3 /* Purpose: Monster spells and movement */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
14 * This file has several additions to it by Keldon Jones (keldon@umr.edu)
15 * to improve the general quality of the AI (version 0.1.1).
20 #define SPEAK_CHANCE 8
25 * Calculate the direction to the next enemy
27 static bool get_enemy_dir(int m_idx, int *mm)
35 monster_type *m_ptr = &m_list[m_idx];
36 monster_race *r_ptr = &r_info[m_ptr->r_idx];
40 if (riding_t_m_idx && (m_ptr->fx == px) && (m_ptr->fy == py))
42 y = m_list[riding_t_m_idx].fy;
43 x = m_list[riding_t_m_idx].fx;
45 else if (is_pet(m_ptr) && pet_t_m_idx)
47 y = m_list[pet_t_m_idx].fy;
48 x = m_list[pet_t_m_idx].fx;
52 if (p_ptr->inside_battle)
54 start = randint1(m_max-1)+m_max;
55 if(randint0(2)) plus = -1;
57 else start = m_max + 1;
59 /* Scan thru all monsters */
60 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
62 int dummy = (i % m_max);
68 t_ptr = &m_list[t_idx];
70 /* The monster itself isn't a target */
71 if (t_ptr == m_ptr) continue;
73 /* Paranoia -- Skip dead monsters */
74 if (!t_ptr->r_idx) continue;
78 /* Hack -- only fight away from player */
79 if (p_ptr->pet_follow_distance < 0)
81 /* No fighting near player */
82 if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
87 /* Hack -- no fighting away from player */
88 else if ((m_ptr->cdis < t_ptr->cdis) &&
89 (t_ptr->cdis > p_ptr->pet_follow_distance))
94 if (r_ptr->aaf < t_ptr->cdis) continue;
97 /* Monster must be 'an enemy' */
98 if (!are_enemies(m_ptr, t_ptr)) continue;
100 can_pass_wall = (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || (p_ptr->pass_wall))) || ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)));
102 /* Monster must be projectable if we can't pass through walls */
103 if (!can_pass_wall &&
104 !projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
109 !in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
114 /* OK -- we've got a target */
120 if (!x && !y) return FALSE;
123 /* Extract the direction */
128 if ((y < 0) && (x == 0))
135 else if ((y > 0) && (x == 0))
142 else if ((x > 0) && (y == 0))
149 else if ((x < 0) && (y == 0))
156 else if ((y < 0) && (x < 0))
163 else if ((y < 0) && (x > 0))
170 else if ((y > 0) && (x < 0))
177 else if ((y > 0) && (x > 0))
184 /* Found a monster */
190 * Hack, based on mon_take_hit... perhaps all monster attacks on
191 * other monsters should use this?
193 void mon_take_hit_mon(bool is_psy_spear, int m_idx, int dam, bool *fear, cptr note, int who)
195 monster_type *m_ptr = &m_list[m_idx];
197 monster_race *r_ptr = &r_info[m_ptr->r_idx];
201 bool seen = m_ptr->ml;
203 /* Can the player be aware of this attack? */
204 bool known = (m_ptr->cdis <= MAX_SIGHT);
206 /* Extract monster name */
207 monster_desc(m_name, m_ptr, 0);
209 /* Redraw (later) if needed */
210 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
211 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
216 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 0);
218 if (m_ptr->invulner && randint0(PENETRATE_INVULNERABILITY))
223 msg_format("%^s¤Ï¥À¥á¡¼¥¸¤ò¼õ¤±¤Ê¤¤¡£", m_name);
225 msg_format("%^s is unharmed.", m_name);
233 if (r_ptr->flags3 & RF3_RES_ALL)
238 if((dam == 0) && one_in_(3)) dam = 1;
245 msg_format("%^s¤Ï¥À¥á¡¼¥¸¤ò¼õ¤±¤Ê¤¤¡£", m_name);
247 msg_format("%^s is unharmed.", m_name);
258 /* It is dead now... or is it? */
261 if (((r_ptr->flags1 & RF1_UNIQUE) ||
262 (r_ptr->flags7 & RF7_UNIQUE_7) ||
263 (r_ptr->flags1 & RF1_QUESTOR)) &&
264 !p_ptr->inside_battle)
271 if (!monster_living(r_ptr))
282 monster_desc(m_name, m_ptr, 0x100);
283 /* Unseen death by normal attack */
288 /* Death by special attack */
292 msg_format("%^s%s", m_name, note);
294 msg_format("%^s%s", m_name, note);
298 /* Death by normal attack -- nonliving monster */
299 else if (!monster_living(r_ptr))
302 msg_format("%^s¤ÏÇ˲õ¤µ¤ì¤¿¡£", m_name);
304 msg_format("%^s is destroyed.", m_name);
308 /* Death by normal attack -- living monster */
312 msg_format("%^s¤Ï»¦¤µ¤ì¤¿¡£", m_name);
314 msg_format("%^s is killed.", m_name);
320 monster_gain_exp(who, m_ptr->r_idx);
322 /* Generate treasure */
323 monster_death(m_idx, FALSE);
325 /* Delete the monster */
326 delete_monster_idx(m_idx);
331 /* Monster is dead */
338 /* Mega-Hack -- Pain cancels fear */
339 if (m_ptr->monfear && (dam > 0))
341 int tmp = randint1(dam / 4);
343 /* Cure a little fear */
344 if (tmp < m_ptr->monfear)
347 m_ptr->monfear -= tmp;
350 /* Cure all the fear */
361 /* Sometimes a monster gets scared by damage */
362 if (!m_ptr->monfear && !(r_ptr->flags3 & RF3_NO_FEAR))
366 /* Percentage of fully healthy */
367 percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
370 * Run (sometimes) if at 10% or less of max hit points,
371 * or (usually) when hit for half its current hit points
373 if (((percentage <= 10) && (randint0(10) < percentage)) ||
374 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
376 /* Hack -- note fear */
379 /* XXX XXX XXX Hack -- Add some timed fear */
380 m_ptr->monfear += (randint1(10) +
381 (((dam >= m_ptr->hp) && (percentage > 7)) ?
382 20 : ((11 - percentage) * 5)));
386 #endif /* ALLOW_FEAR */
388 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
390 if (is_pet(&m_list[who]) && (m_ptr->target_y != py) && (m_ptr->target_x != px))
392 set_target(m_ptr, m_list[who].fy, m_list[who].fx);
396 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
400 /* Extract monster name */
401 monster_desc(m_name, m_ptr, 0);
403 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
404 if (rakuba((dam > 200) ? 200 : dam, FALSE))
407 msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name);
409 msg_format("You have thrown off from %s!", m_name);
420 * Returns whether a given monster will try to run from the player.
422 * Monsters will attempt to avoid very powerful players. See below.
424 * Because this function is called so often, little details are important
425 * for efficiency. Like not using "mod" or "div" when possible. And
426 * attempting to check the conditions in an optimal order. Note that
427 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.
429 * Note that this function is responsible for about one to five percent
430 * of the processor use in normal conditions...
432 static int mon_will_run(int m_idx)
434 monster_type *m_ptr = &m_list[m_idx];
438 monster_race *r_ptr = &r_info[m_ptr->r_idx];
447 /* Friends can be commanded to avoid the player */
450 /* Are we trying to avoid the player? */
451 return ((p_ptr->pet_follow_distance < 0) &&
452 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
455 /* Keep monsters from running too far away */
456 if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
458 /* All "afraid" monsters will run away */
459 if (m_ptr->monfear) return (TRUE);
463 /* Nearby monsters will not become terrified */
464 if (m_ptr->cdis <= 5) return (FALSE);
466 /* Examine player power (level) */
469 /* Examine monster power (level plus morale) */
470 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
472 /* Optimize extreme cases below */
473 if (m_lev > p_lev + 4) return (FALSE);
474 if (m_lev + 4 <= p_lev) return (TRUE);
476 /* Examine player health */
480 /* Examine monster health */
482 m_mhp = m_ptr->maxhp;
484 /* Prepare to optimize the calculation */
485 p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
486 m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
488 /* Strong players scare strong monsters */
489 if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
493 /* Assume no terror */
501 * Search spell castable grid
503 static bool get_moves_aux2(int m_idx, int *yp, int *xp)
505 int i, y, x, y1, x1, best = 999;
508 bool can_open_door = FALSE;
511 monster_type *m_ptr = &m_list[m_idx];
512 monster_race *r_ptr = &r_info[m_ptr->r_idx];
514 /* Monster location */
518 /* Monster can already cast spell to player */
519 if (projectable(y1, x1, py, px)) return (FALSE);
521 /* Set current grid cost */
522 now_cost = cave[y1][x1].cost;
523 if (now_cost == 0) now_cost = 999;
525 /* Can monster bash or open doors? */
526 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
528 can_open_door = TRUE;
531 /* Check nearby grids, diagonals first */
532 for (i = 7; i >= 0; i--)
536 /* Get the location */
540 /* Ignore locations off of edge */
541 if (!in_bounds2(y, x)) continue;
543 /* Simply move to player */
544 if ((y == py) && (x == px)) return (FALSE);
550 /* Monster cannot kill or pass walls */
551 if (!(((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) || (r_ptr->flags2 & RF2_KILL_WALL)))
553 if (cost == 0) continue;
554 if (!can_open_door && is_closed_door(c_ptr->feat)) continue;
557 /* Hack -- for kill or pass wall monster.. */
558 if (cost == 0) cost = 998;
560 if (now_cost < cost) continue;
562 if (!projectable(y, x, py, px)) continue;
564 /* Accept louder sounds */
565 if (best < cost) continue;
568 (*yp) = y1 + ddy_ddd[i];
569 (*xp) = x1 + ddx_ddd[i];
572 /* No legal move (?) */
573 if (best == 999) return (FALSE);
581 * Choose the "best" direction for "flowing"
583 * Note that ghosts and rock-eaters are never allowed to "flow",
584 * since they should move directly towards the player.
586 * Prefer "non-diagonal" directions, but twiddle them a little
587 * to angle slightly towards the player's actual location.
589 * Allow very perceptive monsters to track old "spoor" left by
590 * previous locations occupied by the player. This will tend
591 * to have monsters end up either near the player or on a grid
592 * recently occupied by the player (and left via "teleport").
594 * Note that if "smell" is turned on, all monsters get vicious.
596 * Also note that teleporting away from a location will cause
597 * the monsters who were chasing you to converge on that location
598 * as long as you are still near enough to "annoy" them without
599 * being close enough to chase directly. I have no idea what will
600 * happen if you combine "smell" with low "aaf" values.
602 static bool get_moves_aux(int m_idx, int *yp, int *xp, bool no_flow)
604 int i, y, x, y1, x1, best;
607 bool use_sound = FALSE;
608 bool use_scent = FALSE;
610 monster_type *m_ptr = &m_list[m_idx];
611 monster_race *r_ptr = &r_info[m_ptr->r_idx];
613 /* Can monster cast attack spell? */
614 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
615 r_ptr->flags5 & (RF5_ATTACK_MASK) ||
616 r_ptr->flags6 & (RF6_ATTACK_MASK))
618 /* Can move spell castable grid? */
619 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
622 /* Monster can't flow */
623 if (no_flow) return (FALSE);
625 /* Monster can go through rocks */
626 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || (p_ptr->pass_wall))) return (FALSE);
627 if (r_ptr->flags2 & RF2_KILL_WALL) return (FALSE);
628 if (!cave_floor_bold(py, px) && (cave[py][px].feat != FEAT_TREES)) return (FALSE);
630 /* Monster location */
634 /* Hack -- Player can see us, run towards him */
635 if (player_has_los_bold(y1, x1)) return (FALSE);
638 c_ptr = &cave[y1][x1];
640 /* If we can hear noises, advance towards them */
647 /* Otherwise, try to follow a scent trail */
648 else if (c_ptr->when)
651 if (cave[py][px].when - c_ptr->when > 127) return (FALSE);
657 /* Otherwise, advance blindly */
663 /* Check nearby grids, diagonals first */
664 for (i = 7; i >= 0; i--)
666 /* Get the location */
670 /* Ignore locations off of edge */
671 if (!in_bounds2(y, x)) continue;
675 /* We're following a scent trail */
678 int when = c_ptr->when;
680 /* Accept younger scent */
681 if (best > when) continue;
685 /* We're using sound */
690 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
692 else cost = c_ptr->cost;
694 /* Accept louder sounds */
695 if ((cost == 0) || (best < cost)) continue;
699 /* Hack -- Save the "twiddled" location */
700 (*yp) = py + 16 * ddy_ddd[i];
701 (*xp) = px + 16 * ddx_ddd[i];
704 /* No legal move (?) */
705 if (best == 999 || best == 0) return (FALSE);
713 * Provide a location to flee to, but give the player a wide berth.
715 * A monster may wish to flee to a location that is behind the player,
716 * but instead of heading directly for it, the monster should "swerve"
717 * around the player so that he has a smaller chance of getting hit.
719 static bool get_fear_moves_aux(int m_idx, int *yp, int *xp)
721 int y, x, y1, x1, fy, fx, gy = 0, gx = 0;
725 monster_type *m_ptr = &m_list[m_idx];
727 /* Monster location */
731 /* Desired destination */
735 /* Check nearby grids, diagonals first */
736 for (i = 7; i >= 0; i--)
740 /* Get the location */
744 /* Ignore locations off of edge */
745 if (!in_bounds2(y, x)) continue;
747 /* Don't move toward player */
748 /* if (cave[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
750 /* Calculate distance of this grid from our destination */
751 dis = distance(y, x, y1, x1);
753 /* Score this grid */
754 s = 5000 / (dis + 3) - 500 / (cave[y][x].dist + 1);
756 /* No negative scores */
759 /* Ignore lower scores */
760 if (s < score) continue;
762 /* Save the score and time */
765 /* Save the location */
770 /* No legal move (?) */
771 if (score == -1) return (FALSE);
782 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
785 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
786 * offsets of all the locations with a distance of n from a central point,
787 * with an offset of (0,0) indicating no more offsets at this distance.
789 * This is, of course, fairly unreadable, but it eliminates multiple loops
790 * from the previous version.
792 * It is probably better to replace these arrays with code to compute
793 * the relevant arrays, even if the storage is pre-allocated in hard
794 * coded sizes. At the very least, code should be included which is
795 * able to generate and dump these arrays (ala "los()"). XXX XXX XXX
797 * Also, the storage needs could be halved by using bytes. XXX XXX XXX
799 * These arrays could be combined into two big arrays, using sub-arrays
800 * to hold the offsets and lengths of each portion of the sub-arrays, and
801 * this could perhaps also be used somehow in the "look" code. XXX XXX XXX
805 static sint d_off_y_0[] =
808 static sint d_off_x_0[] =
812 static sint d_off_y_1[] =
813 { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
815 static sint d_off_x_1[] =
816 { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
819 static sint d_off_y_2[] =
820 { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
822 static sint d_off_x_2[] =
823 { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
826 static sint d_off_y_3[] =
827 { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2,
830 static sint d_off_x_3[] =
831 { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2,
835 static sint d_off_y_4[] =
836 { -1, -1, -2, -2, -3, -3, -3, -3, -4, -4, -4, 0,
837 0, 1, 1, 2, 2, 3, 3, 3, 3, 4, 4, 4, 0 };
839 static sint d_off_x_4[] =
840 { -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, -4, 4,
841 -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, 0 };
844 static sint d_off_y_5[] =
845 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
846 -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
849 static sint d_off_x_5[] =
850 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
851 -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
855 static sint d_off_y_6[] =
856 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
857 -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
860 static sint d_off_x_6[] =
861 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
862 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
863 -3, 2, 3, -1, 0, 1, 0 };
866 static sint d_off_y_7[] =
867 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
868 -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
869 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
871 static sint d_off_x_7[] =
872 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
873 -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
874 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
878 static sint d_off_y_8[] =
879 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
880 -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
881 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
884 static sint d_off_x_8[] =
885 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
886 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
887 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
891 static sint d_off_y_9[] =
892 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
893 -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
894 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
895 7, 8, 8, 8, 8, 9, 9, 9, 0 };
897 static sint d_off_x_9[] =
898 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
899 -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
900 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
901 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
904 static sint *dist_offsets_y[10] =
906 d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
907 d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
910 static sint *dist_offsets_x[10] =
912 d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
913 d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
917 * Choose a "safe" location near a monster for it to run toward.
919 * A location is "safe" if it can be reached quickly and the player
920 * is not able to fire into it (it isn't a "clean shot"). So, this will
921 * cause monsters to "duck" behind walls. Hopefully, monsters will also
922 * try to run towards corridor openings if they are in a room.
924 * This function may take lots of CPU time if lots of monsters are
927 * Return TRUE if a safe location is available.
929 static bool find_safety(int m_idx, int *yp, int *xp)
931 monster_type *m_ptr = &m_list[m_idx];
936 int y, x, dy, dx, d, dis, i;
937 int gy = 0, gx = 0, gdis = 0;
944 /* Start with adjacent locations, spread further */
945 for (d = 1; d < 10; d++)
947 /* Get the lists of points with a distance d from (fx, fy) */
948 y_offsets = dist_offsets_y[d];
949 x_offsets = dist_offsets_x[d];
951 /* Check the locations */
952 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
954 i++, dx = x_offsets[i], dy = y_offsets[i])
959 /* Skip illegal locations */
960 if (!in_bounds(y, x)) continue;
964 /* Skip locations in a wall */
965 if (!cave_floor_grid(c_ptr)) continue;
967 /* Check for "availability" (if monsters can flow) */
968 if (!(m_ptr->mflag2 & MFLAG_NOFLOW))
970 /* Ignore grids very far from the player */
971 if (c_ptr->dist == 0) continue;
973 /* Ignore too-distant grids */
974 if (c_ptr->dist > cave[fy][fx].dist + 2 * d) continue;
977 /* Check for absence of shot (more or less) */
978 if (!player_has_los_grid(c_ptr))
981 /* Calculate distance from player */
982 dis = distance(y, x, py, px);
984 /* Remember if further than previous */
994 /* Check for success */
1001 /* Found safe place */
1012 * Choose a good hiding place near a monster for it to run toward.
1014 * Pack monsters will use this to "ambush" the player and lure him out
1015 * of corridors into open space so they can swarm him.
1017 * Return TRUE if a good location is available.
1019 static bool find_hiding(int m_idx, int *yp, int *xp)
1021 monster_type *m_ptr = &m_list[m_idx];
1026 int y, x, dy, dx, d, dis, i;
1027 int gy = 0, gx = 0, gdis = 999;
1029 sint *y_offsets, *x_offsets;
1033 /* Start with adjacent locations, spread further */
1034 for (d = 1; d < 10; d++)
1036 /* Get the lists of points with a distance d from (fx, fy) */
1037 y_offsets = dist_offsets_y[d];
1038 x_offsets = dist_offsets_x[d];
1040 /* Check the locations */
1041 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
1043 i++, dx = x_offsets[i], dy = y_offsets[i])
1048 /* Skip illegal locations */
1049 if (!in_bounds(y, x)) continue;
1051 c_ptr = &cave[y][x];
1053 /* Skip occupied locations */
1054 if (!cave_empty_grid(c_ptr)) continue;
1056 /* Check for hidden, available grid */
1057 if (!player_has_los_grid(c_ptr) && clean_shot(fy, fx, y, x, FALSE))
1059 /* Calculate distance from player */
1060 dis = distance(y, x, py, px);
1062 /* Remember if closer than previous */
1063 if (dis < gdis && dis >= 2)
1072 /* Check for success */
1079 /* Found good place */
1090 * Choose "logical" directions for monster movement
1092 static bool get_moves(int m_idx, int *mm)
1094 monster_type *m_ptr = &m_list[m_idx];
1095 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1101 bool will_run = mon_will_run(m_idx);
1103 bool no_flow = ((m_ptr->mflag2 & MFLAG_NOFLOW) && (cave[m_ptr->fy][m_ptr->fx].cost > 2));
1106 /* Flow towards the player */
1107 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1109 can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || (p_ptr->pass_wall)));
1111 /* Extract the "pseudo-direction" */
1115 if (!will_run && is_hostile(m_ptr) &&
1116 (r_ptr->flags1 & RF1_FRIENDS) &&
1117 (los(m_ptr->fy, m_ptr->fx, py, px) ||
1118 (cave[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1121 * Animal packs try to get the player out of corridors
1122 * (...unless they can move through walls -- TY)
1124 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1125 !(r_ptr->flags2 & RF2_KILL_WALL))
1129 /* Count room grids next to player */
1130 for (i = 0; i < 8; i++)
1132 int x = px + ddx_ddd[i];
1133 int y = py + ddy_ddd[i];
1137 if (!in_bounds2(y, x)) continue;
1139 c_ptr = &cave[y][x];
1142 if (((cave_floor_grid(c_ptr)) || ((c_ptr->feat & 0x60) == 0x60)) &&
1143 monster_can_cross_terrain(c_ptr->feat, r_ptr))
1145 /* One more room grid */
1149 if (cave[py][px].info & CAVE_ROOM) room -= 2;
1150 if (!r_ptr->flags4 && !r_ptr->flags5 && !r_ptr->flags6) room -= 2;
1152 /* Not in a room and strong player */
1153 if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1154 (p_ptr->mhp + p_ptr->msp))
1156 /* Find hiding place */
1157 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1161 /* Monster groups try to surround the player */
1162 if (!done && (cave[m_ptr->fy][m_ptr->fx].dist < 3))
1166 /* Find an empty square near the player to fill */
1167 for (i = 0; i < 8; i++)
1169 /* Pick squares near player (semi-randomly) */
1170 y2 = py + ddy_ddd[(m_idx + i) & 7];
1171 x2 = px + ddx_ddd[(m_idx + i) & 7];
1173 /* Already there? */
1174 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1176 /* Attack the player */
1183 if (!in_bounds2(y2, x2)) continue;
1185 /* Ignore filled grids */
1186 c_ptr = &cave[y2][x2];
1187 if (!cave_empty_grid(c_ptr)) continue;
1189 /* Try to fill this hole */
1193 /* Extract the new "pseudo-direction" */
1202 /* Apply fear if possible and necessary */
1203 if (is_pet(m_ptr) && will_run)
1205 /* XXX XXX Not very "smart" */
1210 if (!done && will_run)
1215 /* Try to find safe place */
1216 if (find_safety(m_idx, &y, &x))
1218 /* Attempt to avoid the player */
1221 /* Adjust movement */
1222 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1228 /* This is not a very "smart" method XXX XXX */
1236 /* Check for no move */
1237 if (!x && !y) return (FALSE);
1240 /* Extract the "absolute distances" */
1244 /* Do something weird */
1245 if (y < 0) move_val += 8;
1246 if (x > 0) move_val += 4;
1248 /* Prevent the diamond maneuvre */
1254 else if (ax > (ay << 1))
1259 /* Extract some directions */
1404 /* Wants to move... */
1409 static int check_hit2(int power, int level, int ac, int stun)
1413 /* Percentile dice */
1416 if (stun && one_in_(2)) return FALSE;
1418 /* Hack -- Always miss or hit */
1419 if (k < 10) return (k < 5);
1421 /* Calculate the "attack quality" */
1422 i = (power + (level * 3));
1424 /* Power and Level compete against Armor */
1425 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1432 /* Monster attacks monster */
1433 static bool monst_attack_monst(int m_idx, int t_idx)
1435 monster_type *m_ptr = &m_list[m_idx];
1436 monster_type *t_ptr = &m_list[t_idx];
1438 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1439 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1443 char m_name[80], t_name[80];
1445 bool blinked, heal_effect;
1446 bool explode = FALSE, touched = FALSE, fear = FALSE;
1447 int y_saver = t_ptr->fy;
1448 int x_saver = t_ptr->fx;
1450 bool see_m = m_ptr->ml;
1451 bool see_t = t_ptr->ml;
1452 bool see_either = see_m || see_t;
1454 /* Can the player be aware of this attack? */
1455 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1456 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1458 /* Cannot attack self */
1459 if (m_idx == t_idx) return FALSE;
1461 /* Not allowed to attack */
1462 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1464 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1472 /* Extract the effective monster level */
1473 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1475 /* Get the monster name (or "it") */
1476 monster_desc(m_name, m_ptr, 0);
1478 /* Get the monster name (or "it") */
1479 monster_desc(t_name, t_ptr, 0);
1481 /* Assume no blink */
1484 if (!see_either && known)
1489 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 0);
1491 /* Scan through all four blows */
1492 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1494 bool obvious = FALSE;
1501 /* Extract the attack infomation */
1502 int effect = r_ptr->blow[ap_cnt].effect;
1503 int method = r_ptr->blow[ap_cnt].method;
1504 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1505 int d_side = r_ptr->blow[ap_cnt].d_side;
1507 if (!m_ptr->r_idx) break;
1509 /* Stop attacking if the target dies! */
1510 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1513 /* Hack -- no more attacks */
1516 if (blinked) /* Stop! */
1521 if (method == RBM_SHOOT) continue;
1523 /* Extract the attack "power" */
1526 case RBE_HURT: power = 60; break;
1527 case RBE_POISON: power = 5; break;
1528 case RBE_UN_BONUS: power = 20; break;
1529 case RBE_UN_POWER: power = 15; break;
1530 case RBE_EAT_GOLD: power = 5; break;
1531 case RBE_EAT_ITEM: power = 5; break;
1532 case RBE_EAT_FOOD: power = 5; break;
1533 case RBE_EAT_LITE: power = 5; break;
1534 case RBE_ACID: power = 0; break;
1535 case RBE_ELEC: power = 10; break;
1536 case RBE_FIRE: power = 10; break;
1537 case RBE_COLD: power = 10; break;
1538 case RBE_BLIND: power = 2; break;
1539 case RBE_CONFUSE: power = 10; break;
1540 case RBE_TERRIFY: power = 10; break;
1541 case RBE_PARALYZE: power = 2; break;
1542 case RBE_LOSE_STR: power = 0; break;
1543 case RBE_LOSE_DEX: power = 0; break;
1544 case RBE_LOSE_CON: power = 0; break;
1545 case RBE_LOSE_INT: power = 0; break;
1546 case RBE_LOSE_WIS: power = 0; break;
1547 case RBE_LOSE_CHR: power = 0; break;
1548 case RBE_LOSE_ALL: power = 2; break;
1549 case RBE_SHATTER: power = 60; break;
1550 case RBE_EXP_10: power = 5; break;
1551 case RBE_EXP_20: power = 5; break;
1552 case RBE_EXP_40: power = 5; break;
1553 case RBE_EXP_80: power = 5; break;
1554 case RBE_DISEASE: power = 5; break;
1555 case RBE_TIME: power = 5; break;
1556 case RBE_EXP_VAMP: power = 5; break;
1557 case RBE_DR_MANA: power = 5; break;
1558 case RBE_SUPERHURT: power = 60; break;
1563 if (!effect || check_hit2(power, rlev, ac, m_ptr->stunned))
1565 /* Describe the attack method */
1571 act = "%s¤ò²¥¤Ã¤¿¡£";
1583 act = "%s¤ò¿¨¤Ã¤¿¡£";
1585 act = "touches %s.";
1595 act = "%s¤ò¥Ñ¥ó¥Á¤·¤¿¡£";
1597 act = "punches %s.";
1607 act = "%s¤ò½³¤Ã¤¿¡£";
1619 act = "%s¤ò¤Ò¤Ã¤«¤¤¤¿¡£";
1631 act = "%s¤ò³ú¤ó¤À¡£";
1643 act = "%s¤ò»É¤·¤¿¡£";
1655 act = "%s¤ò»Â¤Ã¤¿¡£";
1657 act = "slashes %s.";
1666 act = "%s¤ò³Ñ¤ÇÆͤ¤¤¿¡£";
1678 act = "%s¤ËÂÎÅö¤ê¤·¤¿¡£";
1680 act = "crushes %s.";
1690 act = "%s¤ò°û¤ß¹þ¤ó¤À¡£";
1692 act = "engulfs %s.";
1702 act = "%s¤ËÀÁµá½ñ¤ò¤è¤³¤·¤¿¡£";
1704 act = "charges %s.";
1714 act = "%s¤ÎÂΤξå¤òÇ礤²ó¤Ã¤¿¡£";
1716 act = "crawls on %s.";
1726 act = "%s¤Ë¤è¤À¤ì¤ò¤¿¤é¤·¤¿¡£";
1728 act = "drools on %s.";
1738 act = "%s¤ËÂäòÅǤ¤¤¿¡£";
1740 act = "spits on %s.";
1749 if (see_either) disturb(1, 0);
1764 act = "%s¤ò¤Ë¤é¤ó¤À¡£";
1766 act = "gazes at %s.";
1776 act = "%s¤Ëµã¤¤Ä¤¤¤¿¡£";
1778 act = "wails at %s.";
1788 act = "%s¤Ë˦»Ò¤òÈô¤Ð¤·¤¿¡£";
1790 act = "releases spores at %s.";
1800 act = "%s¤ËXXX4¤òÈô¤Ð¤·¤¿¡£";
1802 act = "projects XXX4's at %s.";
1812 act = "%s¤Ë¶â¤ò¤»¤¬¤ó¤À¡£";
1814 act = "begs %s for money.";
1824 act = "%s¤òÉî¿«¤·¤¿¡£";
1826 act = "insults %s.";
1836 act = "%s¤Ë¤à¤«¤Ã¤Æ¤¦¤á¤¤¤¿¡£";
1838 act = "moans at %s.";
1848 act = "%s¤Ë¤à¤«¤Ã¤Æ²Î¤Ã¤¿¡£";
1850 act = "sings to %s.";
1859 if (act && see_either)
1861 if (do_silly_attack)
1863 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1865 strfmt(temp, act, t_name);
1867 msg_format("%^s¤Ï%s", m_name, temp);
1869 msg_format("%^s %s", m_name, temp);
1874 /* Hack -- assume all attacks are obvious */
1877 /* Roll out the damage */
1878 damage = damroll(d_dice, d_side);
1880 /* Assume no healing effect */
1881 heal_effect = FALSE;
1885 /* Apply appropriate damage */
1897 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13)) {
1898 int tmp_damage = damage-(damage*((ac < 150) ? ac : 150)/250);
1899 damage = MAX(damage, tmp_damage*2);
1905 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1935 if (one_in_(2)) blinked = TRUE;
1982 pt = GF_OLD_SLEEP; /* sort of close... */
2000 earthquake(m_ptr->fy, m_ptr->fx, 8);
2033 /* Do damage if not exploding */
2036 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
2037 (pt == GF_OLD_SLEEP ? r_ptr->level : damage), pt, PROJECT_KILL | PROJECT_STOP | PROJECT_MONSTER, -1);
2042 if ((monster_living(tr_ptr)) && (damage > 2))
2044 bool did_heal = FALSE;
2046 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
2049 m_ptr->hp += damroll(4, damage / 6);
2050 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2052 /* Redraw (later) if needed */
2053 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2054 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2056 /* Special message */
2057 if (see_m && did_heal)
2060 msg_format("%s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
2062 msg_format("%^s appears healthier.", m_name);
2072 if ((tr_ptr->flags2 & RF2_AURA_FIRE) &&
2073 !(r_ptr->flags3 & RF3_IM_FIRE) &&
2074 !(r_ptr->flags3 & RF3_RES_ALL) && m_ptr->r_idx)
2080 msg_format("%^s¤ÏÆÍÁ³Ç®¤¯¤Ê¤Ã¤¿¡ª", m_name);
2082 msg_format("%^s is suddenly very hot!", m_name);
2086 tr_ptr->r_flags2 |= RF2_AURA_FIRE;
2088 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2089 damroll (1 + ((tr_ptr->level) / 26),
2090 1 + ((tr_ptr->level) / 17)),
2091 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_MONSTER, -1);
2095 if ((tr_ptr->flags3 & RF3_AURA_COLD) &&
2096 !(r_ptr->flags3 & RF3_IM_COLD) &&
2097 !(r_ptr->flags3 & RF3_RES_ALL) && m_ptr->r_idx)
2103 msg_format("%^s¤ÏÆÍÁ³´¨¤¯¤Ê¤Ã¤¿¡ª", m_name);
2105 msg_format("%^s is suddenly very cold!", m_name);
2109 tr_ptr->r_flags3 |= RF3_AURA_COLD;
2111 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2112 damroll (1 + ((tr_ptr->level) / 26),
2113 1 + ((tr_ptr->level) / 17)),
2114 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_MONSTER, -1);
2118 if ((tr_ptr->flags2 & (RF2_AURA_ELEC)) &&
2119 !(r_ptr->flags3 & (RF3_IM_ELEC)) &&
2120 !(r_ptr->flags3 & RF3_RES_ALL) && m_ptr->r_idx)
2126 msg_format("%^s¤ÏÅÅ·â¤ò¿©¤é¤Ã¤¿¡ª", m_name);
2128 msg_format("%^s gets zapped!", m_name);
2132 tr_ptr->r_flags2 |= RF2_AURA_ELEC;
2134 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2135 damroll (1 + ((tr_ptr->level) / 26),
2136 1 + ((tr_ptr->level) / 17)),
2137 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_MONSTER, -1);
2144 /* Monster missed player */
2147 /* Analyze failed attacks */
2163 /* Visible monsters */
2168 msg_format("%s¤Ï%^s¤Î¹¶·â¤ò¤«¤ï¤·¤¿¡£", t_name,m_name);
2170 msg_format("%^s misses %s.", m_name, t_name);
2181 /* Analyze "visible" monsters only */
2182 if (see_m && !do_silly_attack)
2184 /* Count "obvious" attacks (and ones that cause damage) */
2185 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
2187 /* Count attacks of this type */
2188 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
2190 r_ptr->r_blows[ap_cnt]++;
2198 sound(SOUND_EXPLODE);
2200 /* Cancel Invulnerability */
2201 if (m_ptr->invulner) m_ptr->invulner = 0;
2204 mon_take_hit_mon(FALSE, m_idx, m_ptr->hp + 1, &fear, "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_idx);
2206 mon_take_hit_mon(FALSE, m_idx, m_ptr->hp + 1, &fear, " explodes into tiny shreds.", m_idx);
2220 msg_print("Å¥ËÀ¤Ï¾Ð¤Ã¤Æƨ¤²¤¿¡ª");
2222 msg_print("The thief flees laughing!");
2231 teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE);
2239 * Hack -- local "player stealth" value (see below)
2241 static u32b noise = 0L;
2247 * The monster is known to be within 100 grids of the player
2249 * In several cases, we directly update the monster lore
2251 * Note that a monster is only allowed to "reproduce" if there
2252 * are a limited number of "reproducing" monsters on the current
2253 * level. This should prevent the level from being "swamped" by
2254 * reproducing monsters. It also allows a large mass of mice to
2255 * prevent a louse from multiplying, but this is a small price to
2256 * pay for a simple multiplication method.
2258 * XXX Monster fear is slightly odd, in particular, monsters will
2259 * fixate on opening a door even if they cannot open it. Actually,
2260 * the same thing happens to normal monsters when they hit a door
2262 * XXX XXX XXX In addition, monsters which *cannot* open or bash
2263 * down a door will still stand there trying to open it...
2265 * XXX Technically, need to check for monster in the way
2266 * combined with that monster being in a wall (or door?)
2268 * A "direction" of "5" means "pick a random direction".
2270 static void process_monster(int m_idx)
2272 monster_type *m_ptr = &m_list[m_idx];
2273 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2274 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2276 int i, d, oy, ox, ny, nx;
2282 monster_type *y_ptr;
2295 bool gets_angry = FALSE;
2301 if ((m_idx == p_ptr->riding) && !(r_ptr->flags7 & RF7_RIDING))
2303 if (rakuba(0, TRUE))
2306 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2309 monster_desc(m_name, &m_list[p_ptr->riding], 0);
2310 msg_format("You have fallen from %s.", m_name);
2315 if ((m_ptr->mflag2 & MFLAG_CHAMELEON) && one_in_(13) && !m_ptr->csleep)
2317 choose_new_monster(m_idx, FALSE, 0);
2318 r_ptr = &r_info[m_ptr->r_idx];
2321 /* Players hidden in shadow are almost imperceptable. -LM- */
2322 if (p_ptr->special_defense & NINJA_S_STEALTH)
2324 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2325 if (p_ptr->monlite) tmp /= 3;
2326 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2327 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2328 /* Low-level monsters will find it difficult to locate the player. */
2329 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
2332 /* Quantum monsters are odd */
2333 if (r_ptr->flags2 & (RF2_QUANTUM))
2335 /* Sometimes skip move */
2336 if (!randint0(2)) return;
2339 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2343 if (is_pet(m_ptr) && !(m_ptr->ml))
2350 /* Acquire the monster name */
2351 monster_desc(m_name, m_ptr, 0);
2355 msg_format("%s¤Ï¾Ã¤¨µî¤Ã¤¿¡ª", m_name);
2357 msg_format("%^s disappears!", m_name);
2362 /* Generate treasure, etc */
2363 monster_death(m_idx, FALSE);
2365 /* Delete the monster */
2366 delete_monster_idx(m_idx);
2371 msg_print("¾¯¤·¤Î´ÖÈᤷ¤¤µ¤Ê¬¤Ë¤Ê¤Ã¤¿¡£");
2373 msg_print("You feel sad for a moment.");
2382 if (m_ptr->r_idx == MON_SHURYUUDAN)
2384 mon_take_hit_mon(FALSE, m_idx, 1, &fear, "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_idx);
2386 mon_take_hit_mon(FALSE, m_idx, 1, &fear, " explodes into tiny shreds.", m_idx);
2389 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE_7)) && !p_ptr->inside_battle)
2391 static int riding_pinch = 0;
2393 if (m_ptr->hp < m_ptr->maxhp/3)
2396 monster_desc(m_name, m_ptr, 0);
2398 if (m_idx == p_ptr->riding && riding_pinch < 2)
2401 msg_format("%s¤Ï½ý¤ÎÄˤµ¤Î;¤ê¤¢¤Ê¤¿¤Î«Çû¤«¤éƨ¤ì¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", m_name);
2403 msg_format("%^s seems to be in so much pain, and trying to escape from your restriction.", m_name);
2410 if (m_idx == p_ptr->riding)
2413 msg_format("%s¤Ï¤¢¤Ê¤¿¤Î«Çû¤«¤éæ½Ð¤·¤¿¡£", m_name);
2415 msg_format("%^s succeeded to escape from your restriction!", m_name);
2417 if (rakuba(-1, FALSE))
2420 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2422 msg_print("You have fallen from riding pet.");
2429 if ((r_ptr->flags2 & RF2_CAN_SPEAK) && (m_ptr->r_idx != MON_GRIP) && (m_ptr->r_idx != MON_WOLF) && (m_ptr->r_idx != MON_FANG))
2432 msg_format("%^s¡Ö¥Ô¥ó¥Á¤À¡ªÂàµÑ¤µ¤»¤Æ¤â¤é¤¦¡ª¡×", m_name);
2434 msg_format("%^s says 'It is the pinch! I will retreat'.", m_name);
2438 msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¡¦¥ì¥Ù¥ë¤Î´¬Êª¤òÆɤó¤À¡£", m_name);
2439 msg_format("%^s¤¬¾Ã¤¨µî¤Ã¤¿¡£", m_name);
2441 msg_format("%^s read a scroll of teleport level.", m_name);
2442 msg_format("%^s disappears.", m_name);
2446 if (m_idx == p_ptr->riding && rakuba(-1, FALSE))
2449 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2451 msg_print("You have fallen from riding pet.");
2455 delete_monster_idx(m_idx);
2462 /* Reset the counter */
2463 if (m_idx == p_ptr->riding) riding_pinch = 0;
2468 /* Handle Invulnerability */
2469 if (m_ptr->invulner)
2471 /* Reduce by one, note if expires */
2474 if (!(m_ptr->invulner) && m_ptr->ml)
2478 /* Acquire the monster name */
2479 monster_desc(m_name, m_ptr, 0);
2481 /* Dump a message */
2483 msg_format("%^s¤Ï¤â¤¦ÌµÅ¨¤Ç¤Ê¤¤¡£", m_name);
2485 msg_format("%^s is no longer invulnerable.", m_name);
2488 m_ptr->energy_need += ENERGY_NEED();
2489 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2490 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2497 /* Reduce by one, note if expires */
2500 if (!(m_ptr->fast) && m_ptr->ml)
2504 /* Acquire the monster name */
2505 monster_desc(m_name, m_ptr, 0);
2507 /* Dump a message */
2509 msg_format("%^s¤Ï¤â¤¦²Ã®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
2511 msg_format("%^s is no longer fast.", m_name);
2514 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2515 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2522 /* Reduce by one, note if expires */
2525 if (!(m_ptr->slow) && m_ptr->ml)
2529 /* Acquire the monster name */
2530 monster_desc(m_name, m_ptr, 0);
2532 /* Dump a message */
2534 msg_format("%^s¤Ï¤â¤¦¸ºÂ®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
2536 msg_format("%^s is no longer slow.", m_name);
2539 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2540 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2544 /* Handle "sleep" */
2549 /* Hack -- handle non-aggravation */
2550 if (!(p_ptr->cursed & TRC_AGGRAVATE)) notice = randint0(1024);
2552 /* Nightmare monsters are more alert */
2553 if (ironman_nightmare) notice /= 2;
2555 /* Hack -- See if monster "notices" player */
2556 if ((notice * notice * notice) <= noise)
2558 /* Hack -- amount of "waking" */
2561 /* Wake up faster near the player */
2562 if (m_ptr->cdis < 50) d = (100 / m_ptr->cdis);
2564 /* Hack -- handle aggravation */
2565 if (p_ptr->cursed & TRC_AGGRAVATE) d = m_ptr->csleep;
2568 if (m_ptr->csleep > d)
2570 /* Monster wakes up "a little bit" */
2573 /* Notice the "not waking up" */
2576 /* Hack -- Count the ignores */
2577 if (r_ptr->r_ignore < MAX_UCHAR)
2587 /* Reset sleep counter */
2590 /* Notice the "waking up" */
2595 /* Acquire the monster name */
2596 monster_desc(m_name, m_ptr, 0);
2598 /* Dump a message */
2600 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
2602 msg_format("%^s wakes up.", m_name);
2606 /* Redraw the health bar */
2607 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2608 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2610 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2))
2611 p_ptr->update |= (PU_MON_LITE);
2613 /* Hack -- Count the wakings */
2614 if (r_ptr->r_wake < MAX_UCHAR)
2622 /* Still sleeping */
2623 if (m_ptr->csleep) return;
2632 /* Make a "saving throw" against stun */
2633 if (randint0(10000) <= r_ptr->level * r_ptr->level)
2639 /* Hack -- Recover from stun */
2640 if (m_ptr->stunned > d)
2642 /* Recover somewhat */
2643 m_ptr->stunned -= d;
2652 /* Message if visible */
2657 /* Acquire the monster name */
2658 monster_desc(m_name, m_ptr, 0);
2660 /* Dump a message */
2662 msg_format("%^s¤ÏÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤Ã¤¿¡£", m_name);
2664 msg_format("%^s is no longer stunned.", m_name);
2667 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2668 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2673 if (m_ptr->stunned && one_in_(2)) return;
2677 /* Handle confusion */
2678 if (m_ptr->confused)
2680 /* Amount of "boldness" */
2681 int d = randint1(r_ptr->level / 20 + 1);
2683 /* Still confused */
2684 if (m_ptr->confused > d)
2686 /* Reduce the confusion */
2687 m_ptr->confused -= d;
2693 /* No longer confused */
2694 m_ptr->confused = 0;
2696 /* Message if visible */
2701 /* Acquire the monster name */
2702 monster_desc(m_name, m_ptr, 0);
2704 /* Dump a message */
2706 msg_format("%^s¤Ïº®Í𤫤éΩ¤Áľ¤Ã¤¿¡£", m_name);
2708 msg_format("%^s is no longer confused.", m_name);
2711 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2712 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2717 if (p_ptr->riding == m_idx)
2719 p_ptr->update |= (PU_BONUS);
2722 /* No one wants to be your friend if you're aggravating */
2723 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2726 /* Paranoia... no pet uniques outside wizard mode -- TY */
2727 if (is_pet(m_ptr) &&
2728 ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE_7)) &&
2729 ((p_ptr->align > 9 && (r_ptr->flags3 & RF3_EVIL)) ||
2730 (p_ptr->align < -9 && (r_ptr->flags3 & RF3_GOOD))))
2731 || (r_ptr->flags3 & RF3_RES_ALL)))
2736 if (p_ptr->inside_battle) gets_angry = FALSE;
2741 monster_desc(m_name, m_ptr, 0);
2743 msg_format("%^s¤ÏÆÍÁ³Å¨¤Ë¤Þ¤ï¤Ã¤¿¡ª", m_name);
2745 msg_format("%^s suddenly becomes hostile!", m_name);
2754 /* Amount of "boldness" */
2755 int d = randint1(r_ptr->level / 20 + 1);
2758 if (m_ptr->monfear > d)
2760 /* Reduce the fear */
2761 m_ptr->monfear -= d;
2764 /* Recover from fear, take note if seen */
2767 /* No longer afraid */
2776 /* Acquire the monster name/poss */
2777 monster_desc(m_name, m_ptr, 0);
2778 monster_desc(m_poss, m_ptr, 0x22);
2780 /* Dump a message */
2782 msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name);
2784 msg_format("%^s recovers %s courage.", m_name, m_poss);
2787 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2792 /* Get the origin */
2797 /* Attempt to "multiply" if able and allowed */
2798 if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2802 /* Count the adjacent monsters */
2803 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2805 for (x = ox - 1; x <= ox + 1; x++)
2807 /* Ignore locations off of edge */
2808 if (!in_bounds2(y, x)) continue;
2810 if (cave[y][x].m_idx) k++;
2814 /* Hack -- multiply slower in crowded areas */
2815 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2817 /* Try to multiply */
2818 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2820 /* Take note if visible */
2823 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2826 /* Multiplying takes energy */
2833 if (!p_ptr->inside_battle)
2835 /* Hack! "Cyber" monster makes noise... */
2836 if (m_ptr->ap_r_idx == MON_CYBER &&
2837 one_in_(CYBERNOISE) &&
2838 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2840 if (disturb_minor) disturb(FALSE, FALSE);
2842 msg_print("½Å¸ü¤Ê²»¤¬Ê¹¤³¤¨¤¿¡£");
2844 msg_print("You hear heavy steps.");
2849 /* Some monsters can speak */
2850 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2851 one_in_(SPEAK_CHANCE) &&
2852 player_has_los_bold(oy, ox))
2855 char monmessage[1024];
2858 /* Acquire the monster name/poss */
2860 monster_desc(m_name, m_ptr, 0);
2863 strcpy(m_name, "¤½¤ì");
2865 strcpy(m_name, "It");
2869 /* Select the file for monster quotes */
2872 filename = "monfear_j.txt";
2874 filename = "monfear.txt";
2877 else if (is_pet(m_ptr))
2879 filename = "monpet_j.txt";
2881 filename = "monpet.txt";
2884 else if (is_friendly(m_ptr))
2886 filename = "monfrien_j.txt";
2888 filename = "monfrien.txt";
2893 filename = "monspeak_j.txt";
2895 filename = "monspeak.txt";
2899 /* Get the monster line */
2900 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2904 msg_format("%^s%s", m_name, monmessage);
2906 msg_format("%^s %s", m_name, monmessage);
2913 /* Attempt to cast a spell */
2914 if (aware && make_attack_spell(m_idx)) return;
2917 * Attempt to cast a spell at an enemy other than the player
2918 * (may slow the game a smidgeon, but I haven't noticed.)
2920 if (monst_spell_monst(m_idx)) return;
2922 can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || (p_ptr->pass_wall)));
2924 /* Hack -- Assume no movement */
2925 mm[0] = mm[1] = mm[2] = mm[3] = 0;
2926 mm[4] = mm[5] = mm[6] = mm[7] = 0;
2929 /* Confused -- 100% random */
2930 if (m_ptr->confused || !aware)
2932 /* Try four "random" directions */
2933 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2936 /* 75% random movement */
2937 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2938 (r_ptr->flags1 & RF1_RAND_25) &&
2939 (randint0(100) < 75))
2941 /* Memorize flags */
2942 if (m_ptr->ml) r_ptr->r_flags1 |= (RF1_RAND_50);
2943 if (m_ptr->ml) r_ptr->r_flags1 |= (RF1_RAND_25);
2945 /* Try four "random" directions */
2946 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2949 /* 50% random movement */
2950 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2951 (randint0(100) < 50))
2953 /* Memorize flags */
2954 if (m_ptr->ml) r_ptr->r_flags1 |= (RF1_RAND_50);
2956 /* Try four "random" directions */
2957 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2960 /* 25% random movement */
2961 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2962 (randint0(100) < 25))
2964 /* Memorize flags */
2965 if (m_ptr->ml) r_ptr->r_flags1 |= RF1_RAND_25;
2967 /* Try four "random" directions */
2968 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2971 /* Can't reach player - find something else to hit */
2972 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2974 /* Try four "random" directions */
2975 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2977 /* Look for an enemy */
2978 #if 0 /* Hack - Too slow. Mimic pits are horrible with this on. */
2979 get_enemy_dir(m_idx, mm);
2983 /* Pets will follow the player */
2984 else if (is_pet(m_ptr))
2986 /* Are we trying to avoid the player? */
2987 bool avoid = ((p_ptr->pet_follow_distance < 0) &&
2988 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2990 /* Do we want to find the player? */
2991 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2993 /* Should we find the player if we can't find a monster? */
2994 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2996 /* by default, move randomly */
2997 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2999 /* Look for an enemy */
3000 if (!get_enemy_dir(m_idx, mm))
3002 /* Find the player if necessary */
3003 if (avoid || lonely || distant)
3005 /* Remember the leash length */
3006 int dis = p_ptr->pet_follow_distance;
3008 /* Hack -- adjust follow distance temporarily */
3009 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
3011 p_ptr->pet_follow_distance = PET_SEEK_DIST;
3014 /* Find the player */
3015 get_moves(m_idx, mm);
3017 /* Restore the leash */
3018 p_ptr->pet_follow_distance = dis;
3023 /* Friendly monster movement */
3024 else if (!is_hostile(m_ptr))
3026 /* by default, move randomly */
3027 mm[0] = mm[1] = mm[2] = mm[3] = 5;
3029 /* Look for an enemy */
3030 get_enemy_dir(m_idx, mm);
3032 /* Normal movement */
3035 /* Logical moves, may do nothing */
3036 if (!get_moves(m_idx, mm)) return;
3039 /* Assume nothing */
3044 /* Assume nothing */
3045 did_open_door = FALSE;
3046 did_bash_door = FALSE;
3047 did_take_item = FALSE;
3048 did_kill_item = FALSE;
3049 did_move_body = FALSE;
3050 did_pass_wall = FALSE;
3051 did_kill_wall = FALSE;
3054 /* Take a zero-terminated array of "directions" */
3055 for (i = 0; mm[i]; i++)
3057 /* Get the direction */
3060 /* Hack -- allow "randomized" motion */
3061 if (d == 5) d = ddd[randint0(8)];
3063 /* Get the destination */
3067 /* Ignore locations off of edge */
3068 if (!in_bounds2(ny, nx)) continue;
3070 /* Access that cave grid */
3071 c_ptr = &cave[ny][nx];
3073 /* Access that cave grid's contents */
3074 y_ptr = &m_list[c_ptr->m_idx];
3076 /* Floor is open? */
3077 if (cave_floor_grid(c_ptr))
3079 /* Go ahead and move */
3083 /* Hack -- player 'in' wall */
3084 else if ((ny == py) && (nx == px))
3089 else if (c_ptr->m_idx)
3091 /* Possibly a monster to attack */
3095 /* Permanent wall */
3096 else if ((c_ptr->feat >= FEAT_PERM_EXTRA) &&
3097 (c_ptr->feat <= FEAT_PERM_SOLID))
3102 /* Hack -- semi-transparent terrains are no obstacle */
3103 else if (c_ptr->feat == FEAT_TREES)
3108 /* Hack -- semi-transparent terrains are no obstacle */
3109 else if ((c_ptr->feat == FEAT_MOUNTAIN) && ((r_ptr->flags2 & RF2_KILL_WALL) || (!dun_level && ((r_ptr->flags7 & RF7_CAN_FLY) || (r_ptr->flags8 & RF8_WILD_MOUNTAIN)))))
3115 /* Monster moves through walls (and doors) */
3116 else if (can_pass_wall)
3118 /* Pass through walls/doors/rubble */
3121 /* Monster went through a wall */
3122 did_pass_wall = TRUE;
3125 /* Monster destroys walls (and doors) */
3126 else if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding))
3128 /* Eat through walls/doors/rubble */
3131 /* Monster destroyed a wall */
3132 did_kill_wall = TRUE;
3134 if (one_in_(GRINDNOISE))
3137 msg_print("¥®¥·¥®¥·¤¤¤¦²»¤¬Ê¹¤³¤¨¤ë¡£");
3139 msg_print("There is a grinding sound.");
3144 /* Forget the wall */
3145 c_ptr->info &= ~(CAVE_MARK);
3148 cave_set_feat(ny, nx, floor_type[randint0(100)]);
3150 /* Note changes to viewable region */
3151 if (player_has_los_bold(ny, nx)) do_view = TRUE;
3154 /* Handle doors and secret doors */
3155 else if (is_closed_door(c_ptr->feat))
3157 bool may_bash = TRUE;
3159 /* Assume no move allowed */
3162 /* Creature can open doors. */
3163 if ((r_ptr->flags2 & RF2_OPEN_DOOR) &&
3164 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
3167 if (c_ptr->feat == FEAT_DOOR_HEAD)
3169 /* The door is open */
3170 did_open_door = TRUE;
3172 /* Do not bash the door */
3175 /* Assume no move allowed */
3179 /* Locked doors (not jammed) */
3180 else if (c_ptr->feat < FEAT_DOOR_HEAD + 0x08)
3185 k = ((c_ptr->feat - FEAT_DOOR_HEAD) & 0x07);
3187 /* Try to unlock it XXX XXX XXX */
3188 if (randint0(m_ptr->hp / 10) > k)
3190 /* Unlock the door */
3191 cave_set_feat(ny, nx, FEAT_DOOR_HEAD + 0x00);
3193 /* Do not bash the door */
3199 /* Stuck doors -- attempt to bash them down if allowed */
3200 if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) &&
3201 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
3206 k = ((c_ptr->feat - FEAT_DOOR_HEAD) & 0x07);
3208 /* Attempt to Bash XXX XXX XXX */
3209 if (randint0(m_ptr->hp / 10) > k)
3213 msg_print("¥É¥¢¤òᤳ«¤±¤ë²»¤¬¤·¤¿¡ª");
3215 msg_print("You hear a door burst open!");
3219 /* Disturb (sometimes) */
3220 if (disturb_minor) disturb(0, 0);
3222 /* The door was bashed open */
3223 did_bash_door = TRUE;
3225 /* Hack -- fall into doorway */
3231 /* Deal with doors in the way */
3232 if (did_open_door || did_bash_door)
3234 /* Break down the door */
3235 if (did_bash_door && (randint0(100) < 50))
3237 cave_set_feat(ny, nx, FEAT_BROKEN);
3243 cave_set_feat(ny, nx, FEAT_OPEN);
3246 /* Handle viewable doors */
3247 if (player_has_los_bold(ny, nx)) do_view = TRUE;
3251 /* Hack -- check for Glyph of Warding */
3252 if (do_move && is_glyph_grid(c_ptr) &&
3253 !((r_ptr->flags1 & RF1_NEVER_BLOW) && (py == ny) && (px == nx)))
3255 /* Assume no move allowed */
3258 /* Break the ward */
3259 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
3261 /* Describe observable breakage */
3262 if (c_ptr->info & CAVE_MARK)
3265 msg_print("¼é¤ê¤Î¥ë¡¼¥ó¤¬²õ¤ì¤¿¡ª");
3267 msg_print("The rune of protection is broken!");
3272 /* Forget the rune */
3273 c_ptr->info &= ~(CAVE_MARK);
3275 /* Break the rune */
3276 c_ptr->info &= ~(CAVE_OBJECT);
3279 /* Allow movement */
3286 else if (do_move && is_explosive_rune_grid(c_ptr) &&
3287 !((r_ptr->flags1 & RF1_NEVER_BLOW) && (py == ny) && (px == nx)))
3289 /* Assume no move allowed */
3292 /* Break the ward */
3295 /* Break the ward */
3296 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
3298 /* Describe observable breakage */
3299 if (c_ptr->info & CAVE_MARK)
3302 msg_print("¥ë¡¼¥ó¤¬Çúȯ¤·¤¿¡ª");
3304 msg_print("The rune explodes!");
3307 project(0, 2, ny, nx, 2 * (p_ptr->lev + damroll(7, 7)), GF_MANA, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
3313 msg_print("Çúȯ¤Î¥ë¡¼¥ó¤Ï²ò½ü¤µ¤ì¤¿¡£");
3315 msg_print("An explosive rune was disarmed.");
3319 /* Forget the rune */
3320 c_ptr->info &= ~(CAVE_MARK);
3322 /* Break the rune */
3323 c_ptr->info &= ~(CAVE_OBJECT);
3329 if (!m_ptr->r_idx) return;
3330 /* Allow movement */
3334 if (do_move && (ny == py) && (nx == px) && (d_info[dungeon_type].flags1 & DF1_NO_MELEE))
3339 /* Some monsters never attack */
3340 if (do_move && (ny == py) && (nx == px) &&
3341 (r_ptr->flags1 & RF1_NEVER_BLOW))
3343 /* Hack -- memorize lack of attacks */
3344 if (m_ptr->ml) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
3350 /* The player is in the way. Attack him. */
3351 if (do_move && (ny == py) && (nx == px))
3353 if (!p_ptr->riding || one_in_(2))
3356 (void)make_attack_normal(m_idx);
3366 if ((c_ptr->feat >= FEAT_PATTERN_START) &&
3367 (c_ptr->feat <= FEAT_PATTERN_XTRA2) &&
3368 !do_turn && !(r_ptr->flags7 & RF7_CAN_FLY))
3374 /* A monster is in the way */
3375 if (do_move && c_ptr->m_idx)
3377 monster_race *z_ptr = &r_info[y_ptr->r_idx];
3378 monster_type *m2_ptr = &m_list[c_ptr->m_idx];
3380 /* Assume no movement */
3383 /* Attack 'enemies' */
3384 if (((r_ptr->flags2 & (RF2_KILL_BODY)) &&
3385 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
3386 (cave_floor_grid(c_ptr)) &&
3387 (c_ptr->m_idx != p_ptr->riding)) ||
3388 are_enemies(m_ptr, m2_ptr) || m_ptr->confused)
3392 if (r_ptr->flags2 & RF2_KILL_BODY) r_ptr->r_flags2 |= (RF2_KILL_BODY);
3395 if ((m2_ptr->r_idx) && (m2_ptr->hp >= 0))
3397 if (monst_attack_monst(m_idx, cave[ny][nx].m_idx))
3402 /* Push past weaker monsters (unless leaving a wall) */
3403 else if ((r_ptr->flags2 & RF2_MOVE_BODY) &&
3404 (r_ptr->mexp > z_ptr->mexp) && cave_floor_grid(c_ptr) &&
3405 (cave_floor_grid(&cave[m_ptr->fy][m_ptr->fx])) &&
3406 (c_ptr->m_idx != p_ptr->riding))
3408 /* Allow movement */
3411 /* Monster pushed past another monster */
3412 did_move_body = TRUE;
3414 /* XXX XXX XXX Message */
3419 * Check if monster can cross terrain
3420 * This is checked after the normal attacks
3421 * to allow monsters to attack an enemy,
3422 * even if it can't enter the terrain.
3424 if (do_move && !monster_can_cross_terrain(c_ptr->feat, r_ptr))
3426 /* Assume no move allowed */
3430 /* Some monsters never move */
3431 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
3433 /* Hack -- memorize lack of attacks */
3434 if (m_ptr->ml) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3440 if (m_idx == p_ptr->riding)
3442 if (!p_ptr->riding_ryoute && !(m_list[p_ptr->riding].monfear)) do_move = FALSE;
3445 /* Creature has been allowed move */
3448 s16b this_o_idx, next_o_idx;
3453 /* Hack -- Update the old location */
3454 cave[oy][ox].m_idx = c_ptr->m_idx;
3456 if (cave[ny][nx].feat == FEAT_TREES)
3458 if (r_ptr->flags2 & RF2_KILL_WALL)
3460 cave_set_feat(ny, nx, FEAT_GRASS);
3463 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3465 m_ptr->energy_need += ENERGY_NEED();
3469 /* Mega-Hack -- move the old monster, if any */
3472 /* Move the old monster */
3476 /* Update the old monster */
3477 update_mon(c_ptr->m_idx, TRUE);
3479 /* Wake up the moved monster */
3480 m_list[c_ptr->m_idx].csleep = 0;
3483 /* Hack -- Update the new location */
3484 c_ptr->m_idx = m_idx;
3486 /* Move the monster */
3490 /* Update the monster */
3491 update_mon(m_idx, TRUE);
3493 if (p_ptr->riding == m_idx)
3499 /* Redraw the old grid */
3502 /* Redraw the new grid */
3505 if (p_ptr->riding == m_idx)
3510 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
3512 /* Update the monsters */
3513 p_ptr->update |= (PU_DISTANCE);
3515 /* Update sub-windows */
3516 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3519 /* Possible disturb */
3522 (disturb_near && (m_ptr->mflag & MFLAG_VIEW)) ||
3523 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3526 if (is_hostile(m_ptr))
3530 /* Scan all objects in the grid */
3531 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3535 /* Acquire object */
3536 o_ptr = &o_list[this_o_idx];
3538 /* Acquire next object */
3539 next_o_idx = o_ptr->next_o_idx;
3542 if (o_ptr->tval == TV_GOLD) continue;
3545 * Skip "real" corpses and statues, to avoid extreme
3546 * silliness like a novice rogue pockets full of statues
3549 if ((o_ptr->tval == TV_CORPSE) ||
3550 (o_ptr->tval == TV_STATUE)) continue;
3552 /* Take or Kill objects on the floor */
3553 if ((r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3554 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS)))
3556 u32b flgs[TR_FLAG_SIZE];
3562 char o_name[MAX_NLEN];
3564 /* Extract some flags */
3565 object_flags(o_ptr, flgs);
3567 /* Acquire the object name */
3568 object_desc(o_name, o_ptr, TRUE, 3);
3570 /* Acquire the monster name */
3571 monster_desc(m_name, m_ptr, 0x04);
3573 /* React to objects that hurt the monster */
3574 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3575 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3576 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
3577 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
3578 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
3579 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
3580 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
3581 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
3582 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
3583 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
3584 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3585 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3586 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3587 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3588 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
3589 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
3590 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
3591 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
3593 /* The object cannot be picked up by the monster */
3594 if (artifact_p(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
3597 /* Only give a message for "take_item" */
3598 if ((r_ptr->flags2 & (RF2_TAKE_ITEM)) && (r_ptr->flags2 & (RF2_STUPID)))
3601 did_take_item = TRUE;
3603 /* Describe observable situations */
3604 if (m_ptr->ml && player_can_see_bold(ny, nx))
3606 /* Dump a message */
3608 msg_format("%^s¤Ï%s¤ò½¦¤ª¤¦¤È¤·¤¿¤¬¡¢¤À¤á¤À¤Ã¤¿¡£", m_name, o_name);
3610 msg_format("%^s tries to pick up %s, but fails.", m_name, o_name);
3616 /* Pick up the item */
3617 else if (r_ptr->flags2 & RF2_TAKE_ITEM)
3620 did_take_item = TRUE;
3622 /* Describe observable situations */
3623 if (player_can_see_bold(ny, nx))
3625 /* Dump a message */
3627 msg_format("%^s¤¬%s¤ò½¦¤Ã¤¿¡£", m_name, o_name);
3629 msg_format("%^s picks up %s.", m_name, o_name);
3634 /* Excise the object */
3635 excise_object_idx(this_o_idx);
3640 /* Forget location */
3641 o_ptr->iy = o_ptr->ix = 0;
3643 /* Memorize monster */
3644 o_ptr->held_m_idx = m_idx;
3647 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3650 m_ptr->hold_o_idx = this_o_idx;
3653 /* Destroy the item if not a pet */
3654 else if (!is_pet(m_ptr))
3657 did_kill_item = TRUE;
3659 /* Describe observable situations */
3660 if (player_has_los_bold(ny, nx))
3662 /* Dump a message */
3664 msg_format("%^s¤¬%s¤òÇ˲õ¤·¤¿¡£", m_name, o_name);
3666 msg_format("%^s destroys %s.", m_name, o_name);
3671 /* Delete the object */
3672 delete_object_idx(this_o_idx);
3678 /* Stop when done */
3683 * Forward movements failed, but now received LOS attack!
3684 * Try to flow by smell.
3686 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3687 m_ptr->mflag2 &= ~MFLAG_NOFLOW;
3689 /* If we haven't done anything, try casting a spell again */
3690 if (!do_turn && !do_move && !m_ptr->monfear && !(p_ptr->riding == m_idx) && aware)
3693 if (make_attack_spell(m_idx)) return;
3697 /* Notice changes in view */
3700 /* Update some things */
3701 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
3704 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3707 /* Notice changes in view */
3708 if (do_move && ((r_ptr->flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3710 /* Update some things */
3711 p_ptr->update |= (PU_MON_LITE);
3714 /* Learn things from observable monster */
3717 /* Monster opened a door */
3718 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3720 /* Monster bashed a door */
3721 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3723 /* Monster tried to pick something up */
3724 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3726 /* Monster tried to crush something */
3727 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3729 /* Monster pushed past another monster */
3730 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3732 /* Monster passed through a wall */
3733 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3735 /* Monster destroyed a wall */
3736 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3740 /* Hack -- get "bold" if out of options */
3741 if (!do_turn && !do_move && m_ptr->monfear && aware)
3743 /* No longer afraid */
3746 /* Message if seen */
3751 /* Acquire the monster name */
3752 monster_desc(m_name, m_ptr, 0);
3754 /* Dump a message */
3756 msg_format("%^s¤ÏÀ襤¤ò·è°Õ¤·¤¿¡ª", m_name);
3758 msg_format("%^s turns to fight!", m_name);
3761 /* Redraw (later) if needed */
3762 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3764 chg_virtue(V_COMPASSION, -1);
3767 /* XXX XXX XXX Actually do something now (?) */
3772 * Process all the "live" monsters, once per game turn.
3774 * During each game turn, we scan through the list of all the "live" monsters,
3775 * (backwards, so we can excise any "freshly dead" monsters), energizing each
3776 * monster, and allowing fully energized monsters to move, attack, pass, etc.
3778 * Note that monsters can never move in the monster array (except when the
3779 * "compact_monsters()" function is called by "dungeon()" or "save_player()").
3781 * This function is responsible for at least half of the processor time
3782 * on a normal system with a "normal" amount of monsters and a player doing
3785 * When the player is resting, virtually 90% of the processor time is spent
3786 * in this function, and its children, "process_monster()" and "make_move()".
3788 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",
3789 * especially when the player is running.
3791 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"
3792 * monsters while they are still being "born". A monster is "fresh" only
3793 * during the turn in which it is created, and we use the "hack_m_idx" to
3794 * determine if the monster is yet to be processed during the current turn.
3796 * Note the special "MFLAG_NICE" flag, which allows the player to get one
3797 * move before any "nasty" monsters get to use their spell attacks.
3799 * Note that when the "knowledge" about the currently tracked monster
3800 * changes (flags, attacks, spells), we induce a redraw of the monster
3803 void process_monsters(void)
3810 monster_type *m_ptr;
3811 monster_race *r_ptr;
3813 int old_monster_race_idx;
3815 u32b old_r_flags1 = 0L;
3816 u32b old_r_flags2 = 0L;
3817 u32b old_r_flags3 = 0L;
3818 u32b old_r_flags4 = 0L;
3819 u32b old_r_flags5 = 0L;
3820 u32b old_r_flags6 = 0L;
3822 byte old_r_blows0 = 0;
3823 byte old_r_blows1 = 0;
3824 byte old_r_blows2 = 0;
3825 byte old_r_blows3 = 0;
3827 byte old_r_cast_inate = 0;
3828 byte old_r_cast_spell = 0;
3832 /* Clear monster fighting indicator */
3835 /* Memorize old race */
3836 old_monster_race_idx = p_ptr->monster_race_idx;
3838 /* Acquire knowledge */
3839 if (p_ptr->monster_race_idx)
3841 /* Acquire current monster */
3842 r_ptr = &r_info[p_ptr->monster_race_idx];
3844 /* Memorize flags */
3845 old_r_flags1 = r_ptr->r_flags1;
3846 old_r_flags2 = r_ptr->r_flags2;
3847 old_r_flags3 = r_ptr->r_flags3;
3848 old_r_flags4 = r_ptr->r_flags4;
3849 old_r_flags5 = r_ptr->r_flags5;
3850 old_r_flags6 = r_ptr->r_flags6;
3852 /* Memorize blows */
3853 old_r_blows0 = r_ptr->r_blows[0];
3854 old_r_blows1 = r_ptr->r_blows[1];
3855 old_r_blows2 = r_ptr->r_blows[2];
3856 old_r_blows3 = r_ptr->r_blows[3];
3858 /* Memorize castings */
3859 old_r_cast_inate = r_ptr->r_cast_inate;
3860 old_r_cast_spell = r_ptr->r_cast_spell;
3864 /* Hack -- calculate the "player noise" */
3865 noise = (1L << (30 - p_ptr->skill_stl));
3868 /* Process the monsters (backwards) */
3869 for (i = m_max - 1; i >= 1; i--)
3871 /* Access the monster */
3873 r_ptr = &r_info[m_ptr->r_idx];
3875 /* Handle "leaving" */
3876 if (p_ptr->leaving) break;
3878 /* Ignore "dead" monsters */
3879 if (!m_ptr->r_idx) continue;
3881 if (p_ptr->wild_mode) continue;
3884 /* Handle "fresh" monsters */
3885 if (m_ptr->mflag & MFLAG_BORN)
3887 /* No longer "fresh" */
3888 m_ptr->mflag &= ~(MFLAG_BORN);
3894 /* Hack -- Require proximity */
3895 if (m_ptr->cdis >= 100) continue;
3898 /* Access the location */
3902 /* Flow by smell is allowed */
3903 if (!p_ptr->no_flowed)
3905 m_ptr->mflag2 &= ~MFLAG_NOFLOW;
3908 /* Assume no move */
3911 /* Handle "sensing radius" */
3912 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > 20 ? 20 : r_ptr->aaf) : r_ptr->aaf))
3914 /* We can "sense" the player */
3918 /* Handle "sight" and "aggravation" */
3919 else if ((m_ptr->cdis <= MAX_SIGHT) &&
3920 (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3922 /* We can "see" or "feel" the player */
3926 #if 0 /* (cave[py][px].when == cave[fy][fx].when) is always FALSE... */
3927 /* Hack -- Monsters can "smell" the player from far away */
3928 /* Note that most monsters have "aaf" of "20" or so */
3929 else if (!(m_ptr->mflag2 & MFLAG_NOFLOW) &&
3930 (cave_floor_bold(py, px) || (cave[py][px].feat == FEAT_TREES)) &&
3931 (cave[py][px].when == cave[fy][fx].when) &&
3932 (cave[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3933 (cave[fy][fx].dist < r_ptr->aaf))
3935 /* We can "smell" the player */
3939 else if (m_ptr->target_y) test = TRUE;
3942 if (!test) continue;
3945 if (p_ptr->riding == i)
3946 speed = p_ptr->pspeed;
3949 speed = MIN(199, m_ptr->mspeed);
3951 /* Monsters move quickly in Nightmare mode */
3952 if (ironman_nightmare)
3954 speed = MIN(199, m_ptr->mspeed + 5);
3957 if (m_ptr->fast) speed = MIN(199, speed + 10);
3958 if (m_ptr->slow) speed = MAX(0, speed - 10);
3961 /* Give this monster some energy */
3962 m_ptr->energy_need -= extract_energy[speed];
3964 /* Not enough energy to move */
3965 if (m_ptr->energy_need > 0) continue;
3967 /* Use up "some" energy */
3968 m_ptr->energy_need += ENERGY_NEED();
3971 /* Save global index */
3974 /* Process the monster */
3977 reset_target(m_ptr);
3979 /* Give up flow_by_smell when it might useless */
3980 if (p_ptr->no_flowed && one_in_(3))
3981 m_ptr->mflag2 |= MFLAG_NOFLOW;
3983 /* Hack -- notice death or departure */
3984 if (!p_ptr->playing || p_ptr->is_dead) break;
3986 /* Notice leaving */
3987 if (p_ptr->leaving) break;
3990 /* Reset global index */
3994 /* Tracking a monster race (the same one we were before) */
3995 if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3997 /* Acquire monster race */
3998 r_ptr = &r_info[p_ptr->monster_race_idx];
4000 /* Check for knowledge change */
4001 if ((old_r_flags1 != r_ptr->r_flags1) ||
4002 (old_r_flags2 != r_ptr->r_flags2) ||
4003 (old_r_flags3 != r_ptr->r_flags3) ||
4004 (old_r_flags4 != r_ptr->r_flags4) ||
4005 (old_r_flags5 != r_ptr->r_flags5) ||
4006 (old_r_flags6 != r_ptr->r_flags6) ||
4007 (old_r_blows0 != r_ptr->r_blows[0]) ||
4008 (old_r_blows1 != r_ptr->r_blows[1]) ||
4009 (old_r_blows2 != r_ptr->r_blows[2]) ||
4010 (old_r_blows3 != r_ptr->r_blows[3]) ||
4011 (old_r_cast_inate != r_ptr->r_cast_inate) ||
4012 (old_r_cast_spell != r_ptr->r_cast_spell))
4015 p_ptr->window |= (PW_MONSTER);
4022 bool process_the_world(int num, int who, bool vs_player)
4024 monster_type *m_ptr = &m_list[hack_m_idx]; /* the world monster */
4026 if(world_monster) return (FALSE);
4031 monster_desc(m_name, m_ptr, 0);
4035 msg_print("¡Ö¡Ø¥¶¡¦¥ï¡¼¥ë¥É¡Ù¡ª»þ¤Ï»ß¤Þ¤Ã¤¿¡ª¡×");
4037 msg_format("%s yells 'The World! Time has stopped!'", m_name);
4041 msg_print("¡Ö»þ¤è¡ª¡×");
4043 msg_format("%s yells 'Time!'", m_name);
4045 else msg_print("hek!");
4050 world_monster = TRUE;
4052 if (vs_player) do_cmd_redraw();
4056 if(!m_ptr->r_idx) break;
4057 process_monster(hack_m_idx);
4059 reset_target(m_ptr);
4062 if (p_ptr->notice) notice_stuff();
4065 if (p_ptr->update) update_stuff();
4068 if (p_ptr->redraw) redraw_stuff();
4071 if (p_ptr->window) window_stuff();
4074 if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
4078 p_ptr->redraw |= (PR_MAP);
4080 /* Update monsters */
4081 p_ptr->update |= (PU_MONSTERS);
4084 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4086 world_monster = FALSE;
4087 if (vs_player || los(py, px, m_ptr->fy, m_ptr->fx))
4090 msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
4092 msg_print("You feel time flowing around you once more.");
4103 void monster_gain_exp(int m_idx, int s_idx)
4105 monster_type *m_ptr = &m_list[m_idx];
4106 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4107 monster_race *s_ptr = &r_info[s_idx];
4110 if (p_ptr->inside_battle) return;
4112 if (!r_ptr->next_exp) return;
4114 new_exp = s_ptr->mexp * s_ptr->level / (r_ptr->level + 2);
4115 if (m_idx == p_ptr->riding) new_exp = (new_exp + 1) / 2;
4116 if (!dun_level) new_exp /= 5;
4117 m_ptr->exp += new_exp;
4118 if (m_ptr->mflag2 & MFLAG_CHAMELEON) return;
4120 if (m_ptr->exp >= r_ptr->next_exp)
4123 int old_hp = m_ptr->hp;
4124 int old_maxhp = m_ptr->max_maxhp;
4125 int old_r_idx = m_ptr->r_idx;
4128 monster_desc(m_name, m_ptr, 0);
4129 m_ptr->r_idx = r_ptr->next_r_idx;
4130 m_ptr->ap_r_idx = m_ptr->r_idx;
4131 r_ptr = &r_info[m_ptr->r_idx];
4132 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
4134 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
4138 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
4140 if (ironman_nightmare)
4142 u32b hp = m_ptr->max_maxhp * 2L;
4144 m_ptr->max_maxhp = (s16b)MIN(30000, hp);
4146 m_ptr->maxhp = m_ptr->max_maxhp;
4147 m_ptr->hp = old_hp * m_ptr->maxhp / old_maxhp;
4149 /* Extract the monster base speed */
4150 m_ptr->mspeed = r_ptr->speed;
4152 /* Hack -- small racial variety */
4153 if (!(r_ptr->flags1 & RF1_UNIQUE) && !p_ptr->inside_arena)
4155 /* Allow some small variation per monster */
4157 i = extract_energy[r_ptr->speed] / 3;
4158 if (i) m_ptr->mspeed += rand_spread(0, i);
4161 i = extract_energy[r_ptr->speed] / 10;
4162 if (i) m_ptr->mspeed += rand_spread(0, i);
4166 if (m_ptr->mspeed > 199) m_ptr->mspeed = 199;
4170 if (is_pet(m_ptr) || m_ptr->ml)
4173 msg_format("%s¤Ï%s¤Ë¿Ê²½¤·¤¿¡£", m_name, r_name + r_ptr->name);
4175 msg_format("%^s evolved into %s.", m_name, r_name + r_ptr->name);
4177 r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
4179 update_mon(m_idx, FALSE);
4180 lite_spot(m_ptr->fy, m_ptr->fx);
4182 if (m_idx == p_ptr->riding) p_ptr->update |= PU_BONUS;