10 #define MAX_NAZGUL_NUM 5 12 #define MTIMED_CSLEEP 0 15 #define MTIMED_STUNNED 3 16 #define MTIMED_CONFUSED 4 17 #define MTIMED_MONFEAR 5 18 #define MTIMED_INVULNER 6 22 #define MON_CSLEEP(M_PTR) ((M_PTR)->mtimed[MTIMED_CSLEEP]) 23 #define MON_FAST(M_PTR) ((M_PTR)->mtimed[MTIMED_FAST]) 24 #define MON_SLOW(M_PTR) ((M_PTR)->mtimed[MTIMED_SLOW]) 25 #define MON_STUNNED(M_PTR) ((M_PTR)->mtimed[MTIMED_STUNNED]) 26 #define MON_CONFUSED(M_PTR) ((M_PTR)->mtimed[MTIMED_CONFUSED]) 27 #define MON_MONFEAR(M_PTR) ((M_PTR)->mtimed[MTIMED_MONFEAR]) 28 #define MON_INVULNER(M_PTR) ((M_PTR)->mtimed[MTIMED_INVULNER]) 45 #define SUB_ALIGN_NEUTRAL 0x0000 46 #define SUB_ALIGN_EVIL 0x0001 47 #define SUB_ALIGN_GOOD 0x0002 66 #define MFLAG_VIEW 0x01 67 #define MFLAG_LOS 0x02 68 #define MFLAG_XXX2 0x04 69 #define MFLAG_ETF 0x08 70 #define MFLAG_BORN 0x10 71 #define MFLAG_NICE 0x20 74 #define MFLAG2_KAGE 0x01 75 #define MFLAG2_NOPET 0x02 76 #define MFLAG2_NOGENO 0x04 77 #define MFLAG2_CHAMELEON 0x08 78 #define MFLAG2_NOFLOW 0x10 79 #define MFLAG2_SHOW 0x20 80 #define MFLAG2_MARK 0x40 95 #define SM_RES_ACID 0x00000001 96 #define SM_RES_ELEC 0x00000002 97 #define SM_RES_FIRE 0x00000004 98 #define SM_RES_COLD 0x00000008 99 #define SM_RES_POIS 0x00000010 100 #define SM_RES_NETH 0x00000020 101 #define SM_RES_LITE 0x00000040 102 #define SM_RES_DARK 0x00000080 103 #define SM_RES_FEAR 0x00000100 104 #define SM_RES_CONF 0x00000200 105 #define SM_RES_CHAOS 0x00000400 106 #define SM_RES_DISEN 0x00000800 107 #define SM_RES_BLIND 0x00001000 108 #define SM_RES_NEXUS 0x00002000 109 #define SM_RES_SOUND 0x00004000 110 #define SM_RES_SHARD 0x00008000 111 #define SM_OPP_ACID 0x00010000 112 #define SM_OPP_ELEC 0x00020000 113 #define SM_OPP_FIRE 0x00040000 114 #define SM_OPP_COLD 0x00080000 115 #define SM_OPP_POIS 0x00100000 116 #define SM_OPP_XXX1 0x00200000 117 #define SM_CLONED 0x00400000 118 #define SM_PET 0x00800000 119 #define SM_IMM_ACID 0x01000000 120 #define SM_IMM_ELEC 0x02000000 121 #define SM_IMM_FIRE 0x04000000 122 #define SM_IMM_COLD 0x08000000 123 #define SM_FRIENDLY 0x10000000 124 #define SM_IMM_REFLECT 0x20000000 125 #define SM_IMM_FREE 0x40000000 126 #define SM_IMM_MANA 0x80000000 131 #define MON_BEGGAR 12 133 #define MON_BLACK_MARKET 14 134 #define MON_LION_HEART 19 136 #define MON_NOV_PRIEST 45 141 #define MON_PIRANHA 70 142 #define MON_COPPER_COINS 85 143 #define MON_NOV_PALADIN 97 144 #define MON_GREEN_G 100 145 #define MON_NOV_PRIEST_G 109 146 #define MON_SILVER_COINS 117 147 #define MON_D_ELF 122 148 #define MON_MANES 128 149 #define MON_LOST_SOUL 133 150 #define MON_ROBIN_HOOD 138 151 #define MON_NOV_PALADIN_G 147 152 #define MON_PHANTOM_W 152 153 #define MON_WOUNDED_BEAR 159 154 #define MON_D_ELF_MAGE 178 155 #define MON_D_ELF_WARRIOR 182 156 #define MON_BLUE_HORROR 189 157 #define MON_GOLD_COINS 195 158 #define MON_VORPAL_BUNNY 205 159 #define MON_MASTER_YEEK 224 160 #define MON_PRIEST 225 161 #define MON_D_ELF_PRIEST 226 162 #define MON_TIGER 230 163 #define MON_MITHRIL_COINS 239 164 #define MON_DRUID 241 165 #define MON_PINK_HORROR 242 166 #define MON_HILL_GIANT 255 167 #define MON_WERERAT 270 168 #define MON_UMBER_HULK 283 169 #define MON_ORC_CAPTAIN 285 170 #define MON_BERSERKER 293 172 #define MON_SHAGRAT 314 173 #define MON_GORBAG 315 174 #define MON_STONE_GIANT 321 175 #define MON_LIZARD_KING 332 176 #define MON_WYVERN 334 177 #define MON_SABRE_TIGER 339 178 #define MON_D_ELF_LORD 348 179 #define MON_FIRE_VOR 354 180 #define MON_WATER_VOR 355 181 #define MON_ARCH_VILE 357 182 #define MON_COLD_VOR 358 183 #define MON_ENERGY_VOR 359 184 #define MON_IRON_GOLEM 367 185 #define MON_JADE_MONK 370 186 #define MON_D_ELF_WARLOCK 375 187 #define MON_HAGEN 383 188 #define MON_MENELDOR 384 189 #define MON_PHANTOM_B 385 190 #define MON_C_CRAWLER 395 191 #define MON_XICLOTLAN 396 192 #define MON_D_ELF_DRUID 400 193 #define MON_TROLL_PRIEST 403 194 #define MON_GWAIHIR 410 195 #define MON_ANGEL 417 196 #define MON_ADAMANT_COINS 423 197 #define MON_COLBRAN 435 198 #define MON_SPIRIT_NAGA 436 199 #define MON_GACHAPIN 441 200 #define MON_BASILISK 453 201 #define MON_ARCHANGEL 456 202 #define MON_MITHRIL_GOLEM 464 203 #define MON_THORONDOR 468 204 #define MON_SHADOW_DRAKE 471 205 #define MON_GHOST 477 206 #define MON_OGRE_SHAMAN 479 207 #define MON_GHOUL_KING 483 208 #define MON_NINJA 485 209 #define MON_BICLOPS 490 210 #define MON_IVORY_MONK 492 211 #define MON_LOG_MASTER 498 212 #define MON_ETHER_DRAKE 504 213 #define MON_GOEMON 505 214 #define MON_CHERUB 511 215 #define MON_WATER_ELEM 512 218 #define MON_BLOODLETTER 523 219 #define MON_HALFLING_S 539 220 #define MON_GRAV_HOUND 540 221 #define MON_REVENANT 555 223 #define MON_COLOSSUS 558 224 #define MON_NIGHTBLADE 564 225 #define MON_ELDER_THING 569 226 #define MON_CRYPT_THING 577 227 #define MON_NEXUS_VOR 587 228 #define MON_PLASMA_VOR 588 229 #define MON_TIME_VOR 589 230 #define MON_M_MH_DRAGON 593 231 #define MON_MANDOR 598 232 #define MON_SHIM_VOR 600 233 #define MON_SERAPH 605 234 #define MON_BARON_HELL 609 235 #define MON_KAVLAX 616 236 #define MON_ETTIN 621 237 #define MON_VAMPIRE_LORD 623 238 #define MON_JUBJUB 640 239 #define MON_G_C_DRAKE 646 240 #define MON_CLUB_DEMON 648 241 #define MON_F_ANGEL 652 242 #define MON_D_ELF_SORC 657 243 #define MON_MASTER_LICH 658 244 #define MON_RINALDO 660 245 #define MON_ARCHON 661 246 #define MON_UND_BEHOLDER 664 247 #define MON_IRON_LICH 666 248 #define MON_JACK_SHADOWS 670 249 #define MON_LLOIGOR 682 250 #define MON_DREADMASTER 690 251 #define MON_DROLEM 691 253 #define MON_NAZGUL 696 254 #define MON_SMAUG 697 255 #define MON_STORMBRINGER 698 256 #define MON_ULTRA_PALADIN 699 257 #define MON_G_TITAN 702 258 #define MON_S_TYRANNO 705 259 #define MON_FAFNER 712 260 #define MON_G_BALROG 720 261 #define MON_TIME_HOUND 725 262 #define MON_PLASMA_HOUND 726 263 #define MON_BULLGATES 732 264 #define MON_SANTACLAUS 733 265 #define MON_LORD_CHAOS 737 266 #define MON_TINDALOS 739 267 #define MON_DEMILICH 742 268 #define MON_NIGHTCRAWLER 744 269 #define MON_CHAOS_VOR 751 270 #define MON_AETHER_VOR 752 271 #define MON_FUNDIN 762 272 #define MON_DWORKIN 763 273 #define MON_NIGHTWALKER 768 274 #define MON_RAPHAEL 769 275 #define MON_SARUMAN 771 276 #define MON_GANDALF 772 277 #define MON_BRAND 773 278 #define MON_SHADOWLORD 774 279 #define MON_ARCHLICH 776 280 #define MON_JABBERWOCK 778 281 #define MON_CHAOS_HOUND 779 282 #define MON_ULT_BEHOLDER 781 283 #define MON_SHAMBLER 786 284 #define MON_BLEYS 789 285 #define MON_FIONA 791 286 #define MON_SKY_DRAKE 793 287 #define MON_JULIAN 794 288 #define MON_BLACK_REAVER 798 289 #define MON_CAINE 799 290 #define MON_GERARD 807 291 #define MON_UNGOLIANT 808 292 #define MON_ATLACH_NACHA 809 293 #define MON_Y_GOLONAC 810 294 #define MON_AETHER_HOUND 811 295 #define MON_WARP_DEMON 812 297 #define MON_UNMAKER 815 298 #define MON_CYBER 816 299 #define MON_KLING 819 300 #define MON_CORWIN 820 301 #define MON_ANGMAR 825 302 #define MON_CANTORAS 830 303 #define MON_GODZILLA 832 304 #define MON_SPAWN_CTH 836 305 #define MON_SURTUR 837 306 #define MON_TARRASQUE 838 307 #define MON_LUNGORTHIN 839 308 #define MON_CYBER_KING 843 309 #define MON_WYRM_POWER 847 310 #define MON_NODENS 849 311 #define MON_JORMUNGAND 854 312 #define MON_DESTROYER 855 313 #define MON_GOTHMOG 856 314 #define MON_G_CTHULHU 857 315 #define MON_SAURON 858 316 #define MON_UNICORN_ORD 859 317 #define MON_OBERON 860 318 #define MON_MORGOTH 861 319 #define MON_SERPENT 862 320 #define MON_ONE_RING 864 321 #define MON_CAAWS 866 322 #define MON_CULVERIN 867 323 #define MON_EBONY_MONK 870 324 #define MON_HAGURE 871 325 #define MON_OROCHI 872 326 #define MON_ECHIZEN 873 327 #define MON_SPECT_WYRM 874 331 #define MON_ZOMBI_SERPENT 883 332 #define MON_D_ELF_SHADE 886 333 #define MON_MANA_HOUND 887 334 #define MON_VENOM_WYRM 890 335 #define MON_TROLL_KING 894 336 #define MON_BAZOOKER 896 337 #define MON_SHARD_VOR 897 338 #define MON_ELF_LORD 900 339 #define MON_MASTER_MYS 916 340 #define MON_G_MASTER_MYS 917 342 #define MON_TSUCHINOKO 926 343 #define MON_GCWADL 929 344 #define MON_LOCKE_CLONE 930 345 #define MON_CALDARM 931 346 #define MON_BANORLUPART 932 347 #define MON_BANOR 933 348 #define MON_LUPART 934 349 #define MON_KENSHIROU 936 350 #define MON_W_KNIGHT 938 351 #define MON_PLANETAR 942 352 #define MON_SOLAR 943 353 #define MON_BIKETAL 945 355 #define MON_IKETA 949 356 #define MON_B_DEATH_SWORD 953 357 #define MON_YASE_HORSE 955 358 #define MON_HORSE 956 359 #define MON_BOTEI 963 361 #define MON_JAIAN 967 363 #define MON_THAT_BAT 975 364 #define MON_SHUTEN 979 365 #define MON_FENGHUANG 988 366 #define MON_KIRIN 989 367 #define MON_BAHAMUT 1000 368 #define MON_SUKE 1001 369 #define MON_KAKU 1002 370 #define MON_GHOST_Q 1003 372 #define MON_A_GOLD 1010 373 #define MON_A_SILVER 1011 374 #define MON_ROLENTO 1013 375 #define MON_RAOU 1018 376 #define MON_SHURYUUDAN 1023 377 #define MON_WAHHA 1031 378 #define MON_DEBBY 1032 379 #define MON_KNI_TEMPLAR 1037 380 #define MON_PALADIN 1038 381 #define MON_CHAMELEON 1040 382 #define MON_CHAMELEON_K 1041 383 #define MON_TOPAZ_MONK 1047 384 #define MON_M_MINDCRAFTER 1056 385 #define MON_ELDER_VAMPIRE 1058 386 #define MON_NOBORTA 1059 387 #define MON_MORI_TROLL 1060 388 #define MON_BARNEY 1061 389 #define MON_GROO 1062 390 #define MON_LOUSY 1063 391 #define MON_WYRM_SPACE 1064 392 #define MON_JIZOTAKO 1065 393 #define MON_TANUKI 1067 394 #define MON_ALIEN_JURAL 1082 395 #define MON_HATOPOPPO 1083 396 #define MON_KOGAN 1096 401 #define PM_ALLOW_SLEEP 0x00000001 402 #define PM_ALLOW_GROUP 0x00000002 403 #define PM_FORCE_FRIENDLY 0x00000004 404 #define PM_FORCE_PET 0x00000008 405 #define PM_NO_KAGE 0x00000010 406 #define PM_NO_PET 0x00000020 407 #define PM_ALLOW_UNIQUE 0x00000040 408 #define PM_IGNORE_TERRAIN 0x00000080 409 #define PM_HASTE 0x00000100 410 #define PM_KAGE 0x00000200 411 #define PM_MULTIPLY 0x00000400 421 #define MD_OBJECTIVE 0x00000001 422 #define MD_POSSESSIVE 0x00000002 423 #define MD_INDEF_HIDDEN 0x00000004 424 #define MD_INDEF_VISIBLE 0x00000008 425 #define MD_PRON_HIDDEN 0x00000010 426 #define MD_PRON_VISIBLE 0x00000020 427 #define MD_ASSUME_HIDDEN 0x00000040 428 #define MD_ASSUME_VISIBLE 0x00000080 429 #define MD_TRUE_NAME 0x00000100 430 #define MD_IGNORE_HALLU 0x00000200 432 #define MD_WRONGDOER_NAME (MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE) 452 #define CEM_RIDING 0x0001 453 #define CEM_P_CAN_ENTER_PATTERN 0x0002 459 extern void dice_to_string(
int base_damage,
int dice_num,
int dice_side,
int dice_mult,
int dice_div,
char* msg);
504 #define DRS_REFLECT 32 511 #define is_friendly(A) \ 512 (bool)(((A)->smart & SM_FRIENDLY) ? TRUE : FALSE) 514 #define is_friendly_idx(MONSTER_IDX) \ 515 (bool)((MONSTER_IDX) > 0 && is_friendly(&p_ptr->current_floor_ptr->m_list[(MONSTER_IDX)])) 518 (bool)(((A)->smart & SM_PET) ? TRUE : FALSE) 520 #define is_hostile(A) \ 521 (bool)((is_friendly(A) || is_pet(A)) ? FALSE : TRUE) 524 #define is_original_ap(A) \ 525 (bool)(((A)->ap_r_idx == (A)->r_idx) ? TRUE : FALSE) 527 #define is_original_ap_and_seen(A) \ 528 (bool)((A)->ml && !p_ptr->image && ((A)->ap_r_idx == (A)->r_idx)) s16b OBJECT_IDX
ゲーム中のアイテムID型を定義
Definition: h-type.h:140
STR_OFFSET nickname
Definition: monster.h:89
MONSTER_IDX hack_m_idx
Definition: monster2.c:49
void output_monster_spoiler(MONRACE_IDX r_idx, void(*roff_func)(TERM_COLOR attr, concptr str))
モンスター詳細情報を自動スポイラー向けに出力する / Hack – output description of the given monster race
Definition: monster1.c:2119
Definition: monsterrace.h:48
bool monster_can_cross_terrain(FEAT_IDX feat, monster_race *r_ptr, BIT_FLAGS16 mode)
モンスターが地形を踏破できるかどうかを返す Check if monster can cross terrain
Definition: monster1.c:2275
void message_pain(MONSTER_IDX m_idx, HIT_POINT dam)
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
Definition: monster2.c:3595
void monster_name(MONSTER_IDX m_idx, char *m_name)
モンスターIDを取り、モンスター名をm_nameに代入する /
Definition: monster2.c:1622
const char * concptr
文字列定数用ポインタ定義 / A simple pointer (to unmodifiable strings)
Definition: h-type.h:47
void screen_roff(MONRACE_IDX r_idx, BIT_FLAGS mode)
モンスター情報の表示と共に画面を一時消去するサブルーチン / Hack – describe the given monster race at the top of the screen
Definition: monster1.c:2063
bool alloc_monster(POSITION dis, BIT_FLAGS mode)
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.
Definition: monster2.c:3346
concptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
Definition: monster1.c:3143
monsterrace_hook_type get_monster_hook(void)
プレイヤーの現在の広域マップ座標から得た地勢を元にモンスターの生成条件関数を返す
Definition: monster1.c:2133
MONRACE_IDX r_idx
Definition: monster.h:41
bool alloc_guardian(bool def_val)
ダンジョンの主生成を試みる / Put the Guardian
Definition: monster2.c:3301
static void roff_func(TERM_COLOR attr, concptr str)
関数ポインタ用の出力関数 / Hook function used in spoil_mon_info()
Definition: wizard1.c:1991
HIT_POINT max_maxhp
Definition: monster.h:55
s16b SPEED
ゲーム中の加速値の型定義
Definition: h-type.h:184
SPEED get_mspeed(monster_race *r_ptr)
モンスターの個体加速を設定する / Get initial monster speed
Definition: monster2.c:2469
MONRACE_IDX ap_r_idx
Definition: monster.h:42
s32b EXP
ゲーム中の主経験値の型定義
Definition: h-type.h:199
void reset_target(monster_type *m_ptr)
モンスターの目標地点をリセットする / Reset the target of counter attack
Definition: monster2.c:71
void update_monster(MONSTER_IDX m_idx, bool full)
モンスターの各情報を更新する / This function updates the monster record of the given monster
Definition: monster2.c:1840
void monster_drop_carried_objects(monster_type *m_ptr)
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
Definition: monster2.c:4034
POSITION fy
Definition: monster.h:50
void set_hostile(monster_type *m_ptr)
モンスターを敵に回す Makes the monster hostile towards the player
Definition: monster1.c:2233
HIT_POINT maxhp
Definition: monster.h:54
POSITION cdis
Definition: monster.h:63
HIT_POINT hp
Definition: monster.h:53
void wipe_m_list(void)
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
Definition: monster2.c:379
BIT_FLAGS8 mflag
Definition: monster.h:65
void delete_monster_idx(MONSTER_IDX i)
モンスター配列からモンスターを消去する / Delete a monster by index.
Definition: monster2.c:114
#define MAX_MTIMED
Definition: monster.h:20
s32b DEPTH
ゲーム中の階層レベルの型定義
Definition: h-type.h:216
POSITION target_x
Definition: monster.h:87
MONSTER_IDX hack_m_idx_ii
Definition: monster2.c:50
s16b MONRACE_IDX
ゲーム中のモンスター種族ID型を定義
Definition: h-type.h:128
SPEED mspeed
Definition: monster.h:60
s32b ITEM_NUMBER
ゲーム中のアイテム数型を定義
Definition: h-type.h:178
s32b HIT_POINT
HPとその増減量の型定義
Definition: h-type.h:161
MONRACE_IDX get_mon_num(DEPTH level)
生成モンスター種族を1種生成テーブルから選択する
Definition: monster2.c:1125
u32b BIT_FLAGS
32ビットのフラグ配列の型定義
Definition: h-type.h:225
int lore_do_probe(MONRACE_IDX r_idx)
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)
Definition: monster2.c:1636
int errr
エラーコードの定義 / Error codes for function return values
Definition: h-type.h:57
void roff_top(MONRACE_IDX r_idx)
モンスター情報のヘッダを記述する Hack – Display the "name" and "attr/chars" of a monster race
Definition: monster1.c:1997
bool alloc_horde(POSITION y, POSITION x)
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
Definition: monster2.c:3241
s32b POSITION
ゲーム中の座標型を定義
Definition: h-type.h:146
void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult, int dice_div, char *msg)
ダイス目を文字列に変換する
Definition: monster1.c:153
concptr extract_note_dies(MONRACE_IDX r_idx)
モンスターを撃破した際の述語メッセージを返す / Return monster death string
Definition: monster1.c:3119
int get_monster_crowd_number(MONSTER_IDX m_idx)
指定したモンスターに隣接しているモンスターの数を返す。 / Count number of adjacent monsters
Definition: monster2.c:4070
errr get_mon_num_prep(monsterrace_hook_type monster_hook, monsterrace_hook_type monster_hook2)
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"
Definition: monster2.c:1039
bool are_enemies(monster_type *m_ptr1, monster_type *m_ptr2)
モンスターの属性の基づいた敵対関係の有無を返す Check if two monsters are enemies
Definition: monster1.c:2403
u16b BIT_FLAGS16
16ビットのフラグ配列の型定義
Definition: h-type.h:226
OBJECT_IDX hold_o_idx
Definition: monster.h:84
bool multiply_monster(MONSTER_IDX m_idx, bool clone, BIT_FLAGS mode)
モンスターを増殖生成する / Let the given monster attempt to reproduce.
Definition: monster2.c:3561
void monster_death(MONSTER_IDX m_idx, bool drop_item)
モンスターが死亡した時の処理 / Handle the "death" of a monster.
Definition: monster1.c:2517
void monster_desc(char *desc, monster_type *m_ptr, BIT_FLAGS mode)
モンスターの呼称を作成する / Build a string describing a monster in some way.
Definition: monster2.c:1339
void compact_monsters(int size)
モンスター情報配列を圧縮する / Compact and Reorder the monster list
Definition: monster2.c:290
bool ml
Definition: monster.h:82
byte BIT_FLAGS8
8ビットのフラグ配列の型定義
Definition: h-type.h:227
u32b STR_OFFSET
テキストオフセットの型定義
Definition: h-type.h:212
byte TERM_COLOR
テキスト表示色の型定義
Definition: h-type.h:237
void display_roff(MONRACE_IDX r_idx)
モンスター情報の現在のウィンドウに表示する / Hack – describe the given monster race in the current "term" window
Definition: monster1.c:2088
POSITION target_y
Definition: monster.h:86
void set_friendly(monster_type *m_ptr)
モンスターを友好的にする
Definition: monster1.c:2208
MONSTER_IDX m_pop(void)
モンスター配列の空きを探す / Acquires and returns the index of a "free" monster.
Definition: monster2.c:452
TERM_COLOR attr
Definition: view-mainwindow.c:342
MONRACE_IDX real_r_idx(monster_type *m_ptr)
Definition: monster2.c:87
void update_monsters(bool full)
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).
Definition: monster2.c:2213
bool place_monster_aux(MONSTER_IDX who, POSITION y, POSITION x, MONRACE_IDX r_idx, BIT_FLAGS mode)
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
Definition: monster2.c:3133
void delete_monster(POSITION y, POSITION x)
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
Definition: monster2.c:184
s16b MONSTER_IDX
ゲーム中のモンスター個体ID型を定義
Definition: h-type.h:129
HIT_POINT dealt_damage
Definition: monster.h:56
void update_smart_learn(MONSTER_IDX m_idx, int what)
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.
Definition: monster2.c:3923
BIT_FLAGS smart
Field for "smart_learn" - Some bit-flags for the "smart" field
Definition: monster.h:94
char bool
bool型をcharとして定義 / Note that a bool is smaller than a full "int" / Simple True/False type
Definition: h-type.h:83
void choose_new_monster(MONSTER_IDX m_idx, bool born, MONRACE_IDX r_idx)
モンスターの変身処理
Definition: monster2.c:2308
BIT_FLAGS8 sub_align
Definition: monster.h:48
s16b TIME_EFFECT
ゲーム中の時限期間の型を定義
Definition: h-type.h:182
BIT_FLAGS8 mflag2
Definition: monster.h:73
MONSTER_IDX parent_m_idx
Definition: monster.h:128
monsterrace_hook_type get_monster_hook2(POSITION y, POSITION x)
指定された広域マップ座標の地勢を元にモンスターの生成条件関数を返す
Definition: monster1.c:2172
bool(* monsterrace_hook_type)(MONRACE_IDX r_idx)
Definition: monster.h:4
s16b ACTION_ENERGY
ゲーム中の行動エネルギー型を定義
Definition: h-type.h:180
void set_target(monster_type *m_ptr, POSITION y, POSITION x)
モンスターの目標地点をセットする / Set the target of counter attack
Definition: monster2.c:59
void set_pet(monster_type *m_ptr)
モンスターをペットにする
Definition: monster1.c:2218
bool monster_can_enter(POSITION y, POSITION x, monster_race *r_ptr, BIT_FLAGS16 mode)
指定された座標の地形をモンスターが踏破できるかどうかを返す Strictly check if monster can enter the grid
Definition: monster1.c:2363
POSITION fx
Definition: monster.h:51
void anger_monster(monster_type *m_ptr)
モンスターを怒らせる Anger the monster
Definition: monster1.c:2247
monster_race * real_r_ptr(monster_type *m_ptr)
モンスターの真の種族を返す / Extract monster race pointer of a monster's true form
Definition: monster2.c:82
bool place_monster(POSITION y, POSITION x, BIT_FLAGS mode)
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
Definition: monster2.c:3218
EXP exp
Definition: monster.h:91
TIME_EFFECT mtimed[MAX_MTIMED]
Definition: monster.h:58
void lore_treasure(MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold)
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
Definition: monster2.c:1753
bool monster_has_hostile_align(monster_type *m_ptr, int pa_good, int pa_evil, monster_race *r_ptr)
モンスターがプレイヤーに対して敵意を抱くかどうかを返す Check if this monster race has "hostile" alignment
Definition: monster1.c:2448
ACTION_ENERGY energy_need
Definition: monster.h:61
s16b FEAT_IDX
ゲーム中の地形ID型を定義
Definition: h-type.h:115