i = 1; i < m_max; i++)
613 /* Acquire monster */
614 m_ptr = ¤t_floor_ptr->m_list[i];
616 /* Skip live monsters */
617 if (m_ptr->r_idx) continue;
622 /* Use this monster */
626 /* Warn the player (except during dungeon creation) */
627 if (character_dungeon) msg_print(_("モンスターが多すぎる!", "Too many monsters!"));
629 /* Try not to crash */
637 * @var summon_specific_type
638 * @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"
639 * @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
641 static int summon_specific_type = 0;
645 * @var summon_specific_who
646 * @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
647 * @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
649 static int summon_specific_who = -1;
652 * @var summon_unique_okay
653 * @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
654 * @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
656 static bool summon_unique_okay = FALSE;
659 * @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
660 * @return 召喚条件が一致するならtrue
663 static bool summon_specific_aux(MONRACE_IDX r_idx)
665 monster_race *r_ptr = &r_info[r_idx];
668 /* Check our requirements */
669 switch (summon_specific_type)
673 okay = (r_ptr->d_char == 'a');
679 okay = (r_ptr->d_char == 'S');
685 okay = ((r_ptr->d_char == 'C') || (r_ptr->d_char == 'Z'));
691 okay = (r_ptr->d_char == 'M');
697 okay = (r_ptr->d_char == 'A' && ((r_ptr->flags3 & RF3_EVIL) || (r_ptr->flags3 & RF3_GOOD)));
703 okay = (r_ptr->flags3 & RF3_DEMON);
709 okay = (r_ptr->flags3 & RF3_UNDEAD);
715 okay = (r_ptr->flags3 & RF3_DRAGON);
719 case SUMMON_HI_UNDEAD:
721 okay = ((r_ptr->d_char == 'L') ||
722 (r_ptr->d_char == 'V') ||
723 (r_ptr->d_char == 'W'));
727 case SUMMON_HI_DRAGON:
729 okay = (r_ptr->d_char == 'D');
733 case SUMMON_HI_DEMON:
735 okay = (((r_ptr->d_char == 'U') ||
736 (r_ptr->d_char == 'H') ||
737 (r_ptr->d_char == 'B')) &&
738 (r_ptr->flags3 & RF3_DEMON)) ? TRUE : FALSE;
742 case SUMMON_AMBERITES:
744 okay = (r_ptr->flags3 & (RF3_AMBERITE)) ? TRUE : FALSE;
750 okay = (r_ptr->flags1 & (RF1_UNIQUE)) ? TRUE : FALSE;
756 okay = (r_ptr->d_char == 'm');
761 okay = (r_ptr->d_char == 'b');
764 case SUMMON_QUYLTHULG:
766 okay = (r_ptr->d_char == 'Q');
770 case SUMMON_COIN_MIMIC:
772 okay = (r_ptr->d_char == '$');
778 okay = ((r_ptr->d_char == '!') ||
779 (r_ptr->d_char == '?') ||
780 (r_ptr->d_char == '=') ||
781 (r_ptr->d_char == '$') ||
782 (r_ptr->d_char == '|'));
788 okay = (r_ptr->d_char == 'g');
794 okay = ((r_ptr->d_char == 'U') &&
795 (r_ptr->flags4 & RF4_ROCKET));
801 okay = ((r_ptr->d_char == summon_kin_type) && (r_idx != MON_HAGURE));
807 okay = (r_idx == MON_DAWN);
813 okay = (r_ptr->flags3 & (RF3_ANIMAL));
817 case SUMMON_ANIMAL_RANGER:
819 okay = ((r_ptr->flags3 & (RF3_ANIMAL)) &&
820 (my_strchr("abcflqrwBCHIJKMRS", r_ptr->d_char)) &&
821 !(r_ptr->flags3 & (RF3_DRAGON)) &&
822 !(r_ptr->flags3 & (RF3_EVIL)) &&
823 !(r_ptr->flags3 & (RF3_UNDEAD)) &&
824 !(r_ptr->flags3 & (RF3_DEMON)) &&
825 !(r_ptr->flags2 & (RF2_MULTIPLY)) &&
826 !(r_ptr->flags4 || r_ptr->a_ability_flags1 || r_ptr->a_ability_flags2));
830 case SUMMON_HI_DRAGON_LIVING:
832 okay = ((r_ptr->d_char == 'D') && monster_living(r_idx));
838 okay = monster_living(r_idx);
844 okay = (r_idx == MON_PHANTOM_B || r_idx == MON_PHANTOM_W);
848 case SUMMON_BLUE_HORROR:
850 okay = (r_idx == MON_BLUE_HORROR);
854 case SUMMON_ELEMENTAL:
856 okay = (r_ptr->d_char == 'E');
862 okay = (r_ptr->d_char == 'v');
868 okay = (r_ptr->d_char == 'H');
874 okay = (r_ptr->d_char == 'B');
878 case SUMMON_KAMIKAZE:
881 for (i = 0; i < 4; i++)
882 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
886 case SUMMON_KAMIKAZE_LIVING:
890 for (i = 0; i < 4; i++)
891 if (r_ptr->blow[i].method == RBM_EXPLODE) okay = TRUE;
892 okay = (okay && monster_living(r_idx));
898 okay = (r_idx == MON_MANES);
904 okay = (r_idx == MON_LOUSE);
908 case SUMMON_GUARDIANS:
910 okay = (r_ptr->flags7 & RF7_GUARDIAN);
916 okay = ((r_idx == MON_NOV_PALADIN) ||
917 (r_idx == MON_NOV_PALADIN_G) ||
918 (r_idx == MON_PALADIN) ||
919 (r_idx == MON_W_KNIGHT) ||
920 (r_idx == MON_ULTRA_PALADIN) ||
921 (r_idx == MON_KNI_TEMPLAR));
927 okay = (r_ptr->d_char == 'B' &&
928 (r_ptr->flags8 & RF8_WILD_MOUNTAIN) &&
929 (r_ptr->flags8 & RF8_WILD_ONLY));
933 case SUMMON_PIRANHAS:
935 okay = (r_idx == MON_PIRANHA);
939 case SUMMON_ARMAGE_GOOD:
941 okay = (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_GOOD));
945 case SUMMON_ARMAGE_EVIL:
947 okay = ((r_ptr->flags3 & RF3_DEMON) ||
948 (r_ptr->d_char == 'A' && (r_ptr->flags3 & RF3_EVIL)));
952 /* Since okay is int, "return (okay);" is not correct. */
953 return (bool)(okay ? TRUE : FALSE);
957 * @var chameleon_change_m_idx
958 * @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
959 * @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
961 static int chameleon_change_m_idx = 0;
965 * @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.
966 * @param r_idx チェックするモンスター種族ID
967 * @return 召喚条件が一致するならtrue / Return TRUE is the monster is OK and FALSE otherwise
969 static bool restrict_monster_to_dungeon(MONRACE_IDX r_idx)
971 dungeon_type *d_ptr = &d_info[p_ptr->dungeon_idx];
972 monster_race *r_ptr = &r_info[r_idx];
975 if (d_ptr->flags1 & DF1_CHAMELEON)
977 if (chameleon_change_m_idx) return TRUE;
979 if (d_ptr->flags1 & DF1_NO_MAGIC)
981 if (r_idx != MON_CHAMELEON &&
983 !(r_ptr->flags4 & RF4_NOMAGIC_MASK) &&
984 !(r_ptr->a_ability_flags1 & RF5_NOMAGIC_MASK) &&
985 !(r_ptr->a_ability_flags2 & RF6_NOMAGIC_MASK))
988 if (d_ptr->flags1 & DF1_NO_MELEE)
990 if (r_idx == MON_CHAMELEON) return TRUE;
991 if (!(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK)) &&
992 !(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)) &&
993 !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK)))
996 if (d_ptr->flags1 & DF1_BEGINNER)
998 if (r_ptr->level > current_floor_ptr->dun_level)
1002 if (d_ptr->special_div >= 64) return TRUE;
1003 if (summon_specific_type && !(d_ptr->flags1 & DF1_CHAMELEON)) return TRUE;
1005 switch (d_ptr->mode)
1007 case DUNGEON_MODE_AND:
1010 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
1015 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
1020 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
1025 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
1028 if (d_ptr->m_a_ability_flags1)
1030 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
1033 if (d_ptr->m_a_ability_flags2)
1035 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
1040 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
1045 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
1050 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
1055 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
1058 for (a = 0; a < 5; a++)
1059 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return FALSE;
1063 case DUNGEON_MODE_NAND:
1066 if ((d_ptr->mflags1 & r_ptr->flags1) != d_ptr->mflags1)
1071 if ((d_ptr->mflags2 & r_ptr->flags2) != d_ptr->mflags2)
1076 if ((d_ptr->mflags3 & r_ptr->flags3) != d_ptr->mflags3)
1081 if ((d_ptr->mflags4 & r_ptr->flags4) != d_ptr->mflags4)
1084 if (d_ptr->m_a_ability_flags1)
1086 if ((d_ptr->m_a_ability_flags1 & r_ptr->a_ability_flags1) != d_ptr->m_a_ability_flags1)
1089 if (d_ptr->m_a_ability_flags2)
1091 if ((d_ptr->m_a_ability_flags2 & r_ptr->a_ability_flags2) != d_ptr->m_a_ability_flags2)
1096 if ((d_ptr->mflags7 & r_ptr->flags7) != d_ptr->mflags7)
1101 if ((d_ptr->mflags8 & r_ptr->flags8) != d_ptr->mflags8)
1106 if ((d_ptr->mflags9 & r_ptr->flags9) != d_ptr->mflags9)
1111 if ((d_ptr->mflagsr & r_ptr->flagsr) != d_ptr->mflagsr)
1114 for (a = 0; a < 5; a++)
1115 if (d_ptr->r_char[a] && (d_ptr->r_char[a] != r_ptr->d_char)) return TRUE;
1119 case DUNGEON_MODE_OR:
1120 if (r_ptr->flags1 & d_ptr->mflags1) return TRUE;
1121 if (r_ptr->flags2 & d_ptr->mflags2) return TRUE;
1122 if (r_ptr->flags3 & d_ptr->mflags3) return TRUE;
1123 if (r_ptr->flags4 & d_ptr->mflags4) return TRUE;
1124 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return TRUE;
1125 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return TRUE;
1126 if (r_ptr->flags7 & d_ptr->mflags7) return TRUE;
1127 if (r_ptr->flags8 & d_ptr->mflags8) return TRUE;
1128 if (r_ptr->flags9 & d_ptr->mflags9) return TRUE;
1129 if (r_ptr->flagsr & d_ptr->mflagsr) return TRUE;
1130 for (a = 0; a < 5; a++)
1131 if (d_ptr->r_char[a] == r_ptr->d_char) return TRUE;
1135 case DUNGEON_MODE_NOR:
1136 if (r_ptr->flags1 & d_ptr->mflags1) return FALSE;
1137 if (r_ptr->flags2 & d_ptr->mflags2) return FALSE;
1138 if (r_ptr->flags3 & d_ptr->mflags3) return FALSE;
1139 if (r_ptr->flags4 & d_ptr->mflags4) return FALSE;
1140 if (r_ptr->a_ability_flags1 & d_ptr->m_a_ability_flags1) return FALSE;
1141 if (r_ptr->a_ability_flags2 & d_ptr->m_a_ability_flags2) return FALSE;
1142 if (r_ptr->flags7 & d_ptr->mflags7) return FALSE;
1143 if (r_ptr->flags8 & d_ptr->mflags8) return FALSE;
1144 if (r_ptr->flags9 & d_ptr->mflags9) return FALSE;
1145 if (r_ptr->flagsr & d_ptr->mflagsr) return FALSE;
1146 for (a = 0; a < 5; a++)
1147 if (d_ptr->r_char[a] == r_ptr->d_char) return FALSE;
1156 * @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"
1157 * @param monster_hook 制限関数1
1158 * @param monster_hook2 制限関数2
1161 errr get_mon_num_prep(monsterrace_hook_type monster_hook,
1162 monsterrace_hook_type monster_hook2)
1166 /* Todo: Check the hooks for non-changes */
1168 /* Set the new hooks */
1169 get_mon_num_hook = monster_hook;
1170 get_mon_num2_hook = monster_hook2;
1172 /* Scan the allocation table */
1173 for (i = 0; i < alloc_race_size; i++)
1175 monster_race *r_ptr;
1178 alloc_entry *entry = &alloc_race_table[i];
1181 r_ptr = &r_info[entry->index];
1183 /* Skip monsters which don't pass the restriction */
1184 if ((get_mon_num_hook && !((*get_mon_num_hook)(entry->index))) ||
1185 (get_mon_num2_hook && !((*get_mon_num2_hook)(entry->index))))
1188 if (!p_ptr->inside_battle && !chameleon_change_m_idx &&
1189 summon_specific_type != SUMMON_GUARDIANS)
1191 /* Hack -- don't create questors */
1192 if (r_ptr->flags1 & RF1_QUESTOR)
1195 if (r_ptr->flags7 & RF7_GUARDIAN)
1198 /* Depth Monsters never appear out of depth */
1199 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) &&
1200 (r_ptr->level > current_floor_ptr->dun_level))
1204 /* Accept this monster */
1205 entry->prob2 = entry->prob1;
1207 if (current_floor_ptr->dun_level && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest)) && !restrict_monster_to_dungeon(entry->index) && !p_ptr->inside_battle)
1209 int hoge = entry->prob2 * d_info[p_ptr->dungeon_idx].special_div;
1210 entry->prob2 = hoge / 64;
1211 if (randint0(64) < (hoge & 0x3f)) entry->prob2++;
1221 * @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
1223 * @return 選択されたモンスター生成種族
1225 * Choose a monster race that seems "appropriate" to the given level
1227 * This function uses the "prob2" field of the "monster allocation table",
1228 * and various local information, to calculate the "prob3" field of the
1229 * same table, which is then used to choose an "appropriate" monster, in
1230 * a relatively efficient manner.
1232 * Note that "town" monsters will *only* be created in the town, and
1233 * "normal" monsters will *never* be created in the town, unless the
1234 * "level" is "modified", for example, by polymorph or summoning.
1236 * There is a small chance (1/50) of "boosting" the given depth by
1237 * a small amount (up to four levels), except in the town.
1239 * It is (slightly) more likely to acquire a monster of the given level
1240 * than one of a lower level. This is done by choosing several monsters
1241 * appropriate to the given level and keeping the "hardest" one.
1243 * Note that if no monsters are "appropriate", then this function will
1244 * fail, and return zero, but this should *almost* never happen.
1246 MONRACE_IDX get_mon_num(DEPTH level)
1251 monster_race *r_ptr;
1252 alloc_entry *table = alloc_race_table;
1254 int pls_kakuritu, pls_level;
1255 int delay = mysqrt(level * 10000L) + 400L;
1257 pls_kakuritu = MAX(NASTY_MON_MAX, NASTY_MON_BASE - ((dungeon_turn / (TURNS_PER_TICK * 5000L) - delay / 10)));
1258 pls_level = MIN(NASTY_MON_PLUS_MAX, 3 + dungeon_turn / (TURNS_PER_TICK * 40000L) - delay / 40 + MIN(5, level / 10)) ;
1260 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_MAZE)
1262 pls_kakuritu = MIN(pls_kakuritu / 2, pls_kakuritu - 10);
1263 if (pls_kakuritu < 2) pls_kakuritu = 2;
1268 /* Boost the level */
1269 if (!p_ptr->inside_battle && !(d_info[p_ptr->dungeon_idx].flags1 & DF1_BEGINNER))
1271 /* Nightmare mode allows more out-of depth monsters */
1272 if (ironman_nightmare && !randint0(pls_kakuritu))
1274 /* What a bizarre calculation */
1275 level = 1 + (level * MAX_DEPTH / randint1(MAX_DEPTH));
1279 /* Occasional "nasty" monster */
1280 if (!randint0(pls_kakuritu))
1282 /* Pick a level bonus */
1288 if (level > MAX_DEPTH - 1) level = MAX_DEPTH - 1;
1289 if (level < 0) level = 0;
1294 /* Process probabilities */
1295 for (i = 0; i < alloc_race_size; i++)
1297 /* Monsters are sorted by depth */
1298 if (table[i].level > level) break;
1303 /* Access the "r_idx" of the chosen monster */
1304 r_idx = table[i].index;
1306 /* Access the actual race */
1307 r_ptr = &r_info[r_idx];
1309 if (!p_ptr->inside_battle && !chameleon_change_m_idx)
1311 /* Hack -- "unique" monsters must be "unique" */
1312 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
1313 (r_ptr->flags7 & (RF7_NAZGUL))) &&
1314 (r_ptr->cur_num >= r_ptr->max_num))
1319 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
1320 (r_ptr->cur_num >= 1))
1325 if (r_idx == MON_BANORLUPART)
1327 if (r_info[MON_BANOR].cur_num > 0) continue;
1328 if (r_info[MON_LUPART].cur_num > 0) continue;
1333 table[i].prob3 = table[i].prob2;
1336 total += table[i].prob3;
1339 /* No legal monsters */
1340 if (total <= 0) return (0);
1342 /* Pick a monster */
1343 value = randint0(total);
1345 /* Find the monster */
1346 for (i = 0; i < alloc_race_size; i++)
1348 /* Found the entry */
1349 if (value < table[i].prob3) break;
1352 value = value - table[i].prob3;
1358 /* Try for a "harder" monster once (50%) or twice (10%) */
1364 /* Pick a monster */
1365 value = randint0(total);
1367 /* Find the monster */
1368 for (i = 0; i < alloc_race_size; i++)
1370 /* Found the entry */
1371 if (value < table[i].prob3) break;
1374 value = value - table[i].prob3;
1377 /* Keep the "best" one */
1378 if (table[i].level < table[j].level) i = j;
1381 /* Try for a "harder" monster twice (10%) */
1387 /* Pick a monster */
1388 value = randint0(total);
1390 /* Find the monster */
1391 for (i = 0; i < alloc_race_size; i++)
1393 /* Found the entry */
1394 if (value < table[i].prob3) break;
1397 value = value - table[i].prob3;
1400 /* Keep the "best" one */
1401 if (table[i].level < table[j].level) i = j;
1403 return (table[i].index);
1408 * @brief モンスターの呼称を作成する / Build a string describing a monster in some way.
1409 * @param desc 記述出力先の文字列参照ポインタ
1410 * @param m_ptr モンスターの参照ポインタ
1411 * @param mode 呼称オプション
1414 * We can correctly describe monsters based on their visibility.
1415 * We can force all monsters to be treated as visible or invisible.
1416 * We can build nominatives, objectives, possessives, or reflexives.
1417 * We can selectively pronominalize hidden, visible, or all monsters.
1418 * We can use definite or indefinite descriptions for hidden monsters.
1419 * We can use definite or indefinite descriptions for visible monsters.
1421 * Pronominalization involves the gender whenever possible and allowed,
1422 * so that by cleverly requesting pronominalization / visibility, you
1423 * can get messages like "You hit someone. She screams in agony!".
1425 * Reflexives are acquired by requesting Objective plus Possessive.
1427 * If no m_ptr arg is given (?), the monster is assumed to be hidden,
1428 * unless the "Assume Visible" mode is requested.
1430 * If no r_ptr arg is given, it is extracted from m_ptr and r_info
1431 * If neither m_ptr nor r_ptr is given, the monster is assumed to
1432 * be neuter, singular, and hidden (unless "Assume Visible" is set),
1433 * in which case you may be in trouble... :-)
1435 * I am assuming that no monster name is more than 70 characters long,
1436 * so that "char desc[80];" is sufficiently large for any result.
1439 * MD_OBJECTIVE --> Objective (or Reflexive)
1440 * MD_POSSESSIVE --> Possessive (or Reflexive)
1441 * MD_INDEF_HIDDEN --> Use indefinites for hidden monsters ("something")
1442 * MD_INDEF_VISIBLE --> Use indefinites for visible monsters ("a kobold")
1443 * MD_PRON_HIDDEN --> Pronominalize hidden monsters
1444 * MD_PRON_VISIBLE --> Pronominalize visible monsters
1445 * MD_ASSUME_HIDDEN --> Assume the monster is hidden
1446 * MD_ASSUME_VISIBLE --> Assume the monster is visible
1447 * MD_TRUE_NAME --> Chameleon's true name
1448 * MD_IGNORE_HALLU --> Ignore hallucination, and penetrate shape change
1451 * 0x00 --> Full nominative name ("the kobold") or "it"
1452 * MD_INDEF_HIDDEN --> Full nominative name ("the kobold") or "something"
1453 * MD_ASSUME_VISIBLE --> Genocide resistance name ("the kobold")
1454 * MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE --> Killing name ("a kobold")
1455 * MD_PRON_VISIBLE | MD_POSSESSIVE
1456 * --> Possessive, genderized if visable ("his") or "its"
1457 * MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE
1458 * --> Reflexive, genderized if visable ("himself") or "itself"
1460 void monster_desc(char *desc, monster_type *m_ptr, BIT_FLAGS mode)
1463 monster_race *r_ptr;
1467 GAME_TEXT silly_name[1024];
1471 r_ptr = &r_info[m_ptr->ap_r_idx];
1473 /* Mode of MD_TRUE_NAME will reveal Chameleon's true name */
1474 if (mode & MD_TRUE_NAME) name = (r_name + real_r_ptr(m_ptr)->name);
1475 else name = (r_name + r_ptr->name);
1477 /* Are we hallucinating? (Idea from Nethack...) */
1478 if (p_ptr->image && !(mode & MD_IGNORE_HALLU))
1482 if (!get_rnd_line(_("silly_j.txt", "silly.txt"), m_ptr->r_idx, silly_name))
1488 monster_race *hallu_race;
1492 hallu_race = &r_info[randint1(max_r_idx - 1)];
1494 while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
1496 strcpy(silly_name, (r_name + hallu_race->name));
1499 /* Better not strcpy it, or we could corrupt r_info... */
1503 /* Can we "see" it (exists + forced, or visible + not unforced) */
1504 seen = (m_ptr && ((mode & MD_ASSUME_VISIBLE) || (!(mode & MD_ASSUME_HIDDEN) && m_ptr->ml)));
1506 /* Sexed Pronouns (seen and allowed, or unseen and allowed) */
1507 pron = (m_ptr && ((seen && (mode & MD_PRON_VISIBLE)) || (!seen && (mode & MD_PRON_HIDDEN))));
1510 /* First, try using pronouns, or describing hidden monsters */
1513 /* an encoding of the monster "sex" */
1516 /* Extract the gender (if applicable) */
1517 if (r_ptr->flags1 & (RF1_FEMALE)) kind = 0x20;
1518 else if (r_ptr->flags1 & (RF1_MALE)) kind = 0x10;
1520 /* Ignore the gender (if desired) */
1521 if (!m_ptr || !pron) kind = 0x00;
1524 /* Assume simple result */
1525 res = _("何か", "it");
1527 /* Brute force: split on the possibilities */
1528 switch (kind + (mode & (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE)))
1530 /* Neuter, or unknown */
1532 case 0x00: res = "何か"; break;
1533 case 0x00 + (MD_OBJECTIVE): res = "何か"; break;
1534 case 0x00 + (MD_POSSESSIVE): res = "何かの"; break;
1535 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "何か自身"; break;
1536 case 0x00 + (MD_INDEF_HIDDEN): res = "何か"; break;
1537 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "何か"; break;
1538 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "何か"; break;
1539 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "それ自身"; break;
1541 case 0x00: res = "it"; break;
1542 case 0x00 + (MD_OBJECTIVE): res = "it"; break;
1543 case 0x00 + (MD_POSSESSIVE): res = "its"; break;
1544 case 0x00 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1545 case 0x00 + (MD_INDEF_HIDDEN): res = "something"; break;
1546 case 0x00 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "something"; break;
1547 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "something's"; break;
1548 case 0x00 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "itself"; break;
1552 /* Male (assume human if vague) */
1554 case 0x10: res = "彼"; break;
1555 case 0x10 + (MD_OBJECTIVE): res = "彼"; break;
1556 case 0x10 + (MD_POSSESSIVE): res = "彼の"; break;
1557 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
1558 case 0x10 + (MD_INDEF_HIDDEN): res = "誰か"; break;
1559 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
1560 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
1561 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼自身"; break;
1563 case 0x10: res = "he"; break;
1564 case 0x10 + (MD_OBJECTIVE): res = "him"; break;
1565 case 0x10 + (MD_POSSESSIVE): res = "his"; break;
1566 case 0x10 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1567 case 0x10 + (MD_INDEF_HIDDEN): res = "someone"; break;
1568 case 0x10 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1569 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1570 case 0x10 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "himself"; break;
1574 /* Female (assume human if vague) */
1576 case 0x20: res = "彼女"; break;
1577 case 0x20 + (MD_OBJECTIVE): res = "彼女"; break;
1578 case 0x20 + (MD_POSSESSIVE): res = "彼女の"; break;
1579 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
1580 case 0x20 + (MD_INDEF_HIDDEN): res = "誰か"; break;
1581 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "誰か"; break;
1582 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "誰かの"; break;
1583 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "彼女自身"; break;
1585 case 0x20: res = "she"; break;
1586 case 0x20 + (MD_OBJECTIVE): res = "her"; break;
1587 case 0x20 + (MD_POSSESSIVE): res = "her"; break;
1588 case 0x20 + (MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1589 case 0x20 + (MD_INDEF_HIDDEN): res = "someone"; break;
1590 case 0x20 + (MD_INDEF_HIDDEN | MD_OBJECTIVE): res = "someone"; break;
1591 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE): res = "someone's"; break;
1592 case 0x20 + (MD_INDEF_HIDDEN | MD_POSSESSIVE | MD_OBJECTIVE): res = "herself"; break;
1596 /* Copy the result */
1597 (void)strcpy(desc, res);
1601 /* Handle visible monsters, "reflexive" request */
1602 else if ((mode & (MD_POSSESSIVE | MD_OBJECTIVE)) == (MD_POSSESSIVE | MD_OBJECTIVE))
1604 /* The monster is visible, so use its gender */
1606 if (r_ptr->flags1 & (RF1_FEMALE)) strcpy(desc, "彼女自身");
1607 else if (r_ptr->flags1 & (RF1_MALE)) strcpy(desc, "彼自身");
1608 else strcpy(desc, "それ自身");
1610 if (r_ptr->flags1 & RF1_FEMALE) strcpy(desc, "herself");
1611 else if (r_ptr->flags1 & RF1_MALE) strcpy(desc, "himself");
1612 else strcpy(desc, "itself");
1617 /* Handle all other visible monster requests */
1621 if (is_pet(m_ptr) && !is_original_ap(m_ptr))
1627 while(strncmp(t, "』", 2) && *t) t++;
1631 (void)sprintf(desc, "%s?』", buf);
1634 (void)sprintf(desc, "%s?", name);
1636 (void)sprintf(desc, "%s?", name);
1641 /* It could be a Unique */
1642 if ((r_ptr->flags1 & RF1_UNIQUE) && !(p_ptr->image && !(mode & MD_IGNORE_HALLU)))
1644 /* Start with the name (thus nominative and objective) */
1645 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && !(mode & MD_TRUE_NAME))
1651 while (strncmp(t, "』", 2) && *t) t++;
1655 (void)sprintf(desc, "%s?』", buf);
1658 (void)sprintf(desc, "%s?", name);
1660 (void)sprintf(desc, "%s?", name);
1664 /* Inside monster arena, and it is not your mount */
1665 else if (p_ptr->inside_battle &&
1666 !(p_ptr->riding && (¤t_floor_ptr->m_list[p_ptr->riding] == m_ptr)))
1668 /* It is a fake unique monster */
1669 (void)sprintf(desc, _("%sもどき", "fake %s"), name);
1674 (void)strcpy(desc, name);
1678 /* It could be an indefinite monster */
1679 else if (mode & MD_INDEF_VISIBLE)
1681 /* XXX Check plurality for "some" */
1683 /* Indefinite monsters need an indefinite article */
1685 (void)strcpy(desc, "");
1687 (void)strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");
1690 (void)strcat(desc, name);
1693 /* It could be a normal, definite, monster */
1696 /* Definite monsters need a definite article */
1698 (void)strcpy(desc, _("あなたの", "your "));
1700 (void)strcpy(desc, _("", "the "));
1702 (void)strcat(desc, name);
1705 if (m_ptr->nickname)
1707 sprintf(buf,_("「%s」", " called %s"),quark_str(m_ptr->nickname));
1711 if (p_ptr->riding && (¤t_floor_ptr->m_list[p_ptr->riding] == m_ptr))
1713 strcat(desc,_("(乗馬中)", "(riding)"));
1716 if ((mode & MD_IGNORE_HALLU) && (m_ptr->mflag2 & MFLAG2_CHAMELEON))
1718 if (r_ptr->flags1 & RF1_UNIQUE)
1720 strcat(desc,_("(カメレオンの王)", "(Chameleon Lord)"));
1724 strcat(desc,_("(カメレオン)", "(Chameleon)"));
1728 if ((mode & MD_IGNORE_HALLU) && !is_original_ap(m_ptr))
1730 strcat(desc, format("(%s)", r_name + r_info[m_ptr->r_idx].name));
1733 /* Handle the Possessive as a special afterthought */
1734 if (mode & MD_POSSESSIVE)
1736 /* XXX Check for trailing "s" */
1738 /* Simply append "apostrophe" and "s" */
1739 (void)strcat(desc, _("の", "'s"));
1747 * @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)
1748 * @param r_idx 補完されるモンスター種族ID
1749 * @return 明らかになった情報の度数
1751 * Return the number of new flags learnt. -Mogami-
1753 int lore_do_probe(MONRACE_IDX r_idx)
1755 monster_race *r_ptr = &r_info[r_idx];
1759 /* Maximal info about awareness */
1760 if (r_ptr->r_wake != MAX_UCHAR) n++;
1761 if (r_ptr->r_ignore != MAX_UCHAR) n++;
1762 r_ptr->r_wake = r_ptr->r_ignore = MAX_UCHAR;
1764 /* Observe "maximal" attacks */
1765 for (i = 0; i < 4; i++)
1767 /* Examine "actual" blows */
1768 if (r_ptr->blow[i].effect || r_ptr->blow[i].method)
1770 /* Maximal observations */
1771 if (r_ptr->r_blows[i] != MAX_UCHAR) n++;
1772 r_ptr->r_blows[i] = MAX_UCHAR;
1778 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
1779 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
1780 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
1781 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
1782 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
1783 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
1785 /* Only "valid" drops */
1786 if (!(r_ptr->flags1 & RF1_ONLY_GOLD))
1788 if (r_ptr->r_drop_item != tmp_byte) n++;
1789 r_ptr->r_drop_item = tmp_byte;
1791 if (!(r_ptr->flags1 & RF1_ONLY_ITEM))
1793 if (r_ptr->r_drop_gold != tmp_byte) n++;
1794 r_ptr->r_drop_gold = tmp_byte;
1797 /* Observe many spells */
1798 if (r_ptr->r_cast_spell != MAX_UCHAR) n++;
1799 r_ptr->r_cast_spell = MAX_UCHAR;
1801 /* Count unknown flags */
1802 for (i = 0; i < 32; i++)
1804 if (!(r_ptr->r_flags1 & (1L << i)) &&
1805 (r_ptr->flags1 & (1L << i))) n++;
1806 if (!(r_ptr->r_flags2 & (1L << i)) &&
1807 (r_ptr->flags2 & (1L << i))) n++;
1808 if (!(r_ptr->r_flags3 & (1L << i)) &&
1809 (r_ptr->flags3 & (1L << i))) n++;
1810 if (!(r_ptr->r_flags4 & (1L << i)) &&
1811 (r_ptr->flags4 & (1L << i))) n++;
1812 if (!(r_ptr->r_flags5 & (1L << i)) &&
1813 (r_ptr->a_ability_flags1 & (1L << i))) n++;
1814 if (!(r_ptr->r_flags6 & (1L << i)) &&
1815 (r_ptr->a_ability_flags2 & (1L << i))) n++;
1816 if (!(r_ptr->r_flagsr & (1L << i)) &&
1817 (r_ptr->flagsr & (1L << i))) n++;
1819 /* r_flags7 is actually unused */
1821 if (!(r_ptr->r_flags7 & (1L << i)) &&
1822 (r_ptr->flags7 & (1L << i))) n++;
1826 /* Know all the flags */
1827 r_ptr->r_flags1 = r_ptr->flags1;
1828 r_ptr->r_flags2 = r_ptr->flags2;
1829 r_ptr->r_flags3 = r_ptr->flags3;
1830 r_ptr->r_flags4 = r_ptr->flags4;
1831 r_ptr->r_flags5 = r_ptr->a_ability_flags1;
1832 r_ptr->r_flags6 = r_ptr->a_ability_flags2;
1833 r_ptr->r_flagsr = r_ptr->flagsr;
1835 /* r_flags7 is actually unused */
1836 /* r_ptr->r_flags7 = r_ptr->flags7; */
1838 /* Know about evolution */
1839 if (!(r_ptr->r_xtra1 & MR1_SINKA)) n++;
1840 r_ptr->r_xtra1 |= MR1_SINKA;
1842 /* Update monster recall window */
1843 if (p_ptr->monster_race_idx == r_idx)
1845 p_ptr->window |= (PW_MONSTER);
1848 /* Return the number of new flags learnt */
1854 * @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
1855 * @param m_idx モンスター情報のID
1856 * @param num_item 手に入れたアイテム数
1857 * @param num_gold 手に入れた財宝の単位数
1860 * Note that learning the "GOOD"/"GREAT" flags gives information
1861 * about the treasure (even when the monster is killed for the first
1862 * time, such as uniques, and the treasure has not been examined yet).
1864 * This "indirect" method is used to prevent the player from learning
1865 * exactly how much treasure a monster can drop from observing only
1866 * a single example of a drop. This method actually observes how much
1867 * gold and items are dropped, and remembers that information to be
1868 * described later by the monster recall code.
1870 void lore_treasure(MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold)
1872 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1874 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1876 /* If the monster doesn't have original appearance, don't note */
1877 if (!is_original_ap(m_ptr)) return;
1879 /* Note the number of things dropped */
1880 if (num_item > r_ptr->r_drop_item) r_ptr->r_drop_item = num_item;
1881 if (num_gold > r_ptr->r_drop_gold) r_ptr->r_drop_gold = num_gold;
1883 /* Hack -- memorize the good/great flags */
1884 if (r_ptr->flags1 & (RF1_DROP_GOOD)) r_ptr->r_flags1 |= (RF1_DROP_GOOD);
1885 if (r_ptr->flags1 & (RF1_DROP_GREAT)) r_ptr->r_flags1 |= (RF1_DROP_GREAT);
1887 /* Update monster recall window */
1888 if (p_ptr->monster_race_idx == m_ptr->r_idx)
1890 p_ptr->window |= (PW_MONSTER);
1896 * @brief ELDRITCH_HORRORによるプレイヤーの精神破壊処理
1897 * @param m_ptr ELDRITCH_HORRORを引き起こしたモンスターの参照ポインタ
1898 * @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
1901 void sanity_blast(monster_type *m_ptr, bool necro)
1905 if (p_ptr->inside_battle || !character_dungeon) return;
1907 if (!necro && m_ptr)
1909 GAME_TEXT m_name[MAX_NLEN];
1910 monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
1912 power = r_ptr->level / 2;
1914 monster_desc(m_name, m_ptr, 0);
1916 if (!(r_ptr->flags1 & RF1_UNIQUE))
1918 if (r_ptr->flags1 & RF1_FRIENDS)
1923 if (!is_loading_now)
1924 return; /* No effect yet, just loaded... */
1927 return; /* Cannot see it for some reason */
1929 if (!(r_ptr->flags2 & RF2_ELDRITCH_HORROR))
1933 return; /* Pet eldritch horrors are safe most of the time */
1935 if (randint1(100) > power) return;
1937 if (saving_throw(p_ptr->skill_sav - power))
1939 return; /* Save, no adverse effects */
1944 /* Something silly happens... */
1945 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
1946 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
1950 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
1951 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
1954 return; /* Never mind; we can't see it clearly enough */
1957 /* Something frightening happens... */
1958 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
1959 horror_desc[randint0(MAX_SAN_HORROR)], m_name);
1961 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
1963 /* Demon characters are unaffected */
1964 if (prace_is_(RACE_IMP) || prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)) return;
1965 if (p_ptr->wizard) return;
1967 /* Undead characters are 50% likely to be unaffected */
1968 if (prace_is_(RACE_SKELETON) || prace_is_(RACE_ZOMBIE)
1969 || prace_is_(RACE_VAMPIRE) || prace_is_(RACE_SPECTRE) ||
1970 (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD))
1972 if (saving_throw(25 + p_ptr->lev)) return;
1977 monster_race *r_ptr;
1978 GAME_TEXT m_name[MAX_NLEN];
1981 get_mon_num_prep(get_nightmare, NULL);
1983 r_ptr = &r_info[get_mon_num(MAX_DEPTH)];
1984 power = r_ptr->level + 10;
1985 desc = r_name + r_ptr->name;
1987 get_mon_num_prep(NULL, NULL);
1990 if (!(r_ptr->flags1 & RF1_UNIQUE))
1991 sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
1994 sprintf(m_name, "%s", desc);
1996 if (!(r_ptr->flags1 & RF1_UNIQUE))
1998 if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
2002 if (saving_throw(p_ptr->skill_sav * 100 / power))
2004 msg_format(_("夢の中で%sに追いかけられた。", "%^s chases you through your dreams."), m_name);
2011 /* Something silly happens... */
2012 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
2013 funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
2017 msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
2018 p_ptr->image = p_ptr->image + randint1(r_ptr->level);
2021 /* Never mind; we can't see it clearly enough */
2025 /* Something frightening happens... */
2026 msg_format(_("%s%sの顔を見てしまった!", "You behold the %s visage of %s!"),
2027 horror_desc[randint0(MAX_SAN_HORROR)], desc);
2029 r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
2031 if (!p_ptr->mimic_form)
2033 switch (p_ptr->prace)
2035 /* Demons may make a saving throw */
2038 if (saving_throw(20 + p_ptr->lev)) return;
2040 /* Undead may make a saving throw */
2045 if (saving_throw(10 + p_ptr->lev)) return;
2051 /* Demons may make a saving throw */
2052 if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
2054 if (saving_throw(20 + p_ptr->lev)) return;
2056 /* Undead may make a saving throw */
2057 else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
2059 if (saving_throw(10 + p_ptr->lev)) return;
2065 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!"));
2068 if (saving_throw(p_ptr->skill_sav - power))
2074 (void)do_dec_stat(A_INT);
2075 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
2078 (void)do_dec_stat(A_WIS);
2079 } while (randint0(100) > p_ptr->skill_sav && one_in_(2));
2081 switch (randint1(21))
2084 if (!(p_ptr->muta3 & MUT3_MORONIC) && one_in_(5))
2086 if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
2088 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!"));
2092 msg_print(_("あなたは完璧な馬鹿になった!", "You turn into an utter moron!"));
2095 if (p_ptr->muta3 & MUT3_HYPER_INT)
2097 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."));
2098 p_ptr->muta3 &= ~(MUT3_HYPER_INT);
2100 p_ptr->muta3 |= MUT3_MORONIC;
2106 if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
2108 msg_print(_("あなたはパラノイアになった!", "You become paranoid!"));
2110 /* Duh, the following should never happen, but anyway... */
2111 if (p_ptr->muta3 & MUT3_FEARLESS)
2113 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."));
2114 p_ptr->muta3 &= ~(MUT3_FEARLESS);
2117 p_ptr->muta2 |= MUT2_COWARDICE;
2123 if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
2125 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!"));
2126 p_ptr->muta2 |= MUT2_HALLU;
2132 if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
2134 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!"));
2135 p_ptr->muta2 |= MUT2_BERS_RAGE;
2145 if (!p_ptr->resist_conf)
2147 (void)set_confused(p_ptr->confused + randint0(4) + 4);
2149 if (!p_ptr->free_act)
2151 (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
2153 if (!p_ptr->resist_chaos)
2155 (void)set_image(p_ptr->image + randint0(250) + 150);
2164 if (lose_all_info())
2165 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!"));
2169 p_ptr->update |= PU_BONUS;
2174 * @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
2175 * @param m_idx 更新するモンスター情報のID
2176 * @param full プレイヤーとの距離更新を行うならばtrue
2179 * This involves extracting the distance to the player (if requested),
2180 * and then checking for visibility (natural, infravision, see-invis,
2181 * telepathy), updating the monster visibility flag, redrawing (or
2182 * erasing) the monster when its visibility changes, and taking note
2183 * of any interesting monster flags (cold-blooded, invisible, etc).
2185 * Note the new "mflag" field which encodes several monster state flags,
2186 * including "view" for when the monster is currently in line of sight,
2187 * and "mark" for when the monster is currently visible via detection.
2189 * The only monster fields that are changed here are "cdis" (the
2190 * distance from the player), "ml" (visible to the player), and
2191 * "mflag" (to maintain the "MFLAG_VIEW" flag).
2193 * Note the special "update_monsters()" function which can be used to
2194 * call this function once for every monster.
2196 * Note the "full" flag which requests that the "cdis" field be updated,
2197 * this is only needed when the monster (or the player) has moved.
2199 * Every time a monster moves, we must call this function for that
2200 * monster, and update the distance, and the visibility. Every time
2201 * the player moves, we must call this function for every monster, and
2202 * update the distance, and the visibility. Whenever the player "state"
2203 * changes in certain ways ("blindness", "infravision", "telepathy",
2204 * and "see invisible"), we must call this function for every monster,
2205 * and update the visibility.
2207 * Routines that change the "illumination" of a grid must also call this
2208 * function for any monster in that grid, since the "visibility" of some
2209 * monsters may be based on the illumination of their grid.
2211 * Note that this function is called once per monster every time the
2212 * player moves. When the player is running, this function is one
2213 * of the primary bottlenecks, along with "update_view()" and the
2214 * "process_monsters()" code, so efficiency is important.
2216 * Note the optimized "inline" version of the "distance()" function.
2218 * A monster is "visible" to the player if (1) it has been detected
2219 * by the player, (2) it is close to the player and the player has
2220 * telepathy, or (3) it is close to the player, and in line of sight
2221 * of the player, and it is "illuminated" by some combination of
2222 * infravision, torch light, or permanent light (invisible monsters
2223 * are only affected by "light" if the player can see invisible).
2225 * Monsters which are not on the current panel may be "visible" to
2226 * the player, and their descriptions will include an "offscreen"
2227 * reference. Currently, offscreen monsters cannot be targetted
2228 * or viewed directly, but old targets will remain set. XXX XXX
2230 * The player can choose to be disturbed by several things, including
2231 * "disturb_move" (monster which is viewable moves in some way), and
2232 * "disturb_near" (monster which is "easily" viewable moves in some
2233 * way). Note that "moves" includes "appears" and "disappears".
2235 void update_monster(MONSTER_IDX m_idx, bool full)
2237 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
2239 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2241 bool do_disturb = disturb_move;
2245 /* Current location */
2252 /* Seen by vision */
2255 /* Non-Ninja player in the darkness */
2256 bool in_darkness = (d_info[p_ptr->dungeon_idx].flags1 & DF1_DARKNESS) && !p_ptr->see_nocto;
2261 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2263 if (ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)
2267 /* Compute distance */
2270 /* Distance components */
2271 int dy = (p_ptr->y > fy) ? (p_ptr->y - fy) : (fy - p_ptr->y);
2272 int dx = (p_ptr->x > fx) ? (p_ptr->x - fx) : (fx - p_ptr->x);
2274 /* Approximate distance */
2275 d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
2277 /* Restrict distance */
2278 if (d > 255) d = 255;
2282 /* Save the distance */
2286 /* Extract distance */
2289 /* Extract the distance */
2295 if (m_ptr->mflag2 & (MFLAG2_MARK)) flag = TRUE;
2299 if (d <= (in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT))
2301 if (!in_darkness || (d <= MAX_SIGHT / 4))
2303 if (p_ptr->special_defense & KATA_MUSOU)
2308 if (is_original_ap(m_ptr) && !p_ptr->image)
2310 /* Hack -- Memorize mental flags */
2311 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2312 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2316 /* Basic telepathy */
2317 /* Snipers get telepathy when they concentrate deeper */
2318 else if (p_ptr->telepathy)
2320 /* Empty mind, no telepathy */
2321 if (r_ptr->flags2 & (RF2_EMPTY_MIND))
2323 /* Memorize flags */
2324 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
2327 /* Weird mind, occasional telepathy */
2328 else if (r_ptr->flags2 & (RF2_WEIRD_MIND))
2330 /* One in ten individuals are detectable */
2331 if ((m_idx % 10) == 5)
2336 if (is_original_ap(m_ptr) && !p_ptr->image)
2338 /* Memorize flags */
2339 r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
2341 /* Hack -- Memorize mental flags */
2342 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2343 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2348 /* Normal mind, allow telepathy */
2354 if (is_original_ap(m_ptr) && !p_ptr->image)
2356 /* Hack -- Memorize mental flags */
2357 if (r_ptr->flags2 & (RF2_SMART)) r_ptr->r_flags2 |= (RF2_SMART);
2358 if (r_ptr->flags2 & (RF2_STUPID)) r_ptr->r_flags2 |= (RF2_STUPID);
2363 /* Magical sensing */
2364 if ((p_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL)))
2367 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ANIMAL);
2370 /* Magical sensing */
2371 if ((p_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD)))
2374 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_UNDEAD);
2377 /* Magical sensing */
2378 if ((p_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON)))
2381 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DEMON);
2384 /* Magical sensing */
2385 if ((p_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC)))
2388 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_ORC);
2391 /* Magical sensing */
2392 if ((p_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL)))
2395 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_TROLL);
2398 /* Magical sensing */
2399 if ((p_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT)))
2402 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GIANT);
2405 /* Magical sensing */
2406 if ((p_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON)))
2409 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_DRAGON);
2412 /* Magical sensing */
2413 if ((p_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN)))
2416 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags2 |= (RF2_HUMAN);
2419 /* Magical sensing */
2420 if ((p_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL)))
2423 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_EVIL);
2426 /* Magical sensing */
2427 if ((p_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD)))
2430 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_GOOD);
2433 /* Magical sensing */
2434 if ((p_ptr->esp_nonliving) &&
2435 ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING))
2438 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags3 |= (RF3_NONLIVING);
2441 /* Magical sensing */
2442 if ((p_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE)))
2445 if (is_original_ap(m_ptr) && !p_ptr->image) r_ptr->r_flags1 |= (RF1_UNIQUE);
2449 /* Normal line of sight, and not blind */
2450 if (player_has_los_bold(fy, fx) && !p_ptr->blind)
2452 bool do_invisible = FALSE;
2453 bool do_cold_blood = FALSE;
2455 /* Snipers can see targets in darkness when they concentrate deeper */
2456 if (p_ptr->concent >= CONCENT_RADAR_THRESHOLD)
2462 /* Use "infravision" */
2463 if (d <= p_ptr->see_infra)
2465 /* Handle "cold blooded" monsters */
2466 if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD)
2468 do_cold_blood = TRUE;
2471 /* Handle "warm blooded" monsters */
2479 /* Use "illumination" */
2480 if (player_can_see_bold(fy, fx))
2482 /* Handle "invisible" monsters */
2483 if (r_ptr->flags2 & (RF2_INVISIBLE))
2485 do_invisible = TRUE;
2495 /* Handle "normal" monsters */
2506 if (is_original_ap(m_ptr) && !p_ptr->image)
2508 /* Memorize flags */
2509 if (do_invisible) r_ptr->r_flags2 |= (RF2_INVISIBLE);
2510 if (do_cold_blood) r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
2517 /* The monster is now visible */
2520 /* It was previously unseen */
2523 /* Mark as visible */
2526 /* Draw the monster */
2529 /* Update health bar as needed */
2530 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2531 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2533 /* Hack -- Count "fresh" sightings */
2536 if ((m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
2537 r_info[MON_KAGE].r_sights++;
2538 else if (is_original_ap(m_ptr) && (r_ptr->r_sights < MAX_SHORT))
2542 /* Eldritch Horror */
2543 if (r_info[m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR)
2545 sanity_blast(m_ptr, FALSE);
2548 /* Disturb on appearance */
2549 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)))
2551 if (disturb_pets || is_hostile(m_ptr))
2552 disturb(TRUE, TRUE);
2557 /* The monster is not visible */
2560 /* It was previously seen */
2563 /* Mark as not visible */
2566 /* Erase the monster */
2569 /* Update health bar as needed */
2570 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2571 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2573 /* Disturb on disappearance */
2576 if (disturb_pets || is_hostile(m_ptr))
2577 disturb(TRUE, TRUE);
2583 /* The monster is now easily visible */
2587 if (!(m_ptr->mflag & (MFLAG_VIEW)))
2589 /* Mark as easily visible */
2590 m_ptr->mflag |= (MFLAG_VIEW);
2592 /* Disturb on appearance */
2595 if (disturb_pets || is_hostile(m_ptr))
2596 disturb(TRUE, TRUE);
2601 /* The monster is not easily visible */
2605 if (m_ptr->mflag & (MFLAG_VIEW))
2607 /* Mark as not easily visible */
2608 m_ptr->mflag &= ~(MFLAG_VIEW);
2610 /* Disturb on disappearance */
2613 if (disturb_pets || is_hostile(m_ptr))
2614 disturb(TRUE, TRUE);
2622 * @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).
2623 * @param full 距離更新を行うならtrue
2626 void update_monsters(bool full)
2630 /* Update each (live) monster */
2631 for (i = 1; i < m_max; i++)
2633 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
2635 /* Skip dead monsters */
2636 if (!m_ptr->r_idx) continue;
2637 update_monster(i, full);
2643 * @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
2644 * @param r_idx モンスター種族ID
2645 * @return 対象にできるならtrueを返す
2647 static bool monster_hook_chameleon_lord(MONRACE_IDX r_idx)
2649 monster_race *r_ptr = &r_info[r_idx];
2650 monster_type *m_ptr = ¤t_floor_ptr->m_list[chameleon_change_m_idx];
2651 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2653 if (!(r_ptr->flags1 & (RF1_UNIQUE))) return FALSE;
2654 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2656 if (ABS(r_ptr->level - r_info[MON_CHAMELEON_K].level) > 5) return FALSE;
2658 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))
2661 if (!monster_can_cross_terrain(current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2664 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2666 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
2670 else if (summon_specific_who > 0)
2672 if (monster_has_hostile_align(¤t_floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2679 * @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
2680 * @param r_idx モンスター種族ID
2681 * @return 対象にできるならtrueを返す
2683 static bool monster_hook_chameleon(MONRACE_IDX r_idx)
2685 monster_race *r_ptr = &r_info[r_idx];
2686 monster_type *m_ptr = ¤t_floor_ptr->m_list[chameleon_change_m_idx];
2687 monster_race *old_r_ptr = &r_info[m_ptr->r_idx];
2689 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2690 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2691 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2693 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))
2696 if (!monster_can_cross_terrain(current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, r_ptr, 0)) return FALSE;
2699 if (!(old_r_ptr->flags7 & RF7_CHAMELEON))
2701 if ((old_r_ptr->flags3 & RF3_GOOD) && !(r_ptr->flags3 & RF3_GOOD)) return FALSE;
2702 if ((old_r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags3 & RF3_EVIL)) return FALSE;
2703 if (!(old_r_ptr->flags3 & (RF3_GOOD | RF3_EVIL)) && (r_ptr->flags3 & (RF3_GOOD | RF3_EVIL))) return FALSE;
2707 else if (summon_specific_who > 0)
2709 if (monster_has_hostile_align(¤t_floor_ptr->m_list[summon_specific_who], 0, 0, r_ptr)) return FALSE;
2712 return (*(get_monster_hook()))(r_idx);
2717 * @param m_idx 変身処理を受けるモンスター情報のID
2718 * @param born 生成時の初変身先指定ならばtrue
2719 * @param r_idx 旧モンスター種族のID
2722 void choose_new_monster(MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx)
2725 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
2726 monster_race *r_ptr;
2727 char old_m_name[MAX_NLEN];
2728 bool old_unique = FALSE;
2729 int old_r_idx = m_ptr->r_idx;
2731 if (r_info[m_ptr->r_idx].flags1 & RF1_UNIQUE)
2733 if (old_unique && (r_idx == MON_CHAMELEON)) r_idx = MON_CHAMELEON_K;
2734 r_ptr = &r_info[r_idx];
2736 monster_desc(old_m_name, m_ptr, 0);
2742 chameleon_change_m_idx = m_idx;
2744 get_mon_num_prep(monster_hook_chameleon_lord, NULL);
2746 get_mon_num_prep(monster_hook_chameleon, NULL);
2749 level = r_info[MON_CHAMELEON_K].level;
2750 else if (!current_floor_ptr->dun_level)
2751 level = wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level;
2753 level = current_floor_ptr->dun_level;
2755 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_CHAMELEON) level+= 2+randint1(3);
2757 r_idx = get_mon_num(level);
2758 r_ptr = &r_info[r_idx];
2760 chameleon_change_m_idx = 0;
2766 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
2768 m_ptr->r_idx = r_idx;
2769 m_ptr->ap_r_idx = r_idx;
2770 update_monster(m_idx, FALSE);
2771 lite_spot(m_ptr->fy, m_ptr->fx);
2773 if ((r_info[old_r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) ||
2774 (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)))
2775 p_ptr->update |= (PU_MON_LITE);
2777 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, TRUE);
2781 /* Sub-alignment of a chameleon */
2782 if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD))
2784 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2785 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
2786 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
2791 if (m_idx == p_ptr->riding)
2793 GAME_TEXT m_name[MAX_NLEN];
2794 monster_desc(m_name, m_ptr, 0);
2795 msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
2796 if (!(r_ptr->flags7 & RF7_RIDING))
2797 if (rakuba(0, TRUE)) msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
2800 /* Extract the monster base speed */
2801 m_ptr->mspeed = get_mspeed(r_ptr);
2803 oldmaxhp = m_ptr->max_maxhp;
2804 /* Assign maximal hitpoints */
2805 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
2807 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
2811 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
2814 /* Monsters have double hitpoints in Nightmare mode */
2815 if (ironman_nightmare)
2817 u32b hp = m_ptr->max_maxhp * 2L;
2818 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
2821 m_ptr->maxhp = (long)(m_ptr->maxhp * m_ptr->max_maxhp) / oldmaxhp;
2822 if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
2823 m_ptr->hp = (long)(m_ptr->hp * m_ptr->max_maxhp) / oldmaxhp;
2825 /* reset dealt_damage */
2826 m_ptr->dealt_damage = 0;
2831 * @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
2832 * @param r_idx モンスター種族ID
2833 * @return 対象にできるならtrueを返す
2835 static bool monster_hook_tanuki(MONRACE_IDX r_idx)
2837 monster_race *r_ptr = &r_info[r_idx];
2839 if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
2840 if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
2841 if (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) return FALSE;
2842 if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2844 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))
2847 return (*(get_monster_hook()))(r_idx);
2852 * @brief モンスターの表層IDを設定する / Set initial racial appearance of a monster
2853 * @param r_idx モンスター種族ID
2854 * @return モンスター種族の表層ID
2856 static IDX initial_r_appearance(MONRACE_IDX r_idx)
2858 int attempts = 1000;
2860 DEPTH min = MIN(current_floor_ptr->base_level-5, 50);
2862 if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
2864 if (current_floor_ptr->base_level == 0 || one_in_(5)) return MON_ALIEN_JURAL;
2867 if (!(r_info[r_idx].flags7 & RF7_TANUKI))
2870 get_mon_num_prep(monster_hook_tanuki, NULL);
2874 ap_r_idx = get_mon_num(current_floor_ptr->base_level + 10);
2875 if (r_info[ap_r_idx].level >= min) return ap_r_idx;
2883 * @brief モンスターの個体加速を設定する / Get initial monster speed
2884 * @param r_ptr モンスター種族の参照ポインタ
2887 byte get_mspeed(monster_race *r_ptr)
2889 /* Extract the monster base speed */
2890 int mspeed = r_ptr->speed;
2892 /* Hack -- small racial variety */
2893 if (!(r_ptr->flags1 & RF1_UNIQUE) && !p_ptr->inside_arena)
2895 /* Allow some small variation per monster */
2896 int i = SPEED_TO_ENERGY(r_ptr->speed) / (one_in_(4) ? 3 : 10);
2897 if (i) mspeed += rand_spread(0, i);
2900 if (mspeed > 199) mspeed = 199;
2902 return (byte)mspeed;
2907 * @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.
2908 * @param who 召喚を行ったモンスターID
2911 * @param r_idx 生成モンスター種族
2912 * @param mode 生成オプション
2915 * To give the player a sporting chance, any monster that appears in
2916 * line-of-sight and is extremely dangerous can be marked as
2917 * "FORCE_SLEEP", which will cause them to be placed with low energy,
2918 * which often (but not always) lets the player move before they do.
2920 * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
2922 * Use special "here" and "dead" flags for unique monsters,
2923 * remove old "cur_num" and "max_num" fields.
2925 * Actually, do something similar for artifacts, to simplify
2926 * the "preserve" mode, and to make the "what artifacts" flag more useful.
2928 * This is the only function which may place a monster in the dungeon,
2929 * except for the savefile loading code.
2931 static bool place_monster_one(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
2933 /* Access the location */
2934 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2935 monster_type *m_ptr;
2936 monster_race *r_ptr = &r_info[r_idx];
2937 concptr name = (r_name + r_ptr->name);
2941 /* DO NOT PLACE A MONSTER IN THE SMALL SCALE WILDERNESS !!! */
2942 if (p_ptr->wild_mode) return FALSE;
2944 /* Verify location */
2945 if (!in_bounds(y, x)) return (FALSE);
2948 if (!r_idx) return (FALSE);
2951 if (!r_ptr->name) return (FALSE);
2953 if (!(mode & PM_IGNORE_TERRAIN))
2955 /* Not on the Pattern */
2956 if (pattern_tile(y, x)) return FALSE;
2958 /* Require empty space (if not ghostly) */
2959 if (!monster_can_enter(y, x, r_ptr, 0)) return FALSE;
2962 if (!p_ptr->inside_battle)
2964 /* Hack -- "unique" monsters must be "unique" */
2965 if (((r_ptr->flags1 & (RF1_UNIQUE)) ||
2966 (r_ptr->flags7 & (RF7_NAZGUL))) &&
2967 (r_ptr->cur_num >= r_ptr->max_num))
2973 if ((r_ptr->flags7 & (RF7_UNIQUE2)) &&
2974 (r_ptr->cur_num >= 1))
2979 if (r_idx == MON_BANORLUPART)
2981 if (r_info[MON_BANOR].cur_num > 0) return FALSE;
2982 if (r_info[MON_LUPART].cur_num > 0) return FALSE;
2985 /* Depth monsters may NOT be created out of depth, unless in Nightmare mode */
2986 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (current_floor_ptr->dun_level < r_ptr->level) &&
2987 (!ironman_nightmare || (r_ptr->flags1 & (RF1_QUESTOR))))
2994 if (quest_number(current_floor_ptr->dun_level))
2996 int hoge = quest_number(current_floor_ptr->dun_level);
2997 if ((quest[hoge].type == QUEST_TYPE_KILL_LEVEL) || (quest[hoge].type == QUEST_TYPE_RANDOM))
2999 if(r_idx == quest[hoge].r_idx)
3001 int number_mon, i2, j2;
3004 /* Count all quest monsters */
3005 for (i2 = 0; i2 < current_floor_ptr->width; ++i2)
3006 for (j2 = 0; j2 < current_floor_ptr->height; j2++)
3007 if (current_floor_ptr->grid_array[j2][i2].m_idx > 0)
3008 if (current_floor_ptr->m_list[current_floor_ptr->grid_array[j2][i2].m_idx].r_idx == quest[hoge].r_idx)
3010 if(number_mon + quest[hoge].cur_num >= quest[hoge].max_num)
3016 if (is_glyph_grid(g_ptr))
3018 if (randint1(BREAK_GLYPH) < (r_ptr->level+20))
3020 /* Describe observable breakage */
3021 if (g_ptr->info & CAVE_MARK)
3023 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
3026 /* Forget the rune */
3027 g_ptr->info &= ~(CAVE_MARK);
3029 /* Break the rune */
3030 g_ptr->info &= ~(CAVE_OBJECT);
3038 msg_format_wizard(CHEAT_MONSTER, _("%s(Lv%d)を生成しました。", "%s(Lv%d) was generated."), name, r_ptr->level);
3040 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL) || (r_ptr->level < 10)) mode &= ~PM_KAGE;
3042 /* Make a new monster */
3043 g_ptr->m_idx = m_pop();
3044 hack_m_idx_ii = g_ptr->m_idx;
3046 /* Mega-Hack -- catch "failure" */
3047 if (!g_ptr->m_idx) return (FALSE);
3050 /* Get a new monster record */
3051 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
3054 m_ptr->r_idx = r_idx;
3055 m_ptr->ap_r_idx = initial_r_appearance(r_idx);
3061 /* Hack -- Appearance transfer */
3062 if ((mode & PM_MULTIPLY) && (who > 0) && !is_original_ap(¤t_floor_ptr->m_list[who]))
3064 m_ptr->ap_r_idx = current_floor_ptr->m_list[who].ap_r_idx;
3066 /* Hack -- Shadower spawns Shadower */
3067 if (current_floor_ptr->m_list[who].mflag2 & MFLAG2_KAGE) m_ptr->mflag2 |= MFLAG2_KAGE;
3070 /* Sub-alignment of a monster */
3071 if ((who > 0) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
3072 m_ptr->sub_align = current_floor_ptr->m_list[who].sub_align;
3075 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3076 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
3077 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
3080 /* Place the monster at the location */
3085 /* No "timed status" yet */
3086 for (cmi = 0; cmi < MAX_MTIMED; cmi++) m_ptr->mtimed[cmi] = 0;
3088 /* Unknown distance */
3091 reset_target(m_ptr);
3093 m_ptr->nickname = 0;
3098 /* Your pet summons its pet. */
3099 if (who > 0 && is_pet(¤t_floor_ptr->m_list[who]))
3101 mode |= PM_FORCE_PET;
3102 m_ptr->parent_m_idx = who;
3106 m_ptr->parent_m_idx = 0;
3109 if (r_ptr->flags7 & RF7_CHAMELEON)
3111 choose_new_monster(g_ptr->m_idx, TRUE, 0);
3112 r_ptr = &r_info[m_ptr->r_idx];
3113 m_ptr->mflag2 |= MFLAG2_CHAMELEON;
3115 /* Hack - Set sub_align to neutral when the Chameleon Lord is generated as "GUARDIAN" */
3116 if ((r_ptr->flags1 & RF1_UNIQUE) && (who <= 0))
3117 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3119 else if ((mode & PM_KAGE) && !(mode & PM_FORCE_PET))
3121 m_ptr->ap_r_idx = MON_KAGE;
3122 m_ptr->mflag2 |= MFLAG2_KAGE;
3125 if (mode & PM_NO_PET) m_ptr->mflag2 |= MFLAG2_NOPET;
3131 if (mode & PM_FORCE_PET)
3136 else if ((r_ptr->flags7 & RF7_FRIENDLY) ||
3137 (mode & PM_FORCE_FRIENDLY) || is_friendly_idx(who))
3139 if (!monster_has_hostile_align(NULL, 0, -1, r_ptr)) set_friendly(m_ptr);
3142 /* Assume no sleeping */
3143 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
3145 /* Enforce sleeping if needed */
3146 if ((mode & PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare)
3148 int val = r_ptr->sleep;
3149 (void)set_monster_csleep(g_ptr->m_idx, (val * 2) + randint1(val * 10));
3152 /* Assign maximal hitpoints */
3153 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
3155 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
3159 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
3162 /* Monsters have double hitpoints in Nightmare mode */
3163 if (ironman_nightmare)
3165 u32b hp = m_ptr->max_maxhp * 2L;
3167 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
3170 m_ptr->maxhp = m_ptr->max_maxhp;
3172 /* And start out fully healthy */
3173 if (m_ptr->r_idx == MON_WOUNDED_BEAR)
3174 m_ptr->hp = m_ptr->maxhp / 2;
3175 else m_ptr->hp = m_ptr->maxhp;
3178 /* dealt damage is 0 at initial*/
3179 m_ptr->dealt_damage = 0;
3182 /* Extract the monster base speed */
3183 m_ptr->mspeed = get_mspeed(r_ptr);
3185 if (mode & PM_HASTE) (void)set_monster_fast(g_ptr->m_idx, 100);
3187 /* Give a random starting energy */
3188 if (!ironman_nightmare)
3190 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100);
3194 /* Nightmare monsters are more prepared */
3195 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100) * 2;
3198 /* Force monster to wait for player, unless in Nightmare mode */
3199 if ((r_ptr->flags1 & RF1_FORCE_SLEEP) && !ironman_nightmare)
3201 /* Monster is still being nice */
3202 m_ptr->mflag |= (MFLAG_NICE);
3204 /* Must repair monsters */
3205 repair_monsters = TRUE;
3208 /* Hack -- see "process_monsters()" */
3209 if (g_ptr->m_idx < hack_m_idx)
3211 /* Monster is still being born */
3212 m_ptr->mflag |= (MFLAG_BORN);
3216 if (r_ptr->flags7 & RF7_SELF_LD_MASK)
3217 p_ptr->update |= (PU_MON_LITE);
3218 else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !MON_CSLEEP(m_ptr))
3219 p_ptr->update |= (PU_MON_LITE);
3220 update_monster(g_ptr->m_idx, TRUE);
3223 /* Count the monsters on the level */
3224 real_r_ptr(m_ptr)->cur_num++;
3227 * Memorize location of the unique monster in saved floors.
3228 * A unique monster move from old saved floor.
3230 if (character_dungeon &&
3231 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)))
3232 real_r_ptr(m_ptr)->floor_id = p_ptr->floor_id;
3234 /* Hack -- Count the number of "reproducers" */
3235 if (r_ptr->flags2 & RF2_MULTIPLY) current_floor_ptr->num_repro++;
3237 /* Hack -- Notice new multi-hued monsters */
3239 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3240 if (ap_r_ptr->flags1 & (RF1_ATTR_MULTI | RF1_SHAPECHANGER))
3241 shimmer_monsters = TRUE;
3244 if (p_ptr->warning && character_dungeon)
3246 if (r_ptr->flags1 & RF1_UNIQUE)
3250 GAME_TEXT o_name[MAX_NLEN];
3252 if (r_ptr->level > p_ptr->lev + 30)
3253 color = _("黒く", "black");
3254 else if (r_ptr->level > p_ptr->lev + 15)
3255 color = _("紫色に", "purple");
3256 else if (r_ptr->level > p_ptr->lev + 5)
3257 color = _("ルビー色に", "deep red");
3258 else if (r_ptr->level > p_ptr->lev - 5)
3259 color = _("赤く", "red");
3260 else if (r_ptr->level > p_ptr->lev - 15)
3261 color = _("ピンク色に", "pink");
3263 color = _("白く", "white");
3265 o_ptr = choose_warning_item();
3268 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
3269 msg_format(_("%sは%s光った。", "%s glows %s."), o_name, color);
3273 msg_format(_("%s光る物が頭に浮かんだ。", "An %s image forms in your mind."), color);
3278 if (is_explosive_rune_grid(g_ptr))
3280 /* Break the ward */
3281 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
3283 /* Describe observable breakage */
3284 if (g_ptr->info & CAVE_MARK)
3286 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
3287 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);
3292 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
3295 /* Forget the rune */
3296 g_ptr->info &= ~(CAVE_MARK);
3298 /* Break the rune */
3299 g_ptr->info &= ~(CAVE_OBJECT);
3312 #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 */
3315 * @brief モンスター1体を目標地点に可能な限り近い位置に生成する / improved version of scatter() for place monster
3316 * @param r_idx 生成モンスター種族
3317 * @param yp 結果生成位置y座標
3318 * @param xp 結果生成位置x座標
3319 * @param y 中心生成位置y座標
3320 * @param x 中心生成位置x座標
3321 * @param max_dist 生成位置の最大半径
3325 static bool mon_scatter(MONRACE_IDX r_idx, POSITION *yp, POSITION *xp, POSITION y, POSITION x, POSITION max_dist)
3327 POSITION place_x[MON_SCAT_MAXD];
3328 POSITION place_y[MON_SCAT_MAXD];
3329 int num[MON_SCAT_MAXD];
3333 if (max_dist >= MON_SCAT_MAXD)
3336 for (i = 0; i < MON_SCAT_MAXD; i++)
3339 for (nx = x - max_dist; nx <= x + max_dist; nx++)
3341 for (ny = y - max_dist; ny <= y + max_dist; ny++)
3343 /* Ignore annoying locations */
3344 if (!in_bounds(ny, nx)) continue;
3346 /* Require "line of projection" */
3347 if (!projectable(y, x, ny, nx)) continue;
3351 monster_race *r_ptr = &r_info[r_idx];
3353 /* Require empty space (if not ghostly) */
3354 if (!monster_can_enter(ny, nx, r_ptr, 0))
3359 /* Walls and Monsters block flow */
3360 if (!cave_empty_bold2(ny, nx)) continue;
3362 /* ... nor on the Pattern */
3363 if (pattern_tile(ny, nx)) continue;
3366 i = distance(y, x, ny, nx);
3374 if (one_in_(num[i]))
3383 while (i < MON_SCAT_MAXD && 0 == num[i])
3385 if (i >= MON_SCAT_MAXD)
3395 * @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
3396 * @param who 召喚主のモンスター情報ID
3397 * @param y 中心生成位置y座標
3398 * @param x 中心生成位置x座標
3399 * @param r_idx 生成モンスター種族
3400 * @param mode 生成オプション
3403 static bool place_monster_group(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
3405 monster_race *r_ptr = &r_info[r_idx];
3408 int total = 0, extra = 0;
3412 POSITION hack_y[GROUP_MAX];
3413 POSITION hack_x[GROUP_MAX];
3416 /* Pick a group size */
3417 total = randint1(10);
3419 /* Hard monsters, small groups */
3420 if (r_ptr->level > current_floor_ptr->dun_level)
3422 extra = r_ptr->level - current_floor_ptr->dun_level;
3423 extra = 0 - randint1(extra);
3426 /* Easy monsters, large groups */
3427 else if (r_ptr->level < current_floor_ptr->dun_level)
3429 extra = current_floor_ptr->dun_level - r_ptr->level;
3430 extra = randint1(extra);
3433 /* Hack -- limit group reduction */
3434 if (extra > 9) extra = 9;
3436 /* Modify the group size */
3440 if (total < 1) total = 1;
3443 if (total > GROUP_MAX) total = GROUP_MAX;
3446 /* Start on the monster */
3451 /* Puddle monsters, breadth first, up to total */
3452 for (n = 0; (n < hack_n) && (hack_n < total); n++)
3454 /* Grab the location */
3455 POSITION hx = hack_x[n];
3456 POSITION hy = hack_y[n];
3458 /* Check each direction, up to total */
3459 for (i = 0; (i < 8) && (hack_n < total); i++)
3463 scatter(&my, &mx, hy, hx, 4, 0);
3465 /* Walls and Monsters block flow */
3466 if (!cave_empty_bold2(my, mx)) continue;
3468 /* Attempt to place another monster */
3469 if (place_monster_one(who, my, mx, r_idx, mode))
3471 /* Add it to the "hack" set */
3472 hack_y[hack_n] = my;
3473 hack_x[hack_n] = mx;
3485 * @var place_monster_idx
3486 * @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
3487 * @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
3489 static MONSTER_IDX place_monster_idx = 0;
3492 * @var place_monster_m_idx
3493 * @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
3494 * @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
3496 static MONSTER_IDX place_monster_m_idx = 0;
3499 * @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
3500 * @param r_idx チェックするモンスター種族のID
3501 * @return 護衛にできるならばtrue
3503 static bool place_monster_can_escort(MONRACE_IDX r_idx)
3505 monster_race *r_ptr = &r_info[place_monster_idx];
3506 monster_type *m_ptr = ¤t_floor_ptr->m_list[place_monster_m_idx];
3508 monster_race *z_ptr = &r_info[r_idx];
3510 /* Hack - Escorts have to have the same dungeon flag */
3511 if (mon_hook_dungeon(place_monster_idx) != mon_hook_dungeon(r_idx)) return (FALSE);
3513 /* Require similar "race" */
3514 if (z_ptr->d_char != r_ptr->d_char) return (FALSE);
3516 /* Skip more advanced monsters */
3517 if (z_ptr->level > r_ptr->level) return (FALSE);
3519 /* Skip unique monsters */
3520 if (z_ptr->flags1 & RF1_UNIQUE) return (FALSE);
3522 /* Paranoia -- Skip identical monsters */
3523 if (place_monster_idx == r_idx) return (FALSE);
3525 /* Skip different alignment */
3526 if (monster_has_hostile_align(m_ptr, 0, 0, z_ptr)) return FALSE;
3528 if (r_ptr->flags7 & RF7_FRIENDLY)
3530 if (monster_has_hostile_align(NULL, 1, -1, z_ptr)) return FALSE;
3533 if ((r_ptr->flags7 & RF7_CHAMELEON) && !(z_ptr->flags7 & RF7_CHAMELEON))
3541 * @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
3542 * @param who 召喚主のモンスター情報ID
3545 * @param r_idx 生成するモンスターの種族ID
3546 * @param mode 生成オプション
3547 * @return 生成に成功したらtrue
3549 * Note that certain monsters are now marked as requiring "friends".
3550 * These monsters, if successfully placed, and if the "grp" parameter
3551 * is TRUE, will be surrounded by a "group" of identical monsters.
3553 * Note that certain monsters are now marked as requiring an "escort",
3554 * which is a collection of monsters with similar "race" but lower level.
3556 * Some monsters induce a fake "group" flag on their escorts.
3558 * Note the "bizarre" use of non-recursion to prevent annoying output
3559 * when running a code profiler.
3561 * Note the use of the new "monster allocation table" code to restrict
3562 * the "get_mon_num()" function to "legal" escort types.
3564 bool place_monster_aux(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
3567 monster_race *r_ptr = &r_info[r_idx];
3569 if (!(mode & PM_NO_KAGE) && one_in_(333))
3572 /* Place one monster, or fail */
3573 if (!place_monster_one(who, y, x, r_idx, mode)) return (FALSE);
3575 /* Require the "group" flag */
3576 if (!(mode & PM_ALLOW_GROUP)) return (TRUE);
3578 place_monster_m_idx = hack_m_idx_ii;
3581 for(i = 0; i < 6; i++)
3583 if(!r_ptr->reinforce_id[i]) break;
3584 n = damroll(r_ptr->reinforce_dd[i], r_ptr->reinforce_ds[i]);
3585 for(j = 0; j < n; j++)
3587 POSITION nx, ny, d = 7;
3588 scatter(&ny, &nx, y, x, d, 0);
3589 (void)place_monster_one(place_monster_m_idx, ny, nx, r_ptr->reinforce_id[i], mode);
3593 /* Friends for certain monsters */
3594 if (r_ptr->flags1 & (RF1_FRIENDS))
3596 /* Attempt to place a group */
3597 (void)place_monster_group(who, y, x, r_idx, mode);
3600 /* Escorts for certain monsters */
3601 if (r_ptr->flags1 & (RF1_ESCORT))
3603 /* Set the escort index */
3604 place_monster_idx = r_idx;
3606 /* Try to place several "escorts" */
3607 for (i = 0; i < 32; i++)
3609 POSITION nx, ny, d = 3;
3612 /* Pick a location */
3613 scatter(&ny, &nx, y, x, d, 0);
3615 /* Require empty grids */
3616 if (!cave_empty_bold2(ny, nx)) continue;
3617 get_mon_num_prep(place_monster_can_escort, get_monster_hook2(ny, nx));
3619 /* Pick a random race */
3620 z = get_mon_num(r_ptr->level);
3622 /* Handle failure */
3625 /* Place a single escort */
3626 (void)place_monster_one(place_monster_m_idx, ny, nx, z, mode);
3628 /* Place a "group" of escorts if needed */
3629 if ((r_info[z].flags1 & RF1_FRIENDS) ||
3630 (r_ptr->flags1 & RF1_ESCORTS))
3632 /* Place a group of monsters */
3633 (void)place_monster_group(place_monster_m_idx, ny, nx, z, mode);
3643 * @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
3646 * @param mode 生成オプション
3647 * @return 生成に成功したらtrue
3649 bool place_monster(POSITION y, POSITION x, BIT_FLAGS mode)
3652 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3654 /* Pick a monster */
3655 r_idx = get_mon_num(current_floor_ptr->monster_level);
3657 /* Handle failure */
3658 if (!r_idx) return (FALSE);
3660 /* Attempt to place the monster */
3661 if (place_monster_aux(0, y, x, r_idx, mode)) return (TRUE);
3667 * @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
3670 * @return 生成に成功したらtrue
3672 bool alloc_horde(POSITION y, POSITION x)
3674 monster_race *r_ptr = NULL;
3675 MONRACE_IDX r_idx = 0;
3677 int attempts = 1000;
3680 get_mon_num_prep(get_monster_hook(), get_monster_hook2(y, x));
3684 /* Pick a monster */
3685 r_idx = get_mon_num(current_floor_ptr->monster_level);
3687 /* Handle failure */
3688 if (!r_idx) return (FALSE);
3690 r_ptr = &r_info[r_idx];
3692 if (r_ptr->flags1 & RF1_UNIQUE) continue;
3694 if (r_idx == MON_HAGURE) continue;
3697 if (attempts < 1) return FALSE;
3703 /* Attempt to place the monster */
3704 if (place_monster_aux(0, y, x, r_idx, 0L)) break;
3707 if (attempts < 1) return FALSE;
3709 m_idx = current_floor_ptr->grid_array[y][x].m_idx;
3711 if (current_floor_ptr->m_list[m_idx].mflag2 & MFLAG2_CHAMELEON) r_ptr = &r_info[current_floor_ptr->m_list[m_idx].r_idx];
3713 for (attempts = randint1(10) + 5; attempts; attempts--)
3715 scatter(&cy, &cx, y, x, 5, 0);
3717 (void)summon_specific(m_idx, cy, cx, current_floor_ptr->dun_level + 5, SUMMON_KIN, PM_ALLOW_GROUP, r_ptr->d_char);
3723 if (cheat_hear) msg_format(_("モンスターの大群(%c)", "Monster horde (%c)."), r_ptr->d_char);
3728 * @brief ダンジョンの主生成を試みる / Put the Guardian
3729 * @param def_val 現在の主の生成状態
3730 * @return 生成に成功したらtrue
3732 bool alloc_guardian(bool def_val)
3734 MONRACE_IDX guardian = d_info[p_ptr->dungeon_idx].final_guardian;
3736 if (guardian && (d_info[p_ptr->dungeon_idx].maxdepth == current_floor_ptr->dun_level) && (r_info[guardian].cur_num < r_info[guardian].max_num))
3740 int try_count = 4000;
3742 /* Find a good position */
3745 /* Get a random spot */
3746 oy = randint1(current_floor_ptr->height - 4) + 2;
3747 ox = randint1(current_floor_ptr->width - 4) + 2;
3749 /* Is it a good spot ? */
3750 if (cave_empty_bold2(oy, ox) && monster_can_cross_terrain(current_floor_ptr->grid_array[oy][ox].feat, &r_info[guardian], 0))
3752 /* Place the guardian */
3753 if (place_monster_aux(0, oy, ox, guardian, (PM_ALLOW_GROUP | PM_NO_KAGE | PM_NO_PET))) return TRUE;
3756 /* One less try count */
3768 * @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.
3769 * @param dis プレイヤーから離れるべき最低距離
3770 * @param mode 生成オプション
3771 * @return 生成に成功したらtrue
3773 * Place the monster at least "dis" distance from the player.
3774 * Use "slp" to choose the initial "sleep" status
3775 * Use "current_floor_ptr->monster_level" for the monster level
3777 bool alloc_monster(POSITION dis, BIT_FLAGS mode)
3779 POSITION y = 0, x = 0;
3780 int attempts_left = 10000;
3782 /* Put the Guardian */
3783 if (alloc_guardian(FALSE)) return TRUE;
3785 /* Find a legal, distant, unoccupied, space */
3786 while (attempts_left--)
3788 /* Pick a location */
3789 y = randint0(current_floor_ptr->height);
3790 x = randint0(current_floor_ptr->width);
3792 /* Require empty floor grid (was "naked") */
3793 if (current_floor_ptr->dun_level)
3795 if (!cave_empty_bold2(y, x)) continue;
3799 if (!cave_empty_bold(y, x)) continue;
3802 /* Accept far away grids */
3803 if (distance(y, x, p_ptr->y, p_ptr->x) > dis) break;
3808 if (cheat_xtra || cheat_hear)
3810 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?"));
3817 if (randint1(5000) <= current_floor_ptr->dun_level)
3819 if (alloc_horde(y, x))
3826 /* Attempt to place the monster, allow groups */
3827 if (place_monster(y, x, (mode | PM_ALLOW_GROUP))) return (TRUE);
3835 * @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
3836 * @param r_idx チェックするモンスター種族ID
3837 * @return 召喚対象にできるならばTRUE
3839 static bool summon_specific_okay(MONRACE_IDX r_idx)
3841 monster_race *r_ptr = &r_info[r_idx];
3843 /* Hack - Only summon dungeon monsters */
3844 if (!mon_hook_dungeon(r_idx)) return (FALSE);
3846 /* Hack -- identify the summoning monster */
3847 if (summon_specific_who > 0)
3849 monster_type *m_ptr = ¤t_floor_ptr->m_list[summon_specific_who];
3851 /* Do not summon enemies */
3853 /* Friendly vs. opposite aligned normal or pet */
3854 if (monster_has_hostile_align(m_ptr, 0, 0, r_ptr)) return FALSE;
3856 /* Use the player's alignment */
3857 else if (summon_specific_who < 0)
3859 /* Do not summon enemies of the pets */
3860 if (monster_has_hostile_align(NULL, 10, -10, r_ptr))
3862 if (!one_in_(ABS(p_ptr->align) / 2 + 1)) return FALSE;
3866 if (!summon_unique_okay && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))) return FALSE;
3868 /* Hack -- no specific type specified */
3869 if (!summon_specific_type) return (TRUE);
3871 if ((summon_specific_who < 0) &&
3872 ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
3873 monster_has_hostile_align(NULL, 10, -10, r_ptr))
3876 if ((r_ptr->flags7 & RF7_CHAMELEON) && (d_info[p_ptr->dungeon_idx].flags1 & DF1_CHAMELEON)) return TRUE;
3878 return (summon_specific_aux(r_idx));
3883 * @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.
3884 * @param who 召喚主のモンスター情報ID
3889 * @param mode 生成オプション
3890 * @return 召喚できたらtrueを返す
3893 * We will attempt to place the monster up to 10 times before giving up.
3895 * Note: SUMMON_UNIQUE and SUMMON_AMBERITES will summon Unique's
3896 * Note: SUMMON_HI_UNDEAD and SUMMON_HI_DRAGON may summon Unique's
3897 * Note: None of the other summon codes will ever summon Unique's.
3899 * This function has been changed. We now take the "monster level"
3900 * of the summoning monster as a parameter, and use that, along with
3901 * the current dungeon level, to help determine the level of the
3902 * desired monster. Note that this is an upper bound, and also
3903 * tends to "prefer" monsters of that level. Currently, we use
3904 * the average of the dungeon and monster levels, and then add
3905 * five to allow slight increases in monster power.
3907 * Note that we use the new "monster allocation table" creation code
3908 * to restrict the "get_mon_num()" function to the set of "legal"
3909 * monsters, making this function much faster and more reliable.
3911 * Note that this function may not succeed, though this is very rare.
3913 bool summon_specific(MONSTER_IDX who, POSITION y1, POSITION x1, DEPTH lev, int type, BIT_FLAGS mode, SYMBOL_CODE symbol)
3918 if (p_ptr->inside_arena) return (FALSE);
3920 if (!mon_scatter(0, &y, &x, y1, x1, 2)) return FALSE;
3922 /* Save the summoner */
3923 summon_specific_who = who;
3925 /* Save the "summon" type */
3926 summon_specific_type = type;
3928 summon_kin_type = symbol;
3930 summon_unique_okay = (mode & PM_ALLOW_UNIQUE) ? TRUE : FALSE;
3931 get_mon_num_prep(summon_specific_okay, get_monster_hook2(y, x));
3933 /* Pick a monster, using the level calculation */
3934 r_idx = get_mon_num((current_floor_ptr->dun_level + lev) / 2 + 5);
3936 /* Handle failure */
3939 summon_specific_type = 0;
3943 if ((type == SUMMON_BLUE_HORROR) || (type == SUMMON_DAWN)) mode |= PM_NO_KAGE;
3945 /* Attempt to place the monster (awake, allow groups) */
3946 if (!place_monster_aux(who, y, x, r_idx, mode))
3948 summon_specific_type = 0;
3952 summon_specific_type = 0;
3954 sound(SOUND_SUMMON);
3960 * @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
3961 * @param who 召喚主のモンスター情報ID
3964 * @param r_idx 生成するモンスター種族ID
3965 * @param mode 生成オプション
3966 * @return 召喚できたらtrueを返す
3968 bool summon_named_creature(MONSTER_IDX who, POSITION oy, POSITION ox, MONRACE_IDX r_idx, BIT_FLAGS mode)
3973 /* if (!r_idx) return; */
3975 /* Prevent illegal monsters */
3976 if (r_idx >= max_r_idx) return FALSE;
3978 if (p_ptr->inside_arena) return FALSE;
3980 if (!mon_scatter(r_idx, &y, &x, oy, ox, 2)) return FALSE;
3982 /* Place it (allow groups) */
3983 return place_monster_aux(who, y, x, r_idx, (mode | PM_NO_KAGE));
3988 * @brief モンスターを増殖生成する / Let the given monster attempt to reproduce.
3989 * @param m_idx 増殖するモンスター情報ID
3990 * @param clone クローン・モンスター処理ならばtrue
3991 * @param mode 生成オプション
3992 * @return 生成できたらtrueを返す
3994 * Note that "reproduction" REQUIRES empty space.
3996 bool multiply_monster(MONSTER_IDX m_idx, bool clone, BIT_FLAGS mode)
3998 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
4001 if (!mon_scatter(m_ptr->r_idx, &y, &x, m_ptr->fy, m_ptr->fx, 1))
4004 if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
4006 /* Create a new monster (awake, no groups) */
4007 if (!place_monster_aux(m_idx, y, x, m_ptr->r_idx, (mode | PM_NO_KAGE | PM_MULTIPLY)))
4010 /* Hack -- Transfer "clone" flag */
4011 if (clone || (m_ptr->smart & SM_CLONED))
4013 current_floor_ptr->m_list[hack_m_idx_ii].smart |= SM_CLONED;
4014 current_floor_ptr->m_list[hack_m_idx_ii].mflag2 |= MFLAG2_NOPET;
4023 * @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
4024 * @param m_idx モンスター情報ID
4025 * @param dam 与えたダメージ
4028 * Technically should attempt to treat "Beholder"'s as jelly's
4030 void message_pain(MONSTER_IDX m_idx, HIT_POINT dam)
4032 HIT_POINT oldhp, newhp;
4034 PERCENTAGE percentage;
4036 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
4037 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4039 GAME_TEXT m_name[MAX_NLEN];
4041 monster_desc(m_name, m_ptr, 0);
4043 if(dam == 0) // Notice non-damage
4045 msg_format(_("%^sはダメージを受けていない。", "%^s is unharmed."), m_name);
4049 /* Note -- subtle fix -CFT */
4051 oldhp = newhp + dam;
4052 tmp = (newhp * 100L) / oldhp;
4055 if(my_strchr(",ejmvwQ", r_ptr->d_char)) // Mushrooms, Eyes, Jellies, Molds, Vortices, Worms, Quylthulgs
4058 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4059 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4060 else if(percentage > 50) msg_format("%^sは縮こまった。", m_name);
4061 else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
4062 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4063 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4064 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4066 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4067 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4068 else if(percentage > 50) msg_format("%^s squelches.", m_name);
4069 else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
4070 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4071 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4072 else msg_format("%^s jerks limply.", m_name);
4076 else if(my_strchr("l", r_ptr->d_char)) // Fish
4079 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4080 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4081 else if(percentage > 50) msg_format("%^sは躊躇した。", m_name);
4082 else if(percentage > 35) msg_format("%^sは痛みに震えた。", m_name);
4083 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4084 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4085 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4087 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4088 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4089 else if(percentage > 50) msg_format("%^s hesitates.", m_name);
4090 else if(percentage > 35) msg_format("%^s quivers in pain.", m_name);
4091 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4092 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4093 else msg_format("%^s jerks limply.", m_name);
4097 else if(my_strchr("g#+<>", r_ptr->d_char)) // Golems, Walls, Doors, Stairs
4100 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4101 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4102 else if(percentage > 50) msg_format("%^sは雷鳴のように吠えた。", m_name);
4103 else if(percentage > 35) msg_format("%^sは苦しげに吠えた。", m_name);
4104 else if(percentage > 20) msg_format("%^sはうめいた。", m_name);
4105 else if(percentage > 10) msg_format("%^sは躊躇した。", m_name);
4106 else msg_format("%^sはくしゃくしゃになった。", m_name);
4108 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4109 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4110 else if(percentage > 50) msg_format("%^s roars thunderously.", m_name);
4111 else if(percentage > 35) msg_format("%^s rumbles.", m_name);
4112 else if(percentage > 20) msg_format("%^s grunts.", m_name);
4113 else if(percentage > 10) msg_format("%^s hesitates.", m_name);
4114 else msg_format("%^s crumples.", m_name);
4118 else if(my_strchr("JMR", r_ptr->d_char) || !isalpha(r_ptr->d_char)) // Snakes, Hydrae, Reptiles, Mimics
4121 if(percentage > 95) msg_format("%^sはほとんど気にとめていない。", m_name);
4122 else if(percentage > 75) msg_format("%^sはシーッと鳴いた。", m_name);
4123 else if(percentage > 50) msg_format("%^sは怒って頭を上げた。", m_name);
4124 else if(percentage > 35) msg_format("%^sは猛然と威嚇した。", m_name);
4125 else if(percentage > 20) msg_format("%^sは身もだえした。", m_name);
4126 else if(percentage > 10) msg_format("%^sは苦痛で身もだえした。", m_name);
4127 else msg_format("%^sはぐにゃぐにゃと痙攣した。", m_name);
4129 if(percentage > 95) msg_format("%^s barely notices.", m_name);
4130 else if(percentage > 75) msg_format("%^s hisses.", m_name);
4131 else if(percentage > 50) msg_format("%^s rears up in anger.", m_name);
4132 else if(percentage > 35) msg_format("%^s hisses furiously.", m_name);
4133 else if(percentage > 20) msg_format("%^s writhes about.", m_name);
4134 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4135 else msg_format("%^s jerks limply.", m_name);
4139 else if(my_strchr("f", r_ptr->d_char))
4142 if(percentage > 95) msg_format("%sは攻撃に肩をすくめた。", m_name);
4143 else if(percentage > 75) msg_format("%^sは吠えた。", m_name);
4144 else if(percentage > 50) msg_format("%^sは怒って吠えた。", m_name);
4145 else if(percentage > 35) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
4146 else if(percentage > 20) msg_format("%^sは痛みで弱々しく鳴いた。", m_name);
4147 else if(percentage > 10) msg_format("%^sは苦痛にうめいた。", m_name);
4148 else msg_format("%sは哀れな鳴き声を出した。", m_name);
4150 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4151 else if(percentage > 75) msg_format("%^s roars.", m_name);
4152 else if(percentage > 50) msg_format("%^s growls angrily.", m_name);
4153 else if(percentage > 35) msg_format("%^s hisses with pain.", m_name);
4154 else if(percentage > 20) msg_format("%^s mewls in pain.", m_name);
4155 else if(percentage > 10) msg_format("%^s hisses in agony.", m_name);
4156 else msg_format("%^s mewls pitifully.", m_name);
4160 else if(my_strchr("acFIKS", r_ptr->d_char)) // Ants, Centipedes, Flies, Insects, Beetles, Spiders
4163 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4164 else if(percentage > 75) msg_format("%^sはキーキー鳴いた。", m_name);
4165 else if(percentage > 50) msg_format("%^sはヨロヨロ逃げ回った。", m_name);
4166 else if(percentage > 35) msg_format("%^sはうるさく鳴いた。", m_name);
4167 else if(percentage > 20) msg_format("%^sは痛みに痙攣した。", m_name);
4168 else if(percentage > 10) msg_format("%^sは苦痛で痙攣した。", m_name);
4169 else msg_format("%^sはピクピクひきつった。", m_name);
4171 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4172 else if(percentage > 75) msg_format("%^s chitters.", m_name);
4173 else if(percentage > 50) msg_format("%^s scuttles about.", m_name);
4174 else if(percentage > 35) msg_format("%^s twitters.", m_name);
4175 else if(percentage > 20) msg_format("%^s jerks in pain.", m_name);
4176 else if(percentage > 10) msg_format("%^s jerks in agony.", m_name);
4177 else msg_format("%^s twitches.", m_name);
4181 else if(my_strchr("B", r_ptr->d_char)) // Birds
4184 if(percentage > 95) msg_format("%^sはさえずった。", m_name);
4185 else if(percentage > 75) msg_format("%^sはピーピー鳴いた。", m_name);
4186 else if(percentage > 50) msg_format("%^sはギャーギャー鳴いた。", m_name);
4187 else if(percentage > 35) msg_format("%^sはギャーギャー鳴きわめいた。", m_name);
4188 else if(percentage > 20) msg_format("%^sは苦しんだ。", m_name);
4189 else if(percentage > 10) msg_format("%^sはのたうち回った。", m_name);
4190 else msg_format("%^sはキーキーと鳴き叫んだ。", m_name);
4192 if(percentage > 95) msg_format("%^s chirps.", m_name);
4193 else if(percentage > 75) msg_format("%^s twitters.", m_name);
4194 else if(percentage > 50) msg_format("%^s squawks.", m_name);
4195 else if(percentage > 35) msg_format("%^s chatters.", m_name);
4196 else if(percentage > 20) msg_format("%^s jeers.", m_name);
4197 else if(percentage > 10) msg_format("%^s flutters about.", m_name);
4198 else msg_format("%^s squeaks.", m_name);
4202 else if(my_strchr("duDLUW", r_ptr->d_char)) // Dragons, Demons, High Undead
4205 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4206 else if(percentage > 75) msg_format("%^sはしり込みした。", m_name);
4207 else if(percentage > 50) msg_format("%^sは痛みでシーッと鳴いた。", m_name);
4208 else if(percentage > 35) msg_format("%^sは痛みでうなった。", m_name);
4209 else if(percentage > 20) msg_format("%^sは痛みに吠えた。", m_name);
4210 else if(percentage > 10) msg_format("%^sは苦しげに叫んだ。", m_name);
4211 else msg_format("%^sは弱々しくうなった。", m_name);
4213 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4214 else if(percentage > 75) msg_format("%^s flinches.", m_name);
4215 else if(percentage > 50) msg_format("%^s hisses in pain.", m_name);
4216 else if(percentage > 35) msg_format("%^s snarls with pain.", m_name);
4217 else if(percentage > 20) msg_format("%^s roars with pain.", m_name);
4218 else if(percentage > 10) msg_format("%^s gasps.", m_name);
4219 else msg_format("%^s snarls feebly.", m_name);
4223 else if(my_strchr("s", r_ptr->d_char)) // Skeletons
4226 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4227 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4228 else if(percentage > 50) msg_format("%^sはカタカタと笑った。", m_name);
4229 else if(percentage > 35) msg_format("%^sはよろめいた。", m_name);
4230 else if(percentage > 20) msg_format("%^sはカタカタ言った。", m_name);
4231 else if(percentage > 10) msg_format("%^sはよろめいた。", m_name);
4232 else msg_format("%^sはガタガタ言った。", m_name);
4234 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4235 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4236 else if(percentage > 50) msg_format("%^s rattles.", m_name);
4237 else if(percentage > 35) msg_format("%^s stumbles.", m_name);
4238 else if(percentage > 20) msg_format("%^s rattles.", m_name);
4239 else if(percentage > 10) msg_format("%^s staggers.", m_name);
4240 else msg_format("%^s clatters.", m_name);
4244 else if(my_strchr("z", r_ptr->d_char)) // Zombies
4247 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4248 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4249 else if(percentage > 50) msg_format("%^sはうめいた。", m_name);
4250 else if(percentage > 35) msg_format("%sは苦しげにうめいた。", m_name);
4251 else if(percentage > 20) msg_format("%^sは躊躇した。", m_name);
4252 else if(percentage > 10) msg_format("%^sはうなった。", m_name);
4253 else msg_format("%^sはよろめいた。", m_name);
4255 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4256 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4257 else if(percentage > 50) msg_format("%^s groans.", m_name);
4258 else if(percentage > 35) msg_format("%^s moans.", m_name);
4259 else if(percentage > 20) msg_format("%^s hesitates.", m_name);
4260 else if(percentage > 10) msg_format("%^s grunts.", m_name);
4261 else msg_format("%^s staggers.", m_name);
4265 else if(my_strchr("G", r_ptr->d_char)) // Ghosts
4268 if(percentage > 95) msg_format("%sは攻撃を気にとめていない。", m_name);
4269 else if(percentage > 75) msg_format("%sは攻撃に肩をすくめた。", m_name);
4270 else if(percentage > 50) msg_format("%sはうめいた。", m_name);
4271 else if(percentage > 35) msg_format("%^sは泣きわめいた。", m_name);
4272 else if(percentage > 20) msg_format("%^sは吠えた。", m_name);
4273 else if(percentage > 10) msg_format("%sは弱々しくうめいた。", m_name);
4274 else msg_format("%^sはかすかにうめいた。", m_name);
4276 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4277 else if(percentage > 75) msg_format("%^s shrugs off the attack.", m_name);
4278 else if(percentage > 50) msg_format("%^s moans.", m_name);
4279 else if(percentage > 35) msg_format("%^s wails.", m_name);
4280 else if(percentage > 20) msg_format("%^s howls.", m_name);
4281 else if(percentage > 10) msg_format("%^s moans softly.", m_name);
4282 else msg_format("%^s sighs.", m_name);
4286 else if(my_strchr("CZ", r_ptr->d_char)) // Dogs and Hounds
4289 if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
4290 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4291 else if(percentage > 50) msg_format("%^sは痛みでキャンキャン吠えた。", m_name);
4292 else if(percentage > 35) msg_format("%^sは痛みで鳴きわめいた。", m_name);
4293 else if(percentage > 20) msg_format("%^sは苦痛のあまり鳴きわめいた。", m_name);
4294 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4295 else msg_format("%^sは弱々しく吠えた。", m_name);
4297 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4298 else if(percentage > 75) msg_format("%^s snarls with pain.", m_name);
4299 else if(percentage > 50) msg_format("%^s yelps in pain.", m_name);
4300 else if(percentage > 35) msg_format("%^s howls in pain.", m_name);
4301 else if(percentage > 20) msg_format("%^s howls in agony.", m_name);
4302 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4303 else msg_format("%^s yelps feebly.", m_name);
4307 else if(my_strchr("Xbilqrt", r_ptr->d_char)) // One type of creatures (ignore,squeal,shriek)
4310 if(percentage > 95) msg_format("%^sは攻撃を気にとめていない。", m_name);
4311 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4312 else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
4313 else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
4314 else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
4315 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4316 else msg_format("%^sは弱々しく叫んだ。", m_name);
4318 if(percentage > 95) msg_format("%^s ignores the attack.", m_name);
4319 else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
4320 else if(percentage > 50) msg_format("%^s squeals in pain.", m_name);
4321 else if(percentage > 35) msg_format("%^s shrieks in pain.", m_name);
4322 else if(percentage > 20) msg_format("%^s shrieks in agony.", m_name);
4323 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4324 else msg_format("%^s cries out feebly.", m_name);
4328 else // Another type of creatures (shrug,cry,scream)
4331 if(percentage > 95) msg_format("%^sは攻撃に肩をすくめた。", m_name);
4332 else if(percentage > 75) msg_format("%^sは痛みでうなった。", m_name);
4333 else if(percentage > 50) msg_format("%^sは痛みで叫んだ。", m_name);
4334 else if(percentage > 35) msg_format("%^sは痛みで絶叫した。", m_name);
4335 else if(percentage > 20) msg_format("%^sは苦痛のあまり絶叫した。", m_name);
4336 else if(percentage > 10) msg_format("%^sは苦痛でもだえ苦しんだ。", m_name);
4337 else msg_format("%^sは弱々しく叫んだ。", m_name);
4339 if(percentage > 95) msg_format("%^s shrugs off the attack.", m_name);
4340 else if(percentage > 75) msg_format("%^s grunts with pain.", m_name);
4341 else if(percentage > 50) msg_format("%^s cries out in pain.", m_name);
4342 else if(percentage > 35) msg_format("%^s screams in pain.", m_name);
4343 else if(percentage > 20) msg_format("%^s screams in agony.", m_name);
4344 else if(percentage > 10) msg_format("%^s writhes in agony.", m_name);
4345 else msg_format("%^s cries out feebly.", m_name);
4353 * @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.
4354 * @param m_idx 更新を行う「モンスター情報ID
4355 * @param what 学習対象ID
4358 void update_smart_learn(MONSTER_IDX m_idx, int what)
4360 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
4361 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4363 /* Not allowed to learn */
4364 if (!smart_learn) return;
4366 /* Too stupid to learn anything */
4367 if (r_ptr->flags2 & (RF2_STUPID)) return;
4369 /* Not intelligent, only learn sometimes */
4370 if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50)) return;
4372 /* Analyze the knowledge */
4376 if (p_ptr->resist_acid) m_ptr->smart |= (SM_RES_ACID);
4377 if (IS_OPPOSE_ACID()) m_ptr->smart |= (SM_OPP_ACID);
4378 if (p_ptr->immune_acid) m_ptr->smart |= (SM_IMM_ACID);
4382 if (p_ptr->resist_elec) m_ptr->smart |= (SM_RES_ELEC);
4383 if (IS_OPPOSE_ELEC()) m_ptr->smart |= (SM_OPP_ELEC);
4384 if (p_ptr->immune_elec) m_ptr->smart |= (SM_IMM_ELEC);
4388 if (p_ptr->resist_fire) m_ptr->smart |= (SM_RES_FIRE);
4389 if (IS_OPPOSE_FIRE()) m_ptr->smart |= (SM_OPP_FIRE);
4390 if (p_ptr->immune_fire) m_ptr->smart |= (SM_IMM_FIRE);
4394 if (p_ptr->resist_cold) m_ptr->smart |= (SM_RES_COLD);
4395 if (IS_OPPOSE_COLD()) m_ptr->smart |= (SM_OPP_COLD);
4396 if (p_ptr->immune_cold) m_ptr->smart |= (SM_IMM_COLD);
4400 if (p_ptr->resist_pois) m_ptr->smart |= (SM_RES_POIS);
4401 if (IS_OPPOSE_POIS()) m_ptr->smart |= (SM_OPP_POIS);
4406 if (p_ptr->resist_neth) m_ptr->smart |= (SM_RES_NETH);
4410 if (p_ptr->resist_lite) m_ptr->smart |= (SM_RES_LITE);
4414 if (p_ptr->resist_dark) m_ptr->smart |= (SM_RES_DARK);
4418 if (p_ptr->resist_fear) m_ptr->smart |= (SM_RES_FEAR);
4422 if (p_ptr->resist_conf) m_ptr->smart |= (SM_RES_CONF);
4426 if (p_ptr->resist_chaos) m_ptr->smart |= (SM_RES_CHAOS);
4430 if (p_ptr->resist_disen) m_ptr->smart |= (SM_RES_DISEN);
4434 if (p_ptr->resist_blind) m_ptr->smart |= (SM_RES_BLIND);
4438 if (p_ptr->resist_nexus) m_ptr->smart |= (SM_RES_NEXUS);
4442 if (p_ptr->resist_sound) m_ptr->smart |= (SM_RES_SOUND);
4446 if (p_ptr->resist_shard) m_ptr->smart |= (SM_RES_SHARD);
4450 if (p_ptr->free_act) m_ptr->smart |= (SM_IMM_FREE);
4454 if (!p_ptr->msp) m_ptr->smart |= (SM_IMM_MANA);
4458 if (p_ptr->reflect) m_ptr-> smart |= (SM_IMM_REFLECT);
4465 * @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
4466 * @param m_ptr モンスター参照ポインタ
4469 void monster_drop_carried_objects(monster_type *m_ptr)
4471 OBJECT_IDX this_o_idx, next_o_idx = 0;
4477 /* Drop objects being carried */
4478 for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
4480 o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
4482 /* Acquire next object */
4483 next_o_idx = o_ptr->next_o_idx;
4486 /* Copy the object */
4487 object_copy(q_ptr, o_ptr);
4489 /* Forget monster */
4490 q_ptr->held_m_idx = 0;
4492 delete_object_idx(this_o_idx);
4495 (void)drop_near(q_ptr, -1, m_ptr->fy, m_ptr->fx);
4498 /* Forget objects */
4499 m_ptr->hold_o_idx = 0;