2 * @brief モンスターをフロアに1体配置する処理
7 #include "monster-floor/one-monster-placer.h"
8 #include "core/player-update-types.h"
9 #include "core/speed-table.h"
10 #include "dungeon/quest.h"
11 #include "effect/effect-characteristics.h"
12 #include "effect/effect-processor.h"
13 #include "flavor/flavor-describer.h"
14 #include "flavor/object-flavor-types.h"
15 #include "floor/cave.h"
16 #include "floor/floor-save-util.h"
17 #include "game-option/birth-options.h"
18 #include "game-option/cheat-types.h"
19 #include "grid/grid.h"
20 #include "monster-attack/monster-attack-types.h"
21 #include "monster-floor/monster-move.h"
22 #include "monster-floor/monster-summon.h"
23 #include "monster-floor/place-monster-types.h"
24 #include "monster-race/monster-race.h"
25 #include "monster-race/race-flags1.h"
26 #include "monster-race/race-flags2.h"
27 #include "monster-race/race-flags3.h"
28 #include "monster-race/race-flags7.h"
29 #include "monster-race/race-indice-types.h"
30 #include "monster/monster-flag-types.h"
31 #include "monster/monster-info.h"
32 #include "monster/monster-list.h"
33 #include "monster/monster-status-setter.h"
34 #include "monster/monster-status.h"
35 #include "monster/monster-update.h"
36 #include "monster/monster-util.h"
37 #include "object/warning.h"
38 #include "spell/spell-types.h"
39 #include "system/floor-type-definition.h"
40 #include "view/display-messages.h"
41 #include "wizard/wizard-messages.h"
42 #include "world/world.h"
44 static bool is_friendly_idx(player_type *player_ptr, MONSTER_IDX m_idx) { return m_idx > 0 && is_friendly(&player_ptr->current_floor_ptr->m_list[(m_idx)]); }
47 * @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
48 * @param r_idx モンスター種族ID
49 * @return 対象にできるならtrueを返す
50 * @todo グローバル変数対策の上 monster_hook.cへ移す。
52 static bool monster_hook_tanuki(player_type *player_ptr, MONRACE_IDX r_idx)
54 monster_race *r_ptr = &r_info[r_idx];
55 bool unselectable = (r_ptr->flags1 & RF1_UNIQUE) != 0;
56 unselectable |= (r_ptr->flags2 & RF2_MULTIPLY) != 0;
57 unselectable |= (r_ptr->flags7 & (RF7_FRIENDLY | RF7_CHAMELEON)) != 0;
58 unselectable |= (r_ptr->flags7 & RF7_AQUATIC) != 0;
62 for (int i = 0; i < 4; i++)
63 if (r_ptr->blow[i].method == RBM_EXPLODE)
66 return (*(get_monster_hook(player_ptr)))(player_ptr, r_idx);
70 * @param player_ptr プレーヤーへの参照ポインタ
71 * @brief モンスターの表層IDを設定する / Set initial racial appearance of a monster
72 * @param r_idx モンスター種族ID
73 * @return モンスター種族の表層ID
75 static MONRACE_IDX initial_r_appearance(player_type *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS generate_mode)
77 floor_type *floor_ptr = player_ptr->current_floor_ptr;
78 if (player_ptr->pseikaku == PERSONALITY_CHARGEMAN && (generate_mode & PM_JURAL) && !(generate_mode & (PM_MULTIPLY | PM_KAGE)))
79 return MON_ALIEN_JURAL;
81 if (!(r_info[r_idx].flags7 & RF7_TANUKI))
84 get_mon_num_prep(player_ptr, monster_hook_tanuki, NULL);
86 DEPTH min = MIN(floor_ptr->base_level - 5, 50);
88 MONRACE_IDX ap_r_idx = get_mon_num(player_ptr, 0, floor_ptr->base_level + 10, 0);
89 if (r_info[ap_r_idx].level >= min)
97 * @brief ユニークが生成可能か評価する
98 * @param player_ptr プレーヤーへの参照ポインタ
99 * @param r_idx 生成モンスター種族
100 * @return ユニークの生成が不可能な条件ならFALSE、それ以外はTRUE
102 static bool check_unique_placeable(player_type *player_ptr, MONRACE_IDX r_idx)
104 if (player_ptr->phase_out)
107 monster_race *r_ptr = &r_info[r_idx];
108 if (((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flags7 & (RF7_NAZGUL))) && (r_ptr->cur_num >= r_ptr->max_num)) {
112 if ((r_ptr->flags7 & (RF7_UNIQUE2)) && (r_ptr->cur_num >= 1)) {
116 if (r_idx == MON_BANORLUPART) {
117 if (r_info[MON_BANOR].cur_num > 0)
119 if (r_info[MON_LUPART].cur_num > 0)
123 if ((r_ptr->flags1 & (RF1_FORCE_DEPTH)) && (player_ptr->current_floor_ptr->dun_level < r_ptr->level)
124 && (!ironman_nightmare || (r_ptr->flags1 & (RF1_QUESTOR)))) {
132 * @brief クエスト内に生成可能か評価する
133 * @param player_ptr プレーヤーへの参照ポインタ
134 * @param r_idx 生成モンスター種族
135 * @return 生成が可能ならTRUE、不可能ならFALSE
137 static bool check_quest_placeable(player_type *player_ptr, MONRACE_IDX r_idx)
139 floor_type *floor_ptr = player_ptr->current_floor_ptr;
140 if (quest_number(player_ptr, floor_ptr->dun_level) == 0)
143 int hoge = quest_number(player_ptr, floor_ptr->dun_level);
144 if ((quest[hoge].type != QUEST_TYPE_KILL_LEVEL) && (quest[hoge].type != QUEST_TYPE_RANDOM))
147 if (r_idx != quest[hoge].r_idx)
151 for (int i2 = 0; i2 < floor_ptr->width; ++i2)
152 for (int j2 = 0; j2 < floor_ptr->height; j2++)
153 if ((floor_ptr->grid_array[j2][i2].m_idx > 0) && (floor_ptr->m_list[floor_ptr->grid_array[j2][i2].m_idx].r_idx == quest[hoge].r_idx))
156 if (number_mon + quest[hoge].cur_num >= quest[hoge].max_num)
163 * @brief 守りのルーン上にモンスターの配置を試みる
164 * @param player_ptr プレーヤーへの参照ポインタ
165 * @param r_idx 生成モンスター種族
168 * @return 生成が可能ならTRUE、不可能ならFALSE
170 static bool check_procection_rune(player_type *player_ptr, MONRACE_IDX r_idx, POSITION y, POSITION x)
172 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
173 if (!is_rune_protection_grid(g_ptr))
176 monster_race *r_ptr = &r_info[r_idx];
177 if (randint1(BREAK_RUNE_PROTECTION) >= (r_ptr->level + 20))
180 if (g_ptr->info & CAVE_MARK)
181 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
183 g_ptr->info &= ~(CAVE_MARK);
184 g_ptr->info &= ~(CAVE_OBJECT);
186 note_spot(player_ptr, y, x);
190 static void warn_unique_generation(player_type *player_ptr, MONRACE_IDX r_idx)
192 if (!player_ptr->warning || !current_world_ptr->character_dungeon)
195 monster_race *r_ptr = &r_info[r_idx];
196 if ((r_ptr->flags1 & RF1_UNIQUE) == 0)
201 GAME_TEXT o_name[MAX_NLEN];
202 if (r_ptr->level > player_ptr->lev + 30)
203 color = _("黒く", "black");
204 else if (r_ptr->level > player_ptr->lev + 15)
205 color = _("紫色に", "purple");
206 else if (r_ptr->level > player_ptr->lev + 5)
207 color = _("ルビー色に", "deep red");
208 else if (r_ptr->level > player_ptr->lev - 5)
209 color = _("赤く", "red");
210 else if (r_ptr->level > player_ptr->lev - 15)
211 color = _("ピンク色に", "pink");
213 color = _("白く", "white");
215 o_ptr = choose_warning_item(player_ptr);
217 describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
218 msg_format(_("%sは%s光った。", "%s glows %s."), o_name, color);
220 msg_format(_("%s光る物が頭に浮かんだ。", "A %s image forms in your mind."), color);
225 * @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.
226 * @param player_ptr プレーヤーへの参照ポインタ
227 * @param who 召喚を行ったモンスターID
230 * @param r_idx 生成モンスター種族
231 * @param mode 生成オプション
234 bool place_monster_one(player_type *player_ptr, MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
236 floor_type *floor_ptr = player_ptr->current_floor_ptr;
237 grid_type *g_ptr = &floor_ptr->grid_array[y][x];
238 monster_race *r_ptr = &r_info[r_idx];
239 concptr name = (r_name + r_ptr->name);
241 if (player_ptr->wild_mode || !in_bounds(floor_ptr, y, x) || (r_idx == 0) || (r_ptr->name == 0))
244 if (((mode & PM_IGNORE_TERRAIN) == 0) && (pattern_tile(floor_ptr, y, x) || !monster_can_enter(player_ptr, y, x, r_ptr, 0)))
247 if (!check_unique_placeable(player_ptr, r_idx) || !check_quest_placeable(player_ptr, r_idx) || !check_procection_rune(player_ptr, r_idx, y, x))
250 msg_format_wizard(player_ptr, CHEAT_MONSTER, _("%s(Lv%d)を生成しました。", "%s(Lv%d) was generated."), name, r_ptr->level);
251 if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL) || (r_ptr->level < 10))
254 g_ptr->m_idx = m_pop(floor_ptr);
255 hack_m_idx_ii = g_ptr->m_idx;
260 m_ptr = &floor_ptr->m_list[g_ptr->m_idx];
261 m_ptr->r_idx = r_idx;
262 m_ptr->ap_r_idx = initial_r_appearance(player_ptr, r_idx, mode);
266 if ((mode & PM_MULTIPLY) && (who > 0) && !is_original_ap(&floor_ptr->m_list[who])) {
267 m_ptr->ap_r_idx = floor_ptr->m_list[who].ap_r_idx;
268 if (floor_ptr->m_list[who].mflag2 & MFLAG2_KAGE)
269 m_ptr->mflag2 |= MFLAG2_KAGE;
272 if ((who > 0) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
273 m_ptr->sub_align = floor_ptr->m_list[who].sub_align;
275 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
276 if (r_ptr->flags3 & RF3_EVIL)
277 m_ptr->sub_align |= SUB_ALIGN_EVIL;
278 if (r_ptr->flags3 & RF3_GOOD)
279 m_ptr->sub_align |= SUB_ALIGN_GOOD;
284 m_ptr->current_floor_ptr = floor_ptr;
286 for (int cmi = 0; cmi < MAX_MTIMED; cmi++)
287 m_ptr->mtimed[cmi] = 0;
294 if (who > 0 && is_pet(&floor_ptr->m_list[who])) {
295 mode |= PM_FORCE_PET;
296 m_ptr->parent_m_idx = who;
298 m_ptr->parent_m_idx = 0;
301 if (r_ptr->flags7 & RF7_CHAMELEON) {
302 choose_new_monster(player_ptr, g_ptr->m_idx, TRUE, 0);
303 r_ptr = &r_info[m_ptr->r_idx];
304 m_ptr->mflag2 |= MFLAG2_CHAMELEON;
305 if ((r_ptr->flags1 & RF1_UNIQUE) && (who <= 0))
306 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
307 } else if ((mode & PM_KAGE) && !(mode & PM_FORCE_PET)) {
308 m_ptr->ap_r_idx = MON_KAGE;
309 m_ptr->mflag2 |= MFLAG2_KAGE;
312 if (mode & PM_NO_PET)
313 m_ptr->mflag2 |= MFLAG2_NOPET;
316 if (mode & PM_FORCE_PET) {
317 set_pet(player_ptr, m_ptr);
318 } else if ((r_ptr->flags7 & RF7_FRIENDLY) || (mode & PM_FORCE_FRIENDLY) || is_friendly_idx(player_ptr, who)) {
319 if (!monster_has_hostile_align(player_ptr, NULL, 0, -1, r_ptr) && !player_ptr->current_floor_ptr->inside_arena)
323 m_ptr->mtimed[MTIMED_CSLEEP] = 0;
324 if ((mode & PM_ALLOW_SLEEP) && r_ptr->sleep && !ironman_nightmare) {
325 int val = r_ptr->sleep;
326 (void)set_monster_csleep(player_ptr, g_ptr->m_idx, (val * 2) + randint1(val * 10));
329 if (r_ptr->flags1 & RF1_FORCE_MAXHP) {
330 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
332 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
335 if (ironman_nightmare) {
336 u32b hp = m_ptr->max_maxhp * 2L;
338 m_ptr->max_maxhp = (HIT_POINT)MIN(30000, hp);
341 m_ptr->maxhp = m_ptr->max_maxhp;
342 if (m_ptr->r_idx == MON_WOUNDED_BEAR)
343 m_ptr->hp = m_ptr->maxhp / 2;
345 m_ptr->hp = m_ptr->maxhp;
347 m_ptr->dealt_damage = 0;
349 m_ptr->mspeed = get_mspeed(floor_ptr, r_ptr);
352 (void)set_monster_fast(player_ptr, g_ptr->m_idx, 100);
354 if (!ironman_nightmare) {
355 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100);
357 m_ptr->energy_need = ENERGY_NEED() - (s16b)randint0(100) * 2;
360 if ((r_ptr->flags1 & RF1_PREVENT_SUDDEN_MAGIC) && !ironman_nightmare) {
361 m_ptr->mflag |= (MFLAG_PREVENT_MAGIC);
362 repair_monsters = TRUE;
365 if (g_ptr->m_idx < hack_m_idx) {
366 m_ptr->mflag |= (MFLAG_BORN);
369 if (r_ptr->flags7 & RF7_SELF_LD_MASK)
370 player_ptr->update |= (PU_MON_LITE);
371 else if ((r_ptr->flags7 & RF7_HAS_LD_MASK) && !monster_csleep_remaining(m_ptr))
372 player_ptr->update |= (PU_MON_LITE);
373 update_monster(player_ptr, g_ptr->m_idx, TRUE);
375 real_r_ptr(m_ptr)->cur_num++;
378 * Memorize location of the unique monster in saved floors.
379 * A unique monster move from old saved floor.
381 if (current_world_ptr->character_dungeon && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)))
382 real_r_ptr(m_ptr)->floor_id = player_ptr->floor_id;
384 if (r_ptr->flags2 & RF2_MULTIPLY)
385 floor_ptr->num_repro++;
387 warn_unique_generation(player_ptr, r_idx);
388 if (!is_rune_explosion_grid(g_ptr))
391 if (randint1(BREAK_RUNE_EXPLOSION) > r_ptr->level) {
392 if (g_ptr->info & CAVE_MARK) {
393 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
394 project(player_ptr, 0, 2, y, x, 2 * (player_ptr->lev + damroll(7, 7)), GF_MANA,
395 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
398 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
401 g_ptr->info &= ~(CAVE_MARK);
402 g_ptr->info &= ~(CAVE_OBJECT);
405 note_spot(player_ptr, y, x);
406 lite_spot(player_ptr, y, x);