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[hengband/hengband.git] / src / melee2.c
1 /* File: melee2.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Monster spells and movement */
12
13 /*
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).
16 */
17
18 #include "angband.h"
19
20 #define SPEAK_CHANCE 8
21 #define GRINDNOISE 20
22 #define CYBERNOISE 20
23
24 /*
25  * Calculate the direction to the next enemy
26  */
27 static bool get_enemy_dir(int m_idx, int *mm)
28 {
29         int i;
30         int x = 0, y = 0;
31         int t_idx;
32         int start;
33         int plus = 1;
34
35         monster_type *m_ptr = &m_list[m_idx];
36         monster_race *r_ptr = &r_info[m_ptr->r_idx];
37
38         monster_type *t_ptr;
39
40         if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
41         {
42                 y = m_list[riding_t_m_idx].fy;
43                 x = m_list[riding_t_m_idx].fx;
44         }
45         else if (is_pet(m_ptr) && pet_t_m_idx)
46         {
47                 y = m_list[pet_t_m_idx].fy;
48                 x = m_list[pet_t_m_idx].fx;
49         }
50         else
51         {
52                 if (p_ptr->inside_battle)
53                 {
54                         start = randint1(m_max-1)+m_max;
55                         if(randint0(2)) plus = -1;
56                 }
57                 else start = m_max + 1;
58
59                 /* Scan thru all monsters */
60                 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
61                 {
62                         int dummy = (i % m_max);
63
64                         if (!dummy) continue;
65
66                         t_idx = dummy;
67                         t_ptr = &m_list[t_idx];
68
69                         /* The monster itself isn't a target */
70                         if (t_ptr == m_ptr) continue;
71
72                         /* Paranoia -- Skip dead monsters */
73                         if (!t_ptr->r_idx) continue;
74
75                         if (is_pet(m_ptr))
76                         {
77                                 /* Hack -- only fight away from player */
78                                 if (p_ptr->pet_follow_distance < 0)
79                                 {
80                                         /* No fighting near player */
81                                         if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
82                                         {
83                                                 continue;
84                                         }
85                                 }
86                                 /* Hack -- no fighting away from player */
87                                 else if ((m_ptr->cdis < t_ptr->cdis) &&
88                                                         (t_ptr->cdis > p_ptr->pet_follow_distance))
89                                 {
90                                         continue;
91                                 }
92
93                                 if (r_ptr->aaf < t_ptr->cdis) continue;
94                         }
95
96                         /* Monster must be 'an enemy' */
97                         if (!are_enemies(m_ptr, t_ptr)) continue;
98
99                         /* Monster must be projectable if we can't pass through walls */
100                         if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
101                             ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
102                         {
103                                 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
104                         }
105                         else
106                         {
107                                 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
108                         }
109
110                         /* OK -- we've got a target */
111                         y = t_ptr->fy;
112                         x = t_ptr->fx;
113
114                         break;
115                 }
116                 if (!x && !y) return FALSE;
117         }
118
119         /* Extract the direction */
120         x -= m_ptr->fx;
121         y -= m_ptr->fy;
122
123         /* North */
124         if ((y < 0) && (x == 0))
125         {
126                 mm[0] = 8;
127                 mm[1] = 7;
128                 mm[2] = 9;
129         }
130         /* South */
131         else if ((y > 0) && (x == 0))
132         {
133                 mm[0] = 2;
134                 mm[1] = 1;
135                 mm[2] = 3;
136         }
137         /* East */
138         else if ((x > 0) && (y == 0))
139         {
140                 mm[0] = 6;
141                 mm[1] = 9;
142                 mm[2] = 3;
143         }
144         /* West */
145         else if ((x < 0) && (y == 0))
146         {
147                 mm[0] = 4;
148                 mm[1] = 7;
149                 mm[2] = 1;
150         }
151         /* North-West */
152         else if ((y < 0) && (x < 0))
153         {
154                 mm[0] = 7;
155                 mm[1] = 4;
156                 mm[2] = 8;
157         }
158         /* North-East */
159         else if ((y < 0) && (x > 0))
160         {
161                 mm[0] = 9;
162                 mm[1] = 6;
163                 mm[2] = 8;
164         }
165         /* South-West */
166         else if ((y > 0) && (x < 0))
167         {
168                 mm[0] = 1;
169                 mm[1] = 4;
170                 mm[2] = 2;
171         }
172         /* South-East */
173         else if ((y > 0) && (x > 0))
174         {
175                 mm[0] = 3;
176                 mm[1] = 6;
177                 mm[2] = 2;
178         }
179
180         /* Found a monster */
181         return TRUE;
182 }
183
184
185 /*
186  * Hack, based on mon_take_hit... perhaps all monster attacks on
187  * other monsters should use this?
188  */
189 void mon_take_hit_mon(int m_idx, int dam, bool *fear, cptr note, int who)
190 {
191         monster_type    *m_ptr = &m_list[m_idx];
192
193         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
194
195         char m_name[160];
196
197         bool seen = is_seen(m_ptr);
198
199         /* Can the player be aware of this attack? */
200         bool known = (m_ptr->cdis <= MAX_SIGHT);
201
202         /* Extract monster name */
203         monster_desc(m_name, m_ptr, 0);
204
205         /* Redraw (later) if needed */
206         if (m_ptr->ml)
207         {
208                 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
209                 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
210         }
211
212         /* Wake it up */
213         (void)set_monster_csleep(m_idx, 0);
214
215         if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 0);
216
217         if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
218         {
219                 if (seen)
220                 {
221 #ifdef JP
222 msg_format("%^s¤Ï¥À¥á¡¼¥¸¤ò¼õ¤±¤Ê¤¤¡£", m_name);
223 #else
224                         msg_format("%^s is unharmed.", m_name);
225 #endif
226
227                 }
228
229                 return;
230         }
231
232         if (r_ptr->flagsr & RFR_RES_ALL)
233         {
234                 if(dam > 0)
235                 {
236                         dam /= 100;
237                         if((dam == 0) && one_in_(3)) dam = 1;
238                 }
239                 if (dam==0)
240                 {
241                         if (seen)
242                         {
243 #ifdef JP
244 msg_format("%^s¤Ï¥À¥á¡¼¥¸¤ò¼õ¤±¤Ê¤¤¡£", m_name);
245 #else
246                                 msg_format("%^s is unharmed.", m_name);
247 #endif
248
249                         }
250                         return;
251                 }
252         }
253
254         /* Hurt it */
255         m_ptr->hp -= dam;
256
257         /* It is dead now... or is it? */
258         if (m_ptr->hp < 0)
259         {
260                 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
261                     (r_ptr->flags7 & RF7_NAZGUL)) &&
262                     !p_ptr->inside_battle)
263                 {
264                         m_ptr->hp = 1;
265                 }
266                 else
267                 {
268                         /* Make a sound */
269                         if (!monster_living(r_ptr))
270                         {
271                                 sound(SOUND_N_KILL);
272                         }
273                         else
274                         {
275                                 sound(SOUND_KILL);
276                         }
277
278                         if (known)
279                         {
280                                 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
281                                 /* Unseen death by normal attack */
282                                 if (!seen)
283                                 {
284                                         mon_fight = TRUE;
285                                 }
286                                 /* Death by special attack */
287                                 else if (note)
288                                 {
289 #ifdef JP
290 msg_format("%^s%s", m_name, note);
291 #else
292                                         msg_format("%^s%s", m_name, note);
293 #endif
294
295                                 }
296                                 /* Death by normal attack -- nonliving monster */
297                                 else if (!monster_living(r_ptr))
298                                 {
299 #ifdef JP
300 msg_format("%^s¤ÏÇ˲õ¤µ¤ì¤¿¡£", m_name);
301 #else
302                                         msg_format("%^s is destroyed.", m_name);
303 #endif
304
305                                 }
306                                 /* Death by normal attack -- living monster */
307                                 else
308                                 {
309 #ifdef JP
310 msg_format("%^s¤Ï»¦¤µ¤ì¤¿¡£", m_name);
311 #else
312                                         msg_format("%^s is killed.", m_name);
313 #endif
314
315                                 }
316                         }
317
318                         monster_gain_exp(who, m_ptr->r_idx);
319
320                         /* Generate treasure */
321                         monster_death(m_idx, FALSE);
322
323                         /* Delete the monster */
324                         delete_monster_idx(m_idx);
325
326                         /* Not afraid */
327                         (*fear) = FALSE;
328
329                         /* Monster is dead */
330                         return;
331                 }
332         }
333
334 #ifdef ALLOW_FEAR
335
336         /* Mega-Hack -- Pain cancels fear */
337         if (MON_MONFEAR(m_ptr) && (dam > 0))
338         {
339                 /* Cure fear */
340                 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
341                 {
342                         /* No more fear */
343                         (*fear) = FALSE;
344                 }
345         }
346
347         /* Sometimes a monster gets scared by damage */
348         if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
349         {
350                 /* Percentage of fully healthy */
351                 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
352
353                 /*
354                 * Run (sometimes) if at 10% or less of max hit points,
355                 * or (usually) when hit for half its current hit points
356                  */
357                 if (((percentage <= 10) && (randint0(10) < percentage)) ||
358                         ((dam >= m_ptr->hp) && (randint0(100) < 80)))
359                 {
360                         /* Hack -- note fear */
361                         (*fear) = TRUE;
362
363                         /* XXX XXX XXX Hack -- Add some timed fear */
364                         (void)set_monster_monfear(m_idx, (randint1(10) +
365                                 (((dam >= m_ptr->hp) && (percentage > 7)) ?
366                                 20 : ((11 - percentage) * 5))));
367                 }
368         }
369
370 #endif /* ALLOW_FEAR */
371
372         if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
373         {
374                 if (is_pet(&m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
375                 {
376                         set_target(m_ptr, m_list[who].fy, m_list[who].fx);
377                 }
378         }
379
380         if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
381         {
382                 char m_name[80];
383
384                 /* Extract monster name */
385                 monster_desc(m_name, m_ptr, 0);
386
387                 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
388                 if (rakuba((dam > 200) ? 200 : dam, FALSE))
389                 {
390 #ifdef JP
391 msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name);
392 #else
393                                 msg_format("You have thrown off from %s!", m_name);
394 #endif
395                 }
396         }
397
398         /* Not dead yet */
399         return;
400 }
401
402
403 /*
404  * Returns whether a given monster will try to run from the player.
405  *
406  * Monsters will attempt to avoid very powerful players.  See below.
407  *
408  * Because this function is called so often, little details are important
409  * for efficiency.  Like not using "mod" or "div" when possible.  And
410  * attempting to check the conditions in an optimal order.  Note that
411  * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.
412  *
413  * Note that this function is responsible for about one to five percent
414  * of the processor use in normal conditions...
415  */
416 static int mon_will_run(int m_idx)
417 {
418         monster_type *m_ptr = &m_list[m_idx];
419
420 #ifdef ALLOW_TERROR
421
422         monster_race *r_ptr = &r_info[m_ptr->r_idx];
423
424         u16b p_lev, m_lev;
425         u16b p_chp, p_mhp;
426         u16b m_chp, m_mhp;
427         u32b p_val, m_val;
428
429 #endif
430
431         /* Friends can be commanded to avoid the player */
432         if (is_pet(m_ptr))
433         {
434                 /* Are we trying to avoid the player? */
435                 return ((p_ptr->pet_follow_distance < 0) &&
436                                   (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
437         }
438
439         /* Keep monsters from running too far away */
440         if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
441
442         /* All "afraid" monsters will run away */
443         if (MON_MONFEAR(m_ptr)) return (TRUE);
444
445 #ifdef ALLOW_TERROR
446
447         /* Nearby monsters will not become terrified */
448         if (m_ptr->cdis <= 5) return (FALSE);
449
450         /* Examine player power (level) */
451         p_lev = p_ptr->lev;
452
453         /* Examine monster power (level plus morale) */
454         m_lev = r_ptr->level + (m_idx & 0x08) + 25;
455
456         /* Optimize extreme cases below */
457         if (m_lev > p_lev + 4) return (FALSE);
458         if (m_lev + 4 <= p_lev) return (TRUE);
459
460         /* Examine player health */
461         p_chp = p_ptr->chp;
462         p_mhp = p_ptr->mhp;
463
464         /* Examine monster health */
465         m_chp = m_ptr->hp;
466         m_mhp = m_ptr->maxhp;
467
468         /* Prepare to optimize the calculation */
469         p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
470         m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
471
472         /* Strong players scare strong monsters */
473         if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
474
475 #endif
476
477         /* Assume no terror */
478         return (FALSE);
479 }
480
481
482
483
484 /*
485  * Search spell castable grid
486  */
487 static bool get_moves_aux2(int m_idx, int *yp, int *xp)
488 {
489         int i, y, x, y1, x1, best = 999;
490
491         cave_type *c_ptr;
492         bool can_open_door = FALSE;
493         int now_cost;
494
495         monster_type *m_ptr = &m_list[m_idx];
496         monster_race *r_ptr = &r_info[m_ptr->r_idx];
497
498         /* Monster location */
499         y1 = m_ptr->fy;
500         x1 = m_ptr->fx;
501
502         /* Monster can already cast spell to player */
503         if (projectable(y1, x1, py, px)) return (FALSE);
504
505         /* Set current grid cost */
506         now_cost = cave[y1][x1].cost;
507         if (now_cost == 0) now_cost = 999;
508
509         /* Can monster bash or open doors? */
510         if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
511         {
512                 can_open_door = TRUE;
513         }
514
515         /* Check nearby grids, diagonals first */
516         for (i = 7; i >= 0; i--)
517         {
518                 int cost;
519
520                 /* Get the location */
521                 y = y1 + ddy_ddd[i];
522                 x = x1 + ddx_ddd[i];
523
524                 /* Ignore locations off of edge */
525                 if (!in_bounds2(y, x)) continue;
526
527                 /* Simply move to player */
528                 if (player_bold(y, x)) return (FALSE);
529
530                 c_ptr = &cave[y][x];
531
532                 cost = c_ptr->cost;
533
534                 /* Monster cannot kill or pass walls */
535                 if (!(((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))))
536                 {
537                         if (cost == 0) continue;
538                         if (!can_open_door && is_closed_door(c_ptr->feat)) continue;
539                 }
540
541                 /* Hack -- for kill or pass wall monster.. */
542                 if (cost == 0) cost = 998;
543
544                 if (now_cost < cost) continue;
545
546                 if (!projectable(y, x, py, px)) continue;
547
548                 /* Accept louder sounds */
549                 if (best < cost) continue;
550                 best = cost;
551
552                 (*yp) = y1 + ddy_ddd[i];
553                 (*xp) = x1 + ddx_ddd[i];
554         }
555
556         /* No legal move (?) */
557         if (best == 999) return (FALSE);
558
559         /* Success */
560         return (TRUE);
561 }
562
563
564 /*
565  * Choose the "best" direction for "flowing"
566  *
567  * Note that ghosts and rock-eaters are never allowed to "flow",
568  * since they should move directly towards the player.
569  *
570  * Prefer "non-diagonal" directions, but twiddle them a little
571  * to angle slightly towards the player's actual location.
572  *
573  * Allow very perceptive monsters to track old "spoor" left by
574  * previous locations occupied by the player.  This will tend
575  * to have monsters end up either near the player or on a grid
576  * recently occupied by the player (and left via "teleport").
577  *
578  * Note that if "smell" is turned on, all monsters get vicious.
579  *
580  * Also note that teleporting away from a location will cause
581  * the monsters who were chasing you to converge on that location
582  * as long as you are still near enough to "annoy" them without
583  * being close enough to chase directly.  I have no idea what will
584  * happen if you combine "smell" with low "aaf" values.
585  */
586 static bool get_moves_aux(int m_idx, int *yp, int *xp, bool no_flow)
587 {
588         int i, y, x, y1, x1, best;
589
590         cave_type *c_ptr;
591         bool use_scent = FALSE;
592
593         monster_type *m_ptr = &m_list[m_idx];
594         monster_race *r_ptr = &r_info[m_ptr->r_idx];
595
596         /* Can monster cast attack spell? */
597         if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
598             r_ptr->flags5 & (RF5_ATTACK_MASK) ||
599             r_ptr->flags6 & (RF6_ATTACK_MASK))
600         {
601                 /* Can move spell castable grid? */
602                 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
603         }
604
605         /* Monster can't flow */
606         if (no_flow) return (FALSE);
607
608         /* Monster can go through rocks */
609         if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
610         if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
611
612         /* Monster location */
613         y1 = m_ptr->fy;
614         x1 = m_ptr->fx;
615
616         /* Hack -- Player can see us, run towards him */
617         if (player_has_los_bold(y1, x1) && projectable(py, px, y1, x1)) return (FALSE);
618
619         /* Monster grid */
620         c_ptr = &cave[y1][x1];
621
622         /* If we can hear noises, advance towards them */
623         if (c_ptr->cost)
624         {
625                 best = 999;
626         }
627
628         /* Otherwise, try to follow a scent trail */
629         else if (c_ptr->when)
630         {
631                 /* Too old smell */
632                 if (cave[py][px].when - c_ptr->when > 127) return (FALSE);
633
634                 use_scent = TRUE;
635                 best = 0;
636         }
637
638         /* Otherwise, advance blindly */
639         else
640         {
641                 return (FALSE);
642         }
643
644         /* Check nearby grids, diagonals first */
645         for (i = 7; i >= 0; i--)
646         {
647                 /* Get the location */
648                 y = y1 + ddy_ddd[i];
649                 x = x1 + ddx_ddd[i];
650
651                 /* Ignore locations off of edge */
652                 if (!in_bounds2(y, x)) continue;
653
654                 c_ptr = &cave[y][x];
655
656                 /* We're following a scent trail */
657                 if (use_scent)
658                 {
659                         int when = c_ptr->when;
660
661                         /* Accept younger scent */
662                         if (best > when) continue;
663                         best = when;
664                 }
665
666                 /* We're using sound */
667                 else
668                 {
669                         int cost;
670
671                         if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
672                                 cost = c_ptr->dist;
673                         else cost = c_ptr->cost;
674
675                         /* Accept louder sounds */
676                         if ((cost == 0) || (best < cost)) continue;
677                         best = cost;
678                 }
679
680                 /* Hack -- Save the "twiddled" location */
681                 (*yp) = py + 16 * ddy_ddd[i];
682                 (*xp) = px + 16 * ddx_ddd[i];
683         }
684
685         /* No legal move (?) */
686         if (best == 999 || best == 0) return (FALSE);
687
688         /* Success */
689         return (TRUE);
690 }
691
692
693 /*
694 * Provide a location to flee to, but give the player a wide berth.
695 *
696 * A monster may wish to flee to a location that is behind the player,
697 * but instead of heading directly for it, the monster should "swerve"
698 * around the player so that he has a smaller chance of getting hit.
699 */
700 static bool get_fear_moves_aux(int m_idx, int *yp, int *xp)
701 {
702         int y, x, y1, x1, fy, fx, gy = 0, gx = 0;
703         int score = -1;
704         int i;
705
706         monster_type *m_ptr = &m_list[m_idx];
707
708         /* Monster location */
709         fy = m_ptr->fy;
710         fx = m_ptr->fx;
711
712         /* Desired destination */
713         y1 = fy - (*yp);
714         x1 = fx - (*xp);
715
716         /* Check nearby grids, diagonals first */
717         for (i = 7; i >= 0; i--)
718         {
719                 int dis, s;
720
721                 /* Get the location */
722                 y = fy + ddy_ddd[i];
723                 x = fx + ddx_ddd[i];
724
725                 /* Ignore locations off of edge */
726                 if (!in_bounds2(y, x)) continue;
727
728                 /* Don't move toward player */
729                 /* if (cave[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
730
731                 /* Calculate distance of this grid from our destination */
732                 dis = distance(y, x, y1, x1);
733
734                 /* Score this grid */
735                 s = 5000 / (dis + 3) - 500 / (cave[y][x].dist + 1);
736
737                 /* No negative scores */
738                 if (s < 0) s = 0;
739
740                 /* Ignore lower scores */
741                 if (s < score) continue;
742
743                 /* Save the score and time */
744                 score = s;
745
746                 /* Save the location */
747                 gy = y;
748                 gx = x;
749         }
750
751         /* No legal move (?) */
752         if (score == -1) return (FALSE);
753
754         /* Find deltas */
755         (*yp) = fy - gy;
756         (*xp) = fx - gx;
757
758         /* Success */
759         return (TRUE);
760 }
761
762 /*
763  * Hack -- Precompute a bunch of calls to distance() in find_safety() and
764  * find_hiding().
765  *
766  * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
767  * offsets of all the locations with a distance of n from a central point,
768  * with an offset of (0,0) indicating no more offsets at this distance.
769  *
770  * This is, of course, fairly unreadable, but it eliminates multiple loops
771  * from the previous version.
772  *
773  * It is probably better to replace these arrays with code to compute
774  * the relevant arrays, even if the storage is pre-allocated in hard
775  * coded sizes.  At the very least, code should be included which is
776  * able to generate and dump these arrays (ala "los()").  XXX XXX XXX
777  *
778  * Also, the storage needs could be halved by using bytes.  XXX XXX XXX
779  *
780  * These arrays could be combined into two big arrays, using sub-arrays
781  * to hold the offsets and lengths of each portion of the sub-arrays, and
782  * this could perhaps also be used somehow in the "look" code.  XXX XXX XXX
783  */
784
785
786 static sint d_off_y_0[] =
787 { 0 };
788
789 static sint d_off_x_0[] =
790 { 0 };
791
792
793 static sint d_off_y_1[] =
794 { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
795
796 static sint d_off_x_1[] =
797 { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
798
799
800 static sint d_off_y_2[] =
801 { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
802
803 static sint d_off_x_2[] =
804 { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
805
806
807 static sint d_off_y_3[] =
808 { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2,
809   3, 3, 3, 0 };
810
811 static sint d_off_x_3[] =
812 { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2,
813   -1, 0, 1, 0 };
814
815
816 static sint d_off_y_4[] =
817 { -1, -1, -2, -2, -3, -3, -3, -3, -4, -4, -4, 0,
818   0, 1, 1, 2, 2, 3, 3, 3, 3, 4, 4, 4, 0 };
819
820 static sint d_off_x_4[] =
821 { -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, -4, 4,
822   -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, 0 };
823
824
825 static sint d_off_y_5[] =
826 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
827   -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
828   5, 0 };
829
830 static sint d_off_x_5[] =
831 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
832   -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
833   0, 1, 0 };
834
835
836 static sint d_off_y_6[] =
837 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
838   -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
839   5, 5, 6, 6, 6, 0 };
840
841 static sint d_off_x_6[] =
842 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
843   0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
844   -3, 2, 3, -1, 0, 1, 0 };
845
846
847 static sint d_off_y_7[] =
848 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
849   -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
850   3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
851
852 static sint d_off_x_7[] =
853 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
854   -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
855   6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
856   1, 0 };
857
858
859 static sint d_off_y_8[] =
860 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
861   -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
862   2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
863   8, 8, 8, 0 };
864
865 static sint d_off_x_8[] =
866 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
867   5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
868   7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
869   2, 3, -1, 0, 1, 0 };
870
871
872 static sint d_off_y_9[] =
873 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
874   -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
875   0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
876   7, 8, 8, 8, 8, 9, 9, 9, 0 };
877
878 static sint d_off_x_9[] =
879 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
880   -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
881   9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
882   4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
883
884
885 static sint *dist_offsets_y[10] =
886 {
887         d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
888         d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
889 };
890
891 static sint *dist_offsets_x[10] =
892 {
893         d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
894         d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
895 };
896
897 /*
898 * Choose a "safe" location near a monster for it to run toward.
899 *
900 * A location is "safe" if it can be reached quickly and the player
901 * is not able to fire into it (it isn't a "clean shot").  So, this will
902 * cause monsters to "duck" behind walls.  Hopefully, monsters will also
903 * try to run towards corridor openings if they are in a room.
904 *
905 * This function may take lots of CPU time if lots of monsters are
906 * fleeing.
907 *
908 * Return TRUE if a safe location is available.
909 */
910 static bool find_safety(int m_idx, int *yp, int *xp)
911 {
912         monster_type *m_ptr = &m_list[m_idx];
913
914         int fy = m_ptr->fy;
915         int fx = m_ptr->fx;
916
917         int y, x, dy, dx, d, dis, i;
918         int gy = 0, gx = 0, gdis = 0;
919
920         sint *y_offsets;
921         sint *x_offsets;
922
923         cave_type *c_ptr;
924
925         /* Start with adjacent locations, spread further */
926         for (d = 1; d < 10; d++)
927         {
928                 /* Get the lists of points with a distance d from (fx, fy) */
929                 y_offsets = dist_offsets_y[d];
930                 x_offsets = dist_offsets_x[d];
931
932                 /* Check the locations */
933                 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
934                      dx != 0 || dy != 0;
935                      i++, dx = x_offsets[i], dy = y_offsets[i])
936                 {
937                         y = fy + dy;
938                         x = fx + dx;
939
940                         /* Skip illegal locations */
941                         if (!in_bounds(y, x)) continue;
942
943                         c_ptr = &cave[y][x];
944
945                         /* Skip locations in a wall */
946                         if (!monster_can_cross_terrain(c_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
947
948                         /* Check for "availability" (if monsters can flow) */
949                         if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
950                         {
951                                 /* Ignore grids very far from the player */
952                                 if (c_ptr->dist == 0) continue;
953
954                                 /* Ignore too-distant grids */
955                                 if (c_ptr->dist > cave[fy][fx].dist + 2 * d) continue;
956                         }
957
958                         /* Check for absence of shot (more or less) */
959                         if (!projectable(py, px, y, x))
960                         {
961                                 /* Calculate distance from player */
962                                 dis = distance(y, x, py, px);
963
964                                 /* Remember if further than previous */
965                                 if (dis > gdis)
966                                 {
967                                         gy = y;
968                                         gx = x;
969                                         gdis = dis;
970                                 }
971                         }
972                 }
973
974                 /* Check for success */
975                 if (gdis > 0)
976                 {
977                         /* Good location */
978                         (*yp) = fy - gy;
979                         (*xp) = fx - gx;
980
981                         /* Found safe place */
982                         return (TRUE);
983                 }
984         }
985
986         /* No safe place */
987         return (FALSE);
988 }
989
990
991 /*
992  * Choose a good hiding place near a monster for it to run toward.
993  *
994  * Pack monsters will use this to "ambush" the player and lure him out
995  * of corridors into open space so they can swarm him.
996  *
997  * Return TRUE if a good location is available.
998  */
999 static bool find_hiding(int m_idx, int *yp, int *xp)
1000 {
1001         monster_type *m_ptr = &m_list[m_idx];
1002         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1003
1004         int fy = m_ptr->fy;
1005         int fx = m_ptr->fx;
1006
1007         int y, x, dy, dx, d, dis, i;
1008         int gy = 0, gx = 0, gdis = 999;
1009
1010         sint *y_offsets, *x_offsets;
1011
1012         /* Start with adjacent locations, spread further */
1013         for (d = 1; d < 10; d++)
1014         {
1015                 /* Get the lists of points with a distance d from (fx, fy) */
1016                 y_offsets = dist_offsets_y[d];
1017                 x_offsets = dist_offsets_x[d];
1018
1019                 /* Check the locations */
1020                 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
1021                      dx != 0 || dy != 0;
1022                      i++, dx = x_offsets[i], dy = y_offsets[i])
1023                 {
1024                         y = fy + dy;
1025                         x = fx + dx;
1026
1027                         /* Skip illegal locations */
1028                         if (!in_bounds(y, x)) continue;
1029
1030                         /* Skip occupied locations */
1031                         if (!monster_can_enter(y, x, r_ptr, 0)) continue;
1032
1033                         /* Check for hidden, available grid */
1034                         if (!projectable(py, px, y, x) && clean_shot(fy, fx, y, x, FALSE))
1035                         {
1036                                 /* Calculate distance from player */
1037                                 dis = distance(y, x, py, px);
1038
1039                                 /* Remember if closer than previous */
1040                                 if (dis < gdis && dis >= 2)
1041                                 {
1042                                         gy = y;
1043                                         gx = x;
1044                                         gdis = dis;
1045                                 }
1046                         }
1047                 }
1048
1049                 /* Check for success */
1050                 if (gdis < 999)
1051                 {
1052                         /* Good location */
1053                         (*yp) = fy - gy;
1054                         (*xp) = fx - gx;
1055
1056                         /* Found good place */
1057                         return (TRUE);
1058                 }
1059         }
1060
1061         /* No good place */
1062         return (FALSE);
1063 }
1064
1065
1066 /*
1067  * Choose "logical" directions for monster movement
1068  */
1069 static bool get_moves(int m_idx, int *mm)
1070 {
1071         monster_type *m_ptr = &m_list[m_idx];
1072         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1073         int          y, ay, x, ax;
1074         int          move_val = 0;
1075         int          y2 = py;
1076         int          x2 = px;
1077         bool         done = FALSE;
1078         bool         will_run = mon_will_run(m_idx);
1079         cave_type    *c_ptr;
1080         bool         no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (cave[m_ptr->fy][m_ptr->fx].cost > 2));
1081         bool         can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
1082
1083         /* Counter attack to an enemy monster */
1084         if (!will_run && m_ptr->target_y)
1085         {
1086                 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
1087
1088                 /* The monster must be an enemy, and in LOS */
1089                 if (t_m_idx &&
1090                     are_enemies(m_ptr, &m_list[t_m_idx]) &&
1091                     los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
1092                     projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1093                 {
1094                         /* Extract the "pseudo-direction" */
1095                         y = m_ptr->fy - m_ptr->target_y;
1096                         x = m_ptr->fx - m_ptr->target_x;
1097                         done = TRUE;
1098                 }
1099         }
1100
1101         if (!done && !will_run && is_hostile(m_ptr) &&
1102             (r_ptr->flags1 & RF1_FRIENDS) &&
1103             ((los(m_ptr->fy, m_ptr->fx, py, px) && projectable(m_ptr->fy, m_ptr->fx, py, px)) ||
1104             (cave[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1105         {
1106         /*
1107          * Animal packs try to get the player out of corridors
1108          * (...unless they can move through walls -- TY)
1109          */
1110                 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1111                          !(r_ptr->flags2 & RF2_KILL_WALL))
1112                 {
1113                         int i, room = 0;
1114
1115                         /* Count room grids next to player */
1116                         for (i = 0; i < 8; i++)
1117                         {
1118                                 int xx = px + ddx_ddd[i];
1119                                 int yy = py + ddy_ddd[i];
1120
1121                                 if (!in_bounds2(yy, xx)) continue;
1122
1123                                 c_ptr = &cave[yy][xx];
1124
1125                                 /* Check grid */
1126                                 if (monster_can_cross_terrain(c_ptr->feat, r_ptr, 0))
1127                                 {
1128                                         /* One more room grid */
1129                                         room++;
1130                                 }
1131                         }
1132                         if (cave[py][px].info & CAVE_ROOM) room -= 2;
1133                         if (!r_ptr->flags4 && !r_ptr->flags5 && !r_ptr->flags6) room -= 2;
1134
1135                         /* Not in a room and strong player */
1136                         if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1137                             (p_ptr->mhp + p_ptr->msp))
1138                         {
1139                                 /* Find hiding place */
1140                                 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1141                         }
1142                 }
1143
1144                 /* Monster groups try to surround the player */
1145                 if (!done && (cave[m_ptr->fy][m_ptr->fx].dist < 3))
1146                 {
1147                         int i;
1148
1149                         /* Find an empty square near the player to fill */
1150                         for (i = 0; i < 8; i++)
1151                         {
1152                                 /* Pick squares near player (semi-randomly) */
1153                                 y2 = py + ddy_ddd[(m_idx + i) & 7];
1154                                 x2 = px + ddx_ddd[(m_idx + i) & 7];
1155
1156                                 /* Already there? */
1157                                 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1158                                 {
1159                                         /* Attack the player */
1160                                         y2 = py;
1161                                         x2 = px;
1162
1163                                         break;
1164                                 }
1165
1166                                 if (!in_bounds2(y2, x2)) continue;
1167
1168                                 /* Ignore filled grids */
1169                                 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
1170
1171                                 /* Try to fill this hole */
1172                                 break;
1173                         }
1174
1175                         /* Extract the new "pseudo-direction" */
1176                         y = m_ptr->fy - y2;
1177                         x = m_ptr->fx - x2;
1178
1179                         /* Done */
1180                         done = TRUE;
1181                 }
1182         }
1183
1184         if (!done)
1185         {
1186                 /* Flow towards the player */
1187                 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1188
1189                 /* Extract the "pseudo-direction" */
1190                 y = m_ptr->fy - y2;
1191                 x = m_ptr->fx - x2;
1192
1193                 /* Not done */
1194         }
1195
1196         /* Apply fear if possible and necessary */
1197         if (is_pet(m_ptr) && will_run)
1198         {
1199                 /* XXX XXX Not very "smart" */
1200                 y = (-y), x = (-x);
1201         }
1202         else
1203         {
1204                 if (!done && will_run)
1205                 {
1206                         int tmp_x = (-x);
1207                         int tmp_y = (-y);
1208
1209                         /* Try to find safe place */
1210                         if (find_safety(m_idx, &y, &x))
1211                         {
1212                                 /* Attempt to avoid the player */
1213                                 if (!no_flow)
1214                                 {
1215                                         /* Adjust movement */
1216                                         if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1217                                 }
1218                         }
1219
1220                         if (!done)
1221                         {
1222                                 /* This is not a very "smart" method XXX XXX */
1223                                 y = tmp_y;
1224                                 x = tmp_x;
1225                         }
1226                 }
1227         }
1228
1229
1230         /* Check for no move */
1231         if (!x && !y) return (FALSE);
1232
1233
1234         /* Extract the "absolute distances" */
1235         ax = ABS(x);
1236         ay = ABS(y);
1237
1238         /* Do something weird */
1239         if (y < 0) move_val += 8;
1240         if (x > 0) move_val += 4;
1241
1242         /* Prevent the diamond maneuvre */
1243         if (ay > (ax << 1)) move_val += 2;
1244         else if (ax > (ay << 1)) move_val++;
1245
1246         /* Extract some directions */
1247         switch (move_val)
1248         {
1249         case 0:
1250                 mm[0] = 9;
1251                 if (ay > ax)
1252                 {
1253                         mm[1] = 8;
1254                         mm[2] = 6;
1255                         mm[3] = 7;
1256                         mm[4] = 3;
1257                 }
1258                 else
1259                 {
1260                         mm[1] = 6;
1261                         mm[2] = 8;
1262                         mm[3] = 3;
1263                         mm[4] = 7;
1264                 }
1265                 break;
1266         case 1:
1267         case 9:
1268                 mm[0] = 6;
1269                 if (y < 0)
1270                 {
1271                         mm[1] = 3;
1272                         mm[2] = 9;
1273                         mm[3] = 2;
1274                         mm[4] = 8;
1275                 }
1276                 else
1277                 {
1278                         mm[1] = 9;
1279                         mm[2] = 3;
1280                         mm[3] = 8;
1281                         mm[4] = 2;
1282                 }
1283                 break;
1284         case 2:
1285         case 6:
1286                 mm[0] = 8;
1287                 if (x < 0)
1288                 {
1289                         mm[1] = 9;
1290                         mm[2] = 7;
1291                         mm[3] = 6;
1292                         mm[4] = 4;
1293                 }
1294                 else
1295                 {
1296                         mm[1] = 7;
1297                         mm[2] = 9;
1298                         mm[3] = 4;
1299                         mm[4] = 6;
1300                 }
1301                 break;
1302         case 4:
1303                 mm[0] = 7;
1304                 if (ay > ax)
1305                 {
1306                         mm[1] = 8;
1307                         mm[2] = 4;
1308                         mm[3] = 9;
1309                         mm[4] = 1;
1310                 }
1311                 else
1312                 {
1313                         mm[1] = 4;
1314                         mm[2] = 8;
1315                         mm[3] = 1;
1316                         mm[4] = 9;
1317                 }
1318                 break;
1319         case 5:
1320         case 13:
1321                 mm[0] = 4;
1322                 if (y < 0)
1323                 {
1324                         mm[1] = 1;
1325                         mm[2] = 7;
1326                         mm[3] = 2;
1327                         mm[4] = 8;
1328                 }
1329                 else
1330                 {
1331                         mm[1] = 7;
1332                         mm[2] = 1;
1333                         mm[3] = 8;
1334                         mm[4] = 2;
1335                 }
1336                 break;
1337         case 8:
1338                 mm[0] = 3;
1339                 if (ay > ax)
1340                 {
1341                         mm[1] = 2;
1342                         mm[2] = 6;
1343                         mm[3] = 1;
1344                         mm[4] = 9;
1345                 }
1346                 else
1347                 {
1348                         mm[1] = 6;
1349                         mm[2] = 2;
1350                         mm[3] = 9;
1351                         mm[4] = 1;
1352                 }
1353                 break;
1354         case 10:
1355         case 14:
1356                 mm[0] = 2;
1357                 if (x < 0)
1358                 {
1359                         mm[1] = 3;
1360                         mm[2] = 1;
1361                         mm[3] = 6;
1362                         mm[4] = 4;
1363                 }
1364                 else
1365                 {
1366                         mm[1] = 1;
1367                         mm[2] = 3;
1368                         mm[3] = 4;
1369                         mm[4] = 6;
1370                 }
1371                 break;
1372         case 12:
1373                 mm[0] = 1;
1374                 if (ay > ax)
1375                 {
1376                         mm[1] = 2;
1377                         mm[2] = 4;
1378                         mm[3] = 3;
1379                         mm[4] = 7;
1380                 }
1381                 else
1382                 {
1383                         mm[1] = 4;
1384                         mm[2] = 2;
1385                         mm[3] = 7;
1386                         mm[4] = 3;
1387                 }
1388                 break;
1389         }
1390
1391         /* Wants to move... */
1392         return (TRUE);
1393 }
1394
1395
1396 static int check_hit2(int power, int level, int ac, int stun)
1397 {
1398         int i, k;
1399
1400         /* Percentile dice */
1401         k = randint0(100);
1402
1403         if (stun && one_in_(2)) return FALSE;
1404
1405         /* Hack -- Always miss or hit */
1406         if (k < 10) return (k < 5);
1407
1408         /* Calculate the "attack quality" */
1409         i = (power + (level * 3));
1410
1411         /* Power and Level compete against Armor */
1412         if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1413
1414         /* Assume miss */
1415         return (FALSE);
1416 }
1417
1418
1419 /* Monster attacks monster */
1420 static bool monst_attack_monst(int m_idx, int t_idx)
1421 {
1422         monster_type    *m_ptr = &m_list[m_idx];
1423         monster_type    *t_ptr = &m_list[t_idx];
1424
1425         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1426         monster_race    *tr_ptr = &r_info[t_ptr->r_idx];
1427
1428         int             ap_cnt;
1429         int             ac, rlev, pt;
1430         char            m_name[80], t_name[80];
1431         char            temp[80];
1432         bool            blinked, heal_effect;
1433         bool            explode = FALSE, touched = FALSE, fear = FALSE;
1434         int             y_saver = t_ptr->fy;
1435         int             x_saver = t_ptr->fx;
1436
1437         bool see_m = is_seen(m_ptr);
1438         bool see_t = is_seen(t_ptr);
1439         bool see_either = see_m || see_t;
1440
1441         /* Can the player be aware of this attack? */
1442         bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1443         bool do_silly_attack = (one_in_(2) && p_ptr->image);
1444
1445         /* Cannot attack self */
1446         if (m_idx == t_idx) return FALSE;
1447
1448         /* Not allowed to attack */
1449         if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1450
1451         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1452
1453         /* Total armor */
1454         ac = tr_ptr->ac;
1455
1456         /* Extract the effective monster level */
1457         rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1458
1459         /* Get the monster name (or "it") */
1460         monster_desc(m_name, m_ptr, 0);
1461
1462         /* Get the monster name (or "it") */
1463         monster_desc(t_name, t_ptr, 0);
1464
1465         /* Assume no blink */
1466         blinked = FALSE;
1467
1468         if (!see_either && known)
1469         {
1470                 mon_fight = TRUE;
1471         }
1472
1473         if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 0);
1474
1475         /* Scan through all four blows */
1476         for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1477         {
1478                 bool obvious = FALSE;
1479
1480                 int power = 0;
1481                 int damage = 0;
1482
1483                 cptr act = NULL;
1484
1485                 /* Extract the attack infomation */
1486                 int effect = r_ptr->blow[ap_cnt].effect;
1487                 int method = r_ptr->blow[ap_cnt].method;
1488                 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1489                 int d_side = r_ptr->blow[ap_cnt].d_side;
1490
1491                 if (!m_ptr->r_idx) break;
1492
1493                 /* Stop attacking if the target dies! */
1494                 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1495                         break;
1496
1497                 /* Hack -- no more attacks */
1498                 if (!method) break;
1499
1500                 if (method == RBM_SHOOT) continue;
1501
1502                 /* Extract the attack "power" */
1503                 power = mbe_info[effect].power;
1504
1505                 /* Monster hits */
1506                 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1507                 {
1508                         /* Wake it up */
1509                         (void)set_monster_csleep(t_idx, 0);
1510
1511                         if (t_ptr->ml)
1512                         {
1513                                 /* Redraw the health bar */
1514                                 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
1515                                 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
1516                         }
1517
1518                         /* Describe the attack method */
1519                         switch (method)
1520                         {
1521                         case RBM_HIT:
1522                                 {
1523 #ifdef JP
1524 act = "%s¤ò²¥¤Ã¤¿¡£";
1525 #else
1526                                         act = "hits %s.";
1527 #endif
1528
1529                                         touched = TRUE;
1530                                         break;
1531                                 }
1532
1533                         case RBM_TOUCH:
1534                                 {
1535 #ifdef JP
1536 act = "%s¤ò¿¨¤Ã¤¿¡£";
1537 #else
1538                                         act = "touches %s.";
1539 #endif
1540
1541                                         touched = TRUE;
1542                                         break;
1543                                 }
1544
1545                         case RBM_PUNCH:
1546                                 {
1547 #ifdef JP
1548 act = "%s¤ò¥Ñ¥ó¥Á¤·¤¿¡£";
1549 #else
1550                                         act = "punches %s.";
1551 #endif
1552
1553                                         touched = TRUE;
1554                                         break;
1555                                 }
1556
1557                         case RBM_KICK:
1558                                 {
1559 #ifdef JP
1560 act = "%s¤ò½³¤Ã¤¿¡£";
1561 #else
1562                                         act = "kicks %s.";
1563 #endif
1564
1565                                         touched = TRUE;
1566                                         break;
1567                                 }
1568
1569                         case RBM_CLAW:
1570                                 {
1571 #ifdef JP
1572 act = "%s¤ò¤Ò¤Ã¤«¤¤¤¿¡£";
1573 #else
1574                                         act = "claws %s.";
1575 #endif
1576
1577                                         touched = TRUE;
1578                                         break;
1579                                 }
1580
1581                         case RBM_BITE:
1582                                 {
1583 #ifdef JP
1584 act = "%s¤ò³ú¤ó¤À¡£";
1585 #else
1586                                         act = "bites %s.";
1587 #endif
1588
1589                                         touched = TRUE;
1590                                         break;
1591                                 }
1592
1593                         case RBM_STING:
1594                                 {
1595 #ifdef JP
1596 act = "%s¤ò»É¤·¤¿¡£";
1597 #else
1598                                         act = "stings %s.";
1599 #endif
1600
1601                                         touched = TRUE;
1602                                         break;
1603                                 }
1604
1605                         case RBM_SLASH:
1606                                 {
1607 #ifdef JP
1608 act = "%s¤ò»Â¤Ã¤¿¡£";
1609 #else
1610                                         act = "slashes %s.";
1611 #endif
1612
1613                                         break;
1614                                 }
1615
1616                         case RBM_BUTT:
1617                                 {
1618 #ifdef JP
1619 act = "%s¤ò³Ñ¤ÇÆͤ¤¤¿¡£";
1620 #else
1621                                         act = "butts %s.";
1622 #endif
1623
1624                                         touched = TRUE;
1625                                         break;
1626                                 }
1627
1628                         case RBM_CRUSH:
1629                                 {
1630 #ifdef JP
1631 act = "%s¤ËÂÎÅö¤ê¤·¤¿¡£";
1632 #else
1633                                         act = "crushes %s.";
1634 #endif
1635
1636                                         touched = TRUE;
1637                                         break;
1638                                 }
1639
1640                         case RBM_ENGULF:
1641                                 {
1642 #ifdef JP
1643 act = "%s¤ò°û¤ß¹þ¤ó¤À¡£";
1644 #else
1645                                         act = "engulfs %s.";
1646 #endif
1647
1648                                         touched = TRUE;
1649                                         break;
1650                                 }
1651
1652                         case RBM_CHARGE:
1653                                 {
1654 #ifdef JP
1655 act = "%s¤ËÀÁµá½ñ¤ò¤è¤³¤·¤¿¡£";
1656 #else
1657                                         act = "charges %s.";
1658 #endif
1659
1660                                         touched = TRUE;
1661                                         break;
1662                                 }
1663
1664                         case RBM_CRAWL:
1665                                 {
1666 #ifdef JP
1667 act = "%s¤ÎÂΤξå¤òÇ礤²ó¤Ã¤¿¡£";
1668 #else
1669                                         act = "crawls on %s.";
1670 #endif
1671
1672                                         touched = TRUE;
1673                                         break;
1674                                 }
1675
1676                         case RBM_DROOL:
1677                                 {
1678 #ifdef JP
1679 act = "%s¤Ë¤è¤À¤ì¤ò¤¿¤é¤·¤¿¡£";
1680 #else
1681                                         act = "drools on %s.";
1682 #endif
1683
1684                                         touched = FALSE;
1685                                         break;
1686                                 }
1687
1688                         case RBM_SPIT:
1689                                 {
1690 #ifdef JP
1691 act = "%s¤ËÂäòÅǤ¤¤¿¡£";
1692 #else
1693                                         act = "spits on %s.";
1694 #endif
1695
1696                                         touched = FALSE;
1697                                         break;
1698                                 }
1699
1700                         case RBM_EXPLODE:
1701                                 {
1702                                         if (see_either) disturb(1, 0);
1703 #ifdef JP
1704 act = "Çúȯ¤·¤¿¡£";
1705 #else
1706                                         act = "explodes.";
1707 #endif
1708
1709                                         explode = TRUE;
1710                                         touched = FALSE;
1711                                         break;
1712                                 }
1713
1714                         case RBM_GAZE:
1715                                 {
1716 #ifdef JP
1717 act = "%s¤ò¤Ë¤é¤ó¤À¡£";
1718 #else
1719                                         act = "gazes at %s.";
1720 #endif
1721
1722                                         touched = FALSE;
1723                                         break;
1724                                 }
1725
1726                         case RBM_WAIL:
1727                                 {
1728 #ifdef JP
1729 act = "%s¤Ëµã¤­¤Ä¤¤¤¿¡£";
1730 #else
1731                                         act = "wails at %s.";
1732 #endif
1733
1734                                         touched = FALSE;
1735                                         break;
1736                                 }
1737
1738                         case RBM_SPORE:
1739                                 {
1740 #ifdef JP
1741 act = "%s¤Ë˦»Ò¤òÈô¤Ð¤·¤¿¡£";
1742 #else
1743                                         act = "releases spores at %s.";
1744 #endif
1745
1746                                         touched = FALSE;
1747                                         break;
1748                                 }
1749
1750                         case RBM_XXX4:
1751                                 {
1752 #ifdef JP
1753 act = "%s¤ËXXX4¤òÈô¤Ð¤·¤¿¡£";
1754 #else
1755                                         act = "projects XXX4's at %s.";
1756 #endif
1757
1758                                         touched = FALSE;
1759                                         break;
1760                                 }
1761
1762                         case RBM_BEG:
1763                                 {
1764 #ifdef JP
1765 act = "%s¤Ë¶â¤ò¤»¤¬¤ó¤À¡£";
1766 #else
1767                                         act = "begs %s for money.";
1768 #endif
1769
1770                                         touched = FALSE;
1771                                         break;
1772                                 }
1773
1774                         case RBM_INSULT:
1775                                 {
1776 #ifdef JP
1777 act = "%s¤òÉî¿«¤·¤¿¡£";
1778 #else
1779                                         act = "insults %s.";
1780 #endif
1781
1782                                         touched = FALSE;
1783                                         break;
1784                                 }
1785
1786                         case RBM_MOAN:
1787                                 {
1788 #ifdef JP
1789 act = "%s¤Ë¤à¤«¤Ã¤Æ¤¦¤á¤¤¤¿¡£";
1790 #else
1791                                         act = "moans at %s.";
1792 #endif
1793
1794                                         touched = FALSE;
1795                                         break;
1796                                 }
1797
1798                         case RBM_SHOW:
1799                                 {
1800 #ifdef JP
1801 act = "%s¤Ë¤à¤«¤Ã¤Æ²Î¤Ã¤¿¡£";
1802 #else
1803                                         act = "sings to %s.";
1804 #endif
1805
1806                                         touched = FALSE;
1807                                         break;
1808                                 }
1809                         }
1810
1811                         /* Message */
1812                         if (act && see_either)
1813                         {
1814 #ifdef JP
1815                                 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1816                                 strfmt(temp, act, t_name);
1817                                 msg_format("%^s¤Ï%s", m_name, temp);
1818 #else
1819                                 if (do_silly_attack)
1820                                 {
1821                                         act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1822                                         strfmt(temp, "%s %s.", act, t_name);
1823                                 }
1824                                 else strfmt(temp, act, t_name);
1825                                 msg_format("%^s %s", m_name, temp);
1826 #endif
1827                         }
1828
1829                         /* Hack -- assume all attacks are obvious */
1830                         obvious = TRUE;
1831
1832                         /* Roll out the damage */
1833                         damage = damroll(d_dice, d_side);
1834
1835                         /* Assume no healing effect */
1836                         heal_effect = FALSE;
1837
1838                         pt = GF_MISSILE;
1839
1840                         /* Apply appropriate damage */
1841                         switch (effect)
1842                         {
1843                         case 0:
1844                                 {
1845                                         damage = 0;
1846                                         pt = 0;
1847                                         break;
1848                                 }
1849
1850                         case RBE_SUPERHURT:
1851                                 {
1852                                         if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13)) {
1853                                                 int tmp_damage = damage-(damage*((ac < 150) ? ac : 150)/250);
1854                                                 damage = MAX(damage, tmp_damage*2);
1855                                                 break;
1856                                         }
1857                                 }
1858                         case RBE_HURT:
1859                                 {
1860                                         damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1861                                         break;
1862                                 }
1863
1864                         case RBE_POISON:
1865                         case RBE_DISEASE:
1866                                 {
1867                                         pt = GF_POIS;
1868                                         break;
1869                                 }
1870
1871                         case RBE_UN_BONUS:
1872                         case RBE_UN_POWER:
1873                                 {
1874                                         pt = GF_DISENCHANT;
1875                                         break;
1876                                 }
1877
1878                         case RBE_EAT_FOOD:
1879                         case RBE_EAT_LITE:
1880                         case RBE_DR_MANA:
1881                                 {
1882                                         pt = damage = 0;
1883                                         break;
1884                                 }
1885
1886                         case RBE_EAT_ITEM:
1887                         case RBE_EAT_GOLD:
1888                                 {
1889                                         pt = damage = 0;
1890                                         if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1891                                         break;
1892                                 }
1893
1894                         case RBE_ACID:
1895                                 {
1896                                         pt = GF_ACID;
1897                                         break;
1898                                 }
1899
1900                         case RBE_ELEC:
1901                                 {
1902                                         pt = GF_ELEC;
1903                                         break;
1904                                 }
1905
1906                         case RBE_FIRE:
1907                                 {
1908                                         pt = GF_FIRE;
1909                                         break;
1910                                 }
1911
1912                         case RBE_COLD:
1913                                 {
1914                                         pt = GF_COLD;
1915                                         break;
1916                                 }
1917
1918                         case RBE_BLIND:
1919                                 {
1920                                         break;
1921                                 }
1922
1923                         case RBE_CONFUSE:
1924                                 {
1925                                         pt = GF_CONFUSION;
1926                                         break;
1927                                 }
1928
1929                         case RBE_TERRIFY:
1930                                 {
1931                                         pt = GF_TURN_ALL;
1932                                         break;
1933                                 }
1934
1935                         case RBE_PARALYZE:
1936                                 {
1937                                         pt = GF_OLD_SLEEP; /* sort of close... */
1938                                         break;
1939                                 }
1940
1941                         case RBE_LOSE_STR:
1942                         case RBE_LOSE_INT:
1943                         case RBE_LOSE_WIS:
1944                         case RBE_LOSE_DEX:
1945                         case RBE_LOSE_CON:
1946                         case RBE_LOSE_CHR:
1947                         case RBE_LOSE_ALL:
1948                                 {
1949                                         break;
1950                                 }
1951                         case RBE_SHATTER:
1952                                 {
1953                                         damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1954                                         if (damage > 23)
1955                                         {
1956                                                 earthquake(m_ptr->fy, m_ptr->fx, 8);
1957                                         }
1958                                         break;
1959                                 }
1960                         case RBE_EXP_10:
1961                         case RBE_EXP_20:
1962                         case RBE_EXP_40:
1963                         case RBE_EXP_80:
1964                                 {
1965                                         pt = GF_NETHER;
1966                                         break;
1967                                 }
1968                         case RBE_TIME:
1969                                 {
1970                                         pt = GF_TIME;
1971                                         break;
1972                                 }
1973                         case RBE_EXP_VAMP:
1974                                 {
1975                                         pt = GF_OLD_DRAIN;
1976                                         heal_effect = TRUE;
1977                                         break;
1978                                 }
1979
1980                         default:
1981                                 {
1982                                         pt = 0;
1983                                         break;
1984                                 }
1985                         }
1986
1987                         if (pt)
1988                         {
1989                                 /* Do damage if not exploding */
1990                                 if (!explode)
1991                                 {
1992                                         project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1993                                                 (pt == GF_OLD_SLEEP ? r_ptr->level : damage), pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1994                                 }
1995
1996                                 if (heal_effect)
1997                                 {
1998                                         if ((monster_living(tr_ptr)) && (damage > 2))
1999                                         {
2000                                                 bool did_heal = FALSE;
2001
2002                                                 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
2003
2004                                                 /* Heal */
2005                                                 m_ptr->hp += damroll(4, damage / 6);
2006                                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2007
2008                                                 /* Redraw (later) if needed */
2009                                                 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2010                                                 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2011
2012                                                 /* Special message */
2013                                                 if (see_m && did_heal)
2014                                                 {
2015 #ifdef JP
2016 msg_format("%s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
2017 #else
2018                                                         msg_format("%^s appears healthier.", m_name);
2019 #endif
2020
2021                                                 }
2022                                         }
2023                                 }
2024
2025                                 if (touched)
2026                                 {
2027                                         /* Aura fire */
2028                                         if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
2029                                         {
2030                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
2031                                                 {
2032                                                         if (see_either)
2033                                                         {
2034 #ifdef JP
2035                                                                 msg_format("%^s¤ÏÆÍÁ³Ç®¤¯¤Ê¤Ã¤¿¡ª", m_name);
2036 #else
2037                                                                 msg_format("%^s is suddenly very hot!", m_name);
2038 #endif
2039                                                         }
2040                                                         if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
2041                                                         project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2042                                                                 damroll (1 + ((tr_ptr->level) / 26),
2043                                                                 1 + ((tr_ptr->level) / 17)),
2044                                                                 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
2045                                                 }
2046                                                 else
2047                                                 {
2048                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
2049                                                 }
2050                                         }
2051
2052                                         /* Aura cold */
2053                                         if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
2054                                         {
2055                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
2056                                                 {
2057                                                         if (see_either)
2058                                                         {
2059 #ifdef JP
2060                                                                 msg_format("%^s¤ÏÆÍÁ³´¨¤¯¤Ê¤Ã¤¿¡ª", m_name);
2061 #else
2062                                                                 msg_format("%^s is suddenly very cold!", m_name);
2063 #endif
2064                                                         }
2065                                                         if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
2066                                                         project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2067                                                                 damroll (1 + ((tr_ptr->level) / 26),
2068                                                                 1 + ((tr_ptr->level) / 17)),
2069                                                                 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
2070                                                 }
2071                                                 else
2072                                                 {
2073                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
2074                                                 }
2075                                         }
2076
2077                                         /* Aura elec */
2078                                         if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
2079                                         {
2080                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
2081                                                 {
2082                                                         if (see_either)
2083                                                         {
2084 #ifdef JP
2085                                                                 msg_format("%^s¤ÏÅÅ·â¤ò¿©¤é¤Ã¤¿¡ª", m_name);
2086 #else
2087                                                                 msg_format("%^s gets zapped!", m_name);
2088 #endif
2089                                                         }
2090                                                         if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
2091                                                         project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2092                                                                 damroll (1 + ((tr_ptr->level) / 26),
2093                                                                 1 + ((tr_ptr->level) / 17)),
2094                                                                 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
2095                                                 }
2096                                                 else
2097                                                 {
2098                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
2099                                                 }
2100                                         }
2101                                 }
2102                         }
2103                 }
2104
2105                 /* Monster missed player */
2106                 else
2107                 {
2108                         /* Analyze failed attacks */
2109                         switch (method)
2110                         {
2111                         case RBM_HIT:
2112                         case RBM_TOUCH:
2113                         case RBM_PUNCH:
2114                         case RBM_KICK:
2115                         case RBM_CLAW:
2116                         case RBM_BITE:
2117                         case RBM_STING:
2118                         case RBM_SLASH:
2119                         case RBM_BUTT:
2120                         case RBM_CRUSH:
2121                         case RBM_ENGULF:
2122                         case RBM_CHARGE:
2123                                 {
2124                                         /* Wake it up */
2125                                         (void)set_monster_csleep(t_idx, 0);
2126
2127                                         /* Visible monsters */
2128                                         if (see_m)
2129                                         {
2130                                                 /* Message */
2131 #ifdef JP
2132                                                 msg_format("%s¤Ï%^s¤Î¹¶·â¤ò¤«¤ï¤·¤¿¡£", t_name,m_name);
2133 #else
2134                                                 msg_format("%^s misses %s.", m_name, t_name);
2135 #endif
2136                                         }
2137
2138                                         break;
2139                                 }
2140                         }
2141                 }
2142
2143
2144                 /* Analyze "visible" monsters only */
2145                 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
2146                 {
2147                         /* Count "obvious" attacks (and ones that cause damage) */
2148                         if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
2149                         {
2150                                 /* Count attacks of this type */
2151                                 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
2152                                 {
2153                                         r_ptr->r_blows[ap_cnt]++;
2154                                 }
2155                         }
2156                 }
2157         }
2158
2159         if (explode)
2160         {
2161                 sound(SOUND_EXPLODE);
2162
2163                 /* Cancel Invulnerability */
2164                 (void)set_monster_invulner(m_idx, 0, FALSE);
2165
2166 #ifdef JP
2167                 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_idx);
2168 #else
2169                 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, " explodes into tiny shreds.", m_idx);
2170 #endif
2171
2172                 blinked = FALSE;
2173         }
2174
2175         /* Blink away */
2176         if (blinked && m_ptr->r_idx)
2177         {
2178                 if (see_m)
2179                 {
2180 #ifdef JP
2181                         msg_print("Å¥ËÀ¤Ï¾Ð¤Ã¤Æƨ¤²¤¿¡ª");
2182 #else
2183                         msg_print("The thief flees laughing!");
2184 #endif
2185                 }
2186                 else if (known)
2187                 {
2188                         mon_fight = TRUE;
2189                 }
2190
2191                 teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE, FALSE);
2192         }
2193
2194         return TRUE;
2195 }
2196
2197
2198 /*
2199  * Process a monster
2200  *
2201  * The monster is known to be within 100 grids of the player
2202  *
2203  * In several cases, we directly update the monster lore
2204  *
2205  * Note that a monster is only allowed to "reproduce" if there
2206  * are a limited number of "reproducing" monsters on the current
2207  * level.  This should prevent the level from being "swamped" by
2208  * reproducing monsters.  It also allows a large mass of mice to
2209  * prevent a louse from multiplying, but this is a small price to
2210  * pay for a simple multiplication method.
2211  *
2212  * XXX Monster fear is slightly odd, in particular, monsters will
2213  * fixate on opening a door even if they cannot open it.  Actually,
2214  * the same thing happens to normal monsters when they hit a door
2215  *
2216  * XXX XXX XXX In addition, monsters which *cannot* open or bash
2217  * down a door will still stand there trying to open it...
2218  *
2219  * XXX Technically, need to check for monster in the way
2220  * combined with that monster being in a wall (or door?)
2221  *
2222  * A "direction" of "5" means "pick a random direction".
2223  */
2224 static void process_monster(int m_idx)
2225 {
2226         monster_type    *m_ptr = &m_list[m_idx];
2227         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
2228         monster_race    *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2229
2230         int             i, d, oy, ox, ny, nx;
2231
2232         int             mm[8];
2233
2234         cave_type       *c_ptr;
2235         feature_type    *f_ptr;
2236
2237         monster_type    *y_ptr;
2238
2239         bool            do_turn;
2240         bool            do_move;
2241         bool            do_view;
2242         bool            must_alter_to_move;
2243
2244         bool            did_open_door;
2245         bool            did_bash_door;
2246         bool            did_take_item;
2247         bool            did_kill_item;
2248         bool            did_move_body;
2249         bool            did_pass_wall;
2250         bool            did_kill_wall;
2251         bool            gets_angry = FALSE;
2252         bool            can_cross;
2253         bool            aware = TRUE;
2254
2255         bool            fear;
2256
2257         bool            is_riding_mon = (m_idx == p_ptr->riding);
2258
2259         bool            see_m = is_seen(m_ptr);
2260
2261         if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
2262         {
2263                 if (rakuba(0, TRUE))
2264                 {
2265 #ifdef JP
2266                         msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2267 #else
2268                         char m_name[80];
2269                         monster_desc(m_name, &m_list[p_ptr->riding], 0);
2270                         msg_format("You have fallen from %s.", m_name);
2271 #endif
2272                 }
2273         }
2274
2275         if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
2276         {
2277                 choose_new_monster(m_idx, FALSE, 0);
2278                 r_ptr = &r_info[m_ptr->r_idx];
2279         }
2280
2281         /* Players hidden in shadow are almost imperceptable. -LM- */
2282         if (p_ptr->special_defense & NINJA_S_STEALTH)
2283         {
2284                 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2285                 if (p_ptr->monlite) tmp /= 3;
2286                 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2287                 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2288                 /* Low-level monsters will find it difficult to locate the player. */
2289                 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
2290         }
2291
2292         /* Are there its parent? */
2293         if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
2294         {
2295                 /* Its parent have gone, it also goes away. */
2296
2297                 if (see_m)
2298                 {
2299                         char m_name[80];
2300
2301                         /* Acquire the monster name */
2302                         monster_desc(m_name, m_ptr, 0);
2303
2304 #ifdef JP
2305                         msg_format("%s¤Ï¾Ã¤¨µî¤Ã¤¿¡ª", m_name);
2306 #else
2307                         msg_format("%^s disappears!", m_name);
2308 #endif
2309                 }
2310
2311                 /* Delete the monster */
2312                 delete_monster_idx(m_idx);
2313
2314                 return;
2315         }
2316
2317         /* Quantum monsters are odd */
2318         if (r_ptr->flags2 & (RF2_QUANTUM))
2319         {
2320                 /* Sometimes skip move */
2321                 if (!randint0(2)) return;
2322
2323                 /* Sometimes die */
2324                 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2325                 {
2326                         bool sad = FALSE;
2327
2328                         if (is_pet(m_ptr) && !(m_ptr->ml))
2329                                 sad = TRUE;
2330
2331                         if (see_m)
2332                         {
2333                                 char m_name[80];
2334
2335                                 /* Acquire the monster name */
2336                                 monster_desc(m_name, m_ptr, 0);
2337
2338                                 /* Oops */
2339 #ifdef JP
2340                                 msg_format("%s¤Ï¾Ã¤¨µî¤Ã¤¿¡ª", m_name);
2341 #else
2342                                 msg_format("%^s disappears!", m_name);
2343 #endif
2344                         }
2345
2346                         /* Generate treasure, etc */
2347                         monster_death(m_idx, FALSE);
2348
2349                         /* Delete the monster */
2350                         delete_monster_idx(m_idx);
2351
2352                         if (sad)
2353                         {
2354 #ifdef JP
2355                                 msg_print("¾¯¤·¤Î´ÖÈᤷ¤¤µ¤Ê¬¤Ë¤Ê¤Ã¤¿¡£");
2356 #else
2357                                 msg_print("You feel sad for a moment.");
2358 #endif
2359                         }
2360
2361                         return;
2362                 }
2363         }
2364
2365         if (m_ptr->r_idx == MON_SHURYUUDAN)
2366 #ifdef JP
2367                 mon_take_hit_mon(m_idx, 1, &fear, "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_idx);
2368 #else
2369                 mon_take_hit_mon(m_idx, 1, &fear, " explodes into tiny shreds.", m_idx);
2370 #endif
2371
2372         if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2373         {
2374                 static int riding_pinch = 0;
2375
2376                 if (m_ptr->hp < m_ptr->maxhp/3)
2377                 {
2378                         char m_name[80];
2379                         monster_desc(m_name, m_ptr, 0);
2380
2381                         if (is_riding_mon && riding_pinch < 2)
2382                         {
2383 #ifdef JP
2384                                 msg_format("%s¤Ï½ý¤ÎÄˤµ¤Î;¤ê¤¢¤Ê¤¿¤Î«Çû¤«¤éƨ¤ì¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", m_name);
2385 #else
2386                                 msg_format("%^s seems to be in so much pain, and trying to escape from your restriction.", m_name);
2387 #endif
2388                                 riding_pinch++;
2389                                 disturb(1, 0);
2390                         }
2391                         else
2392                         {
2393                                 if (is_riding_mon)
2394                                 {
2395 #ifdef JP
2396                                         msg_format("%s¤Ï¤¢¤Ê¤¿¤Î«Çû¤«¤éæ½Ð¤·¤¿¡£", m_name);
2397 #else
2398                                         msg_format("%^s succeeded to escape from your restriction!", m_name);
2399 #endif
2400                                         if (rakuba(-1, FALSE))
2401                                         {
2402 #ifdef JP
2403                                                 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2404 #else
2405                                                 msg_print("You have fallen from riding pet.");
2406 #endif
2407                                         }
2408                                 }
2409
2410                                 if (see_m)
2411                                 {
2412                                         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) &&
2413                                             player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, py, px))
2414                                         {
2415 #ifdef JP
2416                                                 msg_format("%^s¡Ö¥Ô¥ó¥Á¤À¡ªÂàµÑ¤µ¤»¤Æ¤â¤é¤¦¡ª¡×", m_name);
2417 #else
2418                                                 msg_format("%^s says 'It is the pinch! I will retreat'.", m_name);
2419 #endif
2420                                         }
2421 #ifdef JP
2422                                         msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¡¦¥ì¥Ù¥ë¤Î´¬Êª¤òÆɤó¤À¡£", m_name);
2423                                         msg_format("%^s¤¬¾Ã¤¨µî¤Ã¤¿¡£", m_name);
2424 #else
2425                                         msg_format("%^s read a scroll of teleport level.", m_name);
2426                                         msg_format("%^s disappears.", m_name);
2427 #endif
2428                                 }
2429
2430                                 if (is_riding_mon && rakuba(-1, FALSE))
2431                                 {
2432 #ifdef JP
2433                                         msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2434 #else
2435                                         msg_print("You have fallen from riding pet.");
2436 #endif
2437                                 }
2438
2439                                 /* Check for quest completion */
2440                                 check_quest_completion(m_ptr);
2441
2442                                 delete_monster_idx(m_idx);
2443
2444                                 return;
2445                         }
2446                 }
2447                 else
2448                 {
2449                         /* Reset the counter */
2450                         if (is_riding_mon) riding_pinch = 0;
2451                 }
2452         }
2453
2454         /* Handle "sleep" */
2455         if (MON_CSLEEP(m_ptr))
2456         {
2457                 /* Handle non-aggravation - Still sleeping */
2458                 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2459
2460                 /* Handle aggravation */
2461
2462                 /* Reset sleep counter */
2463                 (void)set_monster_csleep(m_idx, 0);
2464
2465                 /* Notice the "waking up" */
2466                 if (see_m)
2467                 {
2468                         char m_name[80];
2469
2470                         /* Acquire the monster name */
2471                         monster_desc(m_name, m_ptr, 0);
2472
2473                         /* Dump a message */
2474 #ifdef JP
2475                         msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
2476 #else
2477                         msg_format("%^s wakes up.", m_name);
2478 #endif
2479                 }
2480
2481                 if (m_ptr->ml)
2482                 {
2483                         /* Hack -- Count the wakings */
2484                         if ((r_ptr->r_wake < MAX_UCHAR) && is_original_ap(m_ptr))
2485                         {
2486                                 r_ptr->r_wake++;
2487                         }
2488                 }
2489         }
2490
2491         /* Handle "stun" */
2492         if (MON_STUNNED(m_ptr))
2493         {
2494                 /* Sometimes skip move */
2495                 if (one_in_(2)) return;
2496         }
2497
2498         if (is_riding_mon)
2499         {
2500                 p_ptr->update |= (PU_BONUS);
2501         }
2502
2503         /* No one wants to be your friend if you're aggravating */
2504         if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2505                 gets_angry = TRUE;
2506
2507         /* Paranoia... no pet uniques outside wizard mode -- TY */
2508         if (is_pet(m_ptr) &&
2509             ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2510               monster_has_hostile_align(NULL, 10, -10, r_ptr))
2511              || (r_ptr->flagsr & RFR_RES_ALL)))
2512         {
2513                 gets_angry = TRUE;
2514         }
2515
2516         if (p_ptr->inside_battle) gets_angry = FALSE;
2517
2518         if (gets_angry)
2519         {
2520                 if (is_pet(m_ptr) || see_m)
2521                 {
2522                         char m_name[80];
2523                         monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
2524 #ifdef JP
2525                         msg_format("%^s¤ÏÆÍÁ³Å¨¤Ë¤Þ¤ï¤Ã¤¿¡ª", m_name);
2526 #else
2527                         msg_format("%^s suddenly becomes hostile!", m_name);
2528 #endif
2529                 }
2530
2531                 set_hostile(m_ptr);
2532         }
2533
2534         /* Get the origin */
2535         oy = m_ptr->fy;
2536         ox = m_ptr->fx;
2537
2538
2539         /* Attempt to "multiply" if able and allowed */
2540         if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2541         {
2542                 int k, y, x;
2543
2544                 /* Count the adjacent monsters */
2545                 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2546                 {
2547                         for (x = ox - 1; x <= ox + 1; x++)
2548                         {
2549                                 /* Ignore locations off of edge */
2550                                 if (!in_bounds2(y, x)) continue;
2551
2552                                 if (cave[y][x].m_idx) k++;
2553                         }
2554                 }
2555
2556                 /* Hack -- multiply slower in crowded areas */
2557                 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2558                 {
2559                         /* Try to multiply */
2560                         if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2561                         {
2562                                 /* Take note if visible */
2563                                 if (m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2564                                 {
2565                                         r_ptr->r_flags2 |= (RF2_MULTIPLY);
2566                                 }
2567
2568                                 /* Multiplying takes energy */
2569                                 return;
2570                         }
2571                 }
2572         }
2573
2574
2575         if (r_ptr->flags6 & RF6_SPECIAL)
2576         {
2577                 /* Hack -- Ohmu scatters molds! */
2578                 if (m_ptr->r_idx == MON_OHMU)
2579                 {
2580                         if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2581                         {
2582                                 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2583                                 {
2584                                         int  k, count = 0;
2585                                         int  rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2586                                         u32b p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2587
2588                                         for (k = 0; k < 6; k++)
2589                                         {
2590                                                 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_BIZARRE1, (PM_ALLOW_GROUP | p_mode)))
2591                                                 {
2592                                                         if (m_list[hack_m_idx_ii].ml) count++;
2593                                                 }
2594                                         }
2595
2596                                         if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2597                                 }
2598                         }
2599                 }
2600         }
2601
2602
2603         if (!p_ptr->inside_battle)
2604         {
2605                 /* Hack! "Cyber" monster makes noise... */
2606                 if (m_ptr->ap_r_idx == MON_CYBER &&
2607                     one_in_(CYBERNOISE) &&
2608                     !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2609                 {
2610                         if (disturb_minor) disturb(FALSE, FALSE);
2611 #ifdef JP
2612                         msg_print("½Å¸ü¤Ê­²»¤¬Ê¹¤³¤¨¤¿¡£");
2613 #else
2614                         msg_print("You hear heavy steps.");
2615 #endif
2616                 }
2617
2618                 /* Some monsters can speak */
2619                 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2620                     one_in_(SPEAK_CHANCE) &&
2621                     player_has_los_bold(oy, ox) &&
2622                     projectable(oy, ox, py, px))
2623                 {
2624                         char m_name[80];
2625                         char monmessage[1024];
2626                         cptr filename;
2627
2628                         /* Acquire the monster name/poss */
2629                         if (m_ptr->ml)
2630                                 monster_desc(m_name, m_ptr, 0);
2631                         else
2632 #ifdef JP
2633                                 strcpy(m_name, "¤½¤ì");
2634 #else
2635                                 strcpy(m_name, "It");
2636 #endif
2637
2638                         /* Select the file for monster quotes */
2639                         if (MON_MONFEAR(m_ptr))
2640 #ifdef JP
2641                                 filename = "monfear_j.txt";
2642 #else
2643                                 filename = "monfear.txt";
2644 #endif
2645                         else if (is_pet(m_ptr))
2646 #ifdef JP
2647                                 filename = "monpet_j.txt";
2648 #else
2649                                 filename = "monpet.txt";
2650 #endif
2651                         else if (is_friendly(m_ptr))
2652 #ifdef JP
2653                                 filename = "monfrien_j.txt";
2654 #else
2655                                 filename = "monfrien.txt";
2656 #endif
2657                         else
2658 #ifdef JP
2659                                 filename = "monspeak_j.txt";
2660 #else
2661                                 filename = "monspeak.txt";
2662 #endif
2663                         /* Get the monster line */
2664                         if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2665                         {
2666                                 /* Say something */
2667 #ifdef JP
2668 msg_format("%^s%s", m_name, monmessage);
2669 #else
2670                                 msg_format("%^s %s", m_name, monmessage);
2671 #endif
2672
2673                         }
2674                 }
2675         }
2676
2677         /* Try to cast spell occasionally */
2678         if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2679         {
2680                 bool counterattack = FALSE;
2681
2682                 /* Give priority to counter attack? */
2683                 if (m_ptr->target_y)
2684                 {
2685                         int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
2686
2687                         /* The monster must be an enemy, and projectable */
2688                         if (t_m_idx &&
2689                             are_enemies(m_ptr, &m_list[t_m_idx]) &&
2690                             projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2691                         {
2692                                 counterattack = TRUE;
2693                         }
2694                 }
2695
2696                 if (!counterattack)
2697                 {
2698                         /* Attempt to cast a spell */
2699                         if (aware && make_attack_spell(m_idx)) return;
2700
2701                         /*
2702                          * Attempt to cast a spell at an enemy other than the player
2703                          * (may slow the game a smidgeon, but I haven't noticed.)
2704                          */
2705                         if (monst_spell_monst(m_idx)) return;
2706                 }
2707                 else
2708                 {
2709                         /* Attempt to do counter attack at first */
2710                         if (monst_spell_monst(m_idx)) return;
2711
2712                         if (aware && make_attack_spell(m_idx)) return;
2713                 }
2714         }
2715
2716         /* Hack -- Assume no movement */
2717         mm[0] = mm[1] = mm[2] = mm[3] = 0;
2718         mm[4] = mm[5] = mm[6] = mm[7] = 0;
2719
2720
2721         /* Confused -- 100% random */
2722         if (MON_CONFUSED(m_ptr) || !aware)
2723         {
2724                 /* Try four "random" directions */
2725                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2726         }
2727
2728         /* 75% random movement */
2729         else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2730                  (randint0(100) < 75))
2731         {
2732                 /* Memorize flags */
2733                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2734
2735                 /* Try four "random" directions */
2736                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2737         }
2738
2739         /* 50% random movement */
2740         else if ((r_ptr->flags1 & RF1_RAND_50) &&
2741                                 (randint0(100) < 50))
2742         {
2743                 /* Memorize flags */
2744                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2745
2746                 /* Try four "random" directions */
2747                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2748         }
2749
2750         /* 25% random movement */
2751         else if ((r_ptr->flags1 & RF1_RAND_25) &&
2752                                 (randint0(100) < 25))
2753         {
2754                 /* Memorize flags */
2755                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2756
2757                 /* Try four "random" directions */
2758                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2759         }
2760
2761         /* Can't reach player - find something else to hit */
2762         else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2763         {
2764                 /* Try four "random" directions */
2765                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2766
2767                 /* Look for an enemy */
2768 #if 0  /* Hack - Too slow.  Mimic pits are horrible with this on. */
2769                 get_enemy_dir(m_idx, mm);
2770 #endif /* 0 */
2771         }
2772
2773         /* Pets will follow the player */
2774         else if (is_pet(m_ptr))
2775         {
2776                 /* Are we trying to avoid the player? */
2777                 bool avoid = ((p_ptr->pet_follow_distance < 0) &&
2778                                                   (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2779
2780                 /* Do we want to find the player? */
2781                 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2782
2783                 /* Should we find the player if we can't find a monster? */
2784                 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2785
2786                 /* by default, move randomly */
2787                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2788
2789                 /* Look for an enemy */
2790                 if (!get_enemy_dir(m_idx, mm))
2791                 {
2792                         /* Find the player if necessary */
2793                         if (avoid || lonely || distant)
2794                         {
2795                                 /* Remember the leash length */
2796                                 int dis = p_ptr->pet_follow_distance;
2797
2798                                 /* Hack -- adjust follow distance temporarily */
2799                                 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2800                                 {
2801                                         p_ptr->pet_follow_distance = PET_SEEK_DIST;
2802                                 }
2803
2804                                 /* Find the player */
2805                                 (void)get_moves(m_idx, mm);
2806
2807                                 /* Restore the leash */
2808                                 p_ptr->pet_follow_distance = dis;
2809                         }
2810                 }
2811         }
2812
2813         /* Friendly monster movement */
2814         else if (!is_hostile(m_ptr))
2815         {
2816                 /* by default, move randomly */
2817                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2818
2819                 /* Look for an enemy */
2820                 get_enemy_dir(m_idx, mm);
2821         }
2822         /* Normal movement */
2823         else
2824         {
2825                 /* Logical moves, may do nothing */
2826                 if (!get_moves(m_idx, mm)) return;
2827         }
2828
2829         /* Assume nothing */
2830         do_turn = FALSE;
2831         do_move = FALSE;
2832         do_view = FALSE;
2833         must_alter_to_move = FALSE;
2834
2835         /* Assume nothing */
2836         did_open_door = FALSE;
2837         did_bash_door = FALSE;
2838         did_take_item = FALSE;
2839         did_kill_item = FALSE;
2840         did_move_body = FALSE;
2841         did_pass_wall = FALSE;
2842         did_kill_wall = FALSE;
2843
2844
2845         /* Take a zero-terminated array of "directions" */
2846         for (i = 0; mm[i]; i++)
2847         {
2848                 /* Get the direction */
2849                 d = mm[i];
2850
2851                 /* Hack -- allow "randomized" motion */
2852                 if (d == 5) d = ddd[randint0(8)];
2853
2854                 /* Get the destination */
2855                 ny = oy + ddy[d];
2856                 nx = ox + ddx[d];
2857
2858                 /* Ignore locations off of edge */
2859                 if (!in_bounds2(ny, nx)) continue;
2860
2861                 /* Access that cave grid */
2862                 c_ptr = &cave[ny][nx];
2863                 f_ptr = &f_info[c_ptr->feat];
2864                 can_cross = monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2865
2866                 /* Access that cave grid's contents */
2867                 y_ptr = &m_list[c_ptr->m_idx];
2868
2869                 /* Hack -- player 'in' wall */
2870                 if (player_bold(ny, nx))
2871                 {
2872                         do_move = TRUE;
2873                 }
2874
2875                 else if (c_ptr->m_idx)
2876                 {
2877                         /* Possibly a monster to attack */
2878                         do_move = TRUE;
2879                 }
2880
2881                 /* Floor is open? */
2882                 else if (can_cross)
2883                 {
2884                         /* Go ahead and move */
2885                         do_move = TRUE;
2886
2887                         /* Monster moves through walls (and doors) */
2888                         if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2889                             have_flag(f_ptr->flags, FF_CAN_PASS))
2890                         {
2891                                 /* Monster went through a wall */
2892                                 did_pass_wall = TRUE;
2893                         }
2894
2895                         if ((r_ptr->flags2 & RF2_KILL_WALL) && have_flag(f_ptr->flags, FF_TUNNEL) &&
2896                             !have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_PERMANENT))
2897                         {
2898                                 /* Monster destroyed a wall (later) */
2899                                 did_kill_wall = TRUE;
2900                         }
2901                 }
2902
2903                 /* Monster destroys walls (and doors) */
2904                 else if ((r_ptr->flags2 & RF2_KILL_WALL) && !is_riding_mon &&
2905                          have_flag(f_ptr->flags, FF_TUNNEL) && !have_flag(f_ptr->flags, FF_PERMANENT))
2906                 {
2907                         /* Eat through walls/doors/rubble */
2908                         do_move = TRUE;
2909                         must_alter_to_move = TRUE;
2910
2911                         /* Monster destroyed a wall (later) */
2912                         did_kill_wall = TRUE;
2913                 }
2914
2915                 /* Handle doors and secret doors */
2916                 else if (is_closed_door(c_ptr->feat))
2917                 {
2918                         bool may_bash = TRUE;
2919
2920                         /* Assume no move allowed */
2921                         do_move = FALSE;
2922
2923                         /* Creature can open doors. */
2924                         if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2925                                  (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2926                         {
2927                                 /* Closed doors */
2928                                 if (!f_ptr->power)
2929                                 {
2930                                         /* The door is open */
2931                                         did_open_door = TRUE;
2932
2933                                         /* Do not bash the door */
2934                                         may_bash = FALSE;
2935
2936                                         /* Take a turn */
2937                                         do_turn = TRUE;
2938                                 }
2939
2940                                 /* Locked doors (not jammed) */
2941                                 else
2942                                 {
2943                                         /* Try to unlock it XXX XXX XXX */
2944                                         if (randint0(m_ptr->hp / 10) > f_ptr->power)
2945                                         {
2946                                                 /* Unlock the door */
2947                                                 cave_alter_feat(ny, nx, FF_DISARM);
2948
2949                                                 /* Do not bash the door */
2950                                                 may_bash = FALSE;
2951
2952                                                 /* Take a turn */
2953                                                 do_turn = TRUE;
2954                                         }
2955                                 }
2956                         }
2957
2958                         /* Stuck doors -- attempt to bash them down if allowed */
2959                         if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2960                                 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2961                         {
2962                                 /* Attempt to Bash XXX XXX XXX */
2963                                 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2964                                 {
2965                                         /* Message */
2966 #ifdef JP
2967                                         msg_print("¥É¥¢¤ò᤭³«¤±¤ë²»¤¬¤·¤¿¡ª");
2968 #else
2969                                         msg_print("You hear a door burst open!");
2970 #endif
2971
2972                                         /* Disturb (sometimes) */
2973                                         if (disturb_minor) disturb(0, 0);
2974
2975                                         /* The door was bashed open */
2976                                         did_bash_door = TRUE;
2977
2978                                         /* Hack -- fall into doorway */
2979                                         do_move = TRUE;
2980                                         must_alter_to_move = TRUE;
2981                                 }
2982                         }
2983
2984
2985                         /* Deal with doors in the way */
2986                         if (did_open_door || did_bash_door)
2987                         {
2988                                 /* Break down the door */
2989                                 if (did_bash_door && ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat)))
2990                                 {
2991                                         cave_alter_feat(ny, nx, FF_BASH);
2992                                 }
2993
2994                                 /* Open the door */
2995                                 else
2996                                 {
2997                                         cave_alter_feat(ny, nx, FF_OPEN);
2998                                 }
2999
3000                                 f_ptr = &f_info[c_ptr->feat];
3001
3002                                 /* Handle viewable doors */
3003                                 do_view = TRUE;
3004                         }
3005                 }
3006
3007                 /* Hack -- check for Glyph of Warding */
3008                 if (do_move && is_glyph_grid(c_ptr) &&
3009                     !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
3010                 {
3011                         /* Assume no move allowed */
3012                         do_move = FALSE;
3013
3014                         /* Break the ward */
3015                         if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
3016                         {
3017                                 /* Describe observable breakage */
3018                                 if (c_ptr->info & CAVE_MARK)
3019                                 {
3020 #ifdef JP
3021                                         msg_print("¼é¤ê¤Î¥ë¡¼¥ó¤¬²õ¤ì¤¿¡ª");
3022 #else
3023                                         msg_print("The rune of protection is broken!");
3024 #endif
3025                                 }
3026
3027                                 /* Forget the rune */
3028                                 c_ptr->info &= ~(CAVE_MARK);
3029
3030                                 /* Break the rune */
3031                                 c_ptr->info &= ~(CAVE_OBJECT);
3032                                 c_ptr->mimic = 0;
3033
3034                                 /* Allow movement */
3035                                 do_move = TRUE;
3036
3037                                 /* Notice */
3038                                 note_spot(ny, nx);
3039                         }
3040                 }
3041                 else if (do_move && is_explosive_rune_grid(c_ptr) &&
3042                          !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
3043                 {
3044                         /* Assume no move allowed */
3045                         do_move = FALSE;
3046
3047                         /* Break the ward */
3048                         if (!is_pet(m_ptr))
3049                         {
3050                                 /* Break the ward */
3051                                 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
3052                                 {
3053                                         /* Describe observable breakage */
3054                                         if (c_ptr->info & CAVE_MARK)
3055                                         {
3056 #ifdef JP
3057                                                 msg_print("¥ë¡¼¥ó¤¬Çúȯ¤·¤¿¡ª");
3058 #else
3059                                                 msg_print("The rune explodes!");
3060 #endif
3061
3062                                                 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);
3063                                         }
3064                                 }
3065                                 else
3066                                 {
3067 #ifdef JP
3068                                         msg_print("Çúȯ¤Î¥ë¡¼¥ó¤Ï²ò½ü¤µ¤ì¤¿¡£");
3069 #else
3070                                         msg_print("An explosive rune was disarmed.");
3071 #endif
3072                                 }
3073
3074                                 /* Forget the rune */
3075                                 c_ptr->info &= ~(CAVE_MARK);
3076
3077                                 /* Break the rune */
3078                                 c_ptr->info &= ~(CAVE_OBJECT);
3079                                 c_ptr->mimic = 0;
3080
3081                                 note_spot(ny, nx);
3082                                 lite_spot(ny, nx);
3083
3084                                 if (!m_ptr->r_idx) return;
3085                                 /* Allow movement */
3086                                 do_move = TRUE;
3087                         }
3088                 }
3089
3090                 /* The player is in the way */
3091                 if (do_move && player_bold(ny, nx))
3092                 {
3093                         /* Some monsters never attack */
3094                         if (r_ptr->flags1 & RF1_NEVER_BLOW)
3095                         {
3096                                 /* Hack -- memorize lack of attacks */
3097                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
3098
3099                                 /* Do not move */
3100                                 do_move = FALSE;
3101                         }
3102
3103                         /* In anti-melee dungeon, stupid or confused monster takes useless turn */
3104                         if (do_move && (d_info[dungeon_type].flags1 & DF1_NO_MELEE))
3105                         {
3106                                 if (!MON_CONFUSED(m_ptr))
3107                                 {
3108                                         if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
3109                                         else
3110                                         {
3111                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
3112                                         }
3113                                 }
3114                         }
3115
3116                         /* The player is in the way.  Attack him. */
3117                         if (do_move)
3118                         {
3119                                 if (!p_ptr->riding || one_in_(2))
3120                                 {
3121                                         /* Do the attack */
3122                                         (void)make_attack_normal(m_idx);
3123
3124                                         /* Do not move */
3125                                         do_move = FALSE;
3126
3127                                         /* Took a turn */
3128                                         do_turn = TRUE;
3129                                 }
3130                         }
3131                 }
3132
3133                 /* A monster is in the way */
3134                 if (do_move && c_ptr->m_idx)
3135                 {
3136                         monster_race *z_ptr = &r_info[y_ptr->r_idx];
3137
3138                         /* Assume no movement */
3139                         do_move = FALSE;
3140
3141                         /* Attack 'enemies' */
3142                         if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
3143                                  (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
3144                                  can_cross && (c_ptr->m_idx != p_ptr->riding)) ||
3145                                 are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
3146                         {
3147                                 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
3148                                 {
3149                                         if (r_ptr->flags2 & RF2_KILL_BODY)
3150                                         {
3151                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
3152                                         }
3153
3154                                         /* attack */
3155                                         if (y_ptr->r_idx && (y_ptr->hp >= 0))
3156                                         {
3157                                                 if (monst_attack_monst(m_idx, c_ptr->m_idx)) return;
3158
3159                                                 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
3160                                                 else if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3161                                                 {
3162                                                         if (MON_CONFUSED(m_ptr)) return;
3163                                                         else if (r_ptr->flags2 & RF2_STUPID)
3164                                                         {
3165                                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
3166                                                                 return;
3167                                                         }
3168                                                 }
3169                                         }
3170                                 }
3171                         }
3172
3173                         /* Push past weaker monsters (unless leaving a wall) */
3174                         else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
3175                                 (r_ptr->mexp > z_ptr->mexp) &&
3176                                 can_cross && (c_ptr->m_idx != p_ptr->riding) &&
3177                                 monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
3178                         {
3179                                 /* Allow movement */
3180                                 do_move = TRUE;
3181
3182                                 /* Monster pushed past another monster */
3183                                 did_move_body = TRUE;
3184
3185                                 /* Wake up the moved monster */
3186                                 (void)set_monster_csleep(c_ptr->m_idx, 0);
3187
3188                                 /* XXX XXX XXX Message */
3189                         }
3190                 }
3191
3192                 if (is_riding_mon)
3193                 {
3194                         if (!p_ptr->riding_ryoute && !MON_MONFEAR(&m_list[p_ptr->riding])) do_move = FALSE;
3195                 }
3196
3197                 if (did_kill_wall && do_move)
3198                 {
3199                         if (one_in_(GRINDNOISE))
3200                         {
3201 #ifdef JP
3202                                 msg_print("¥®¥·¥®¥·¤¤¤¦²»¤¬Ê¹¤³¤¨¤ë¡£");
3203 #else
3204                                 msg_print("There is a grinding sound.");
3205 #endif
3206                         }
3207
3208                         cave_alter_feat(ny, nx, FF_HURT_DISI);
3209                         f_ptr = &f_info[c_ptr->feat];
3210
3211                         /* Note changes to viewable region */
3212                         do_view = TRUE;
3213
3214                         /* Take a turn */
3215                         do_turn = TRUE;
3216                 }
3217
3218                 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
3219                 {
3220                         if (!monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
3221                         {
3222                                 /* Assume no move allowed */
3223                                 do_move = FALSE;
3224                         }
3225                 }
3226
3227                 /*
3228                  * Check if monster can cross terrain
3229                  * This is checked after the normal attacks
3230                  * to allow monsters to attack an enemy,
3231                  * even if it can't enter the terrain.
3232                  */
3233                 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
3234                 {
3235                         /* Assume no move allowed */
3236                         do_move = FALSE;
3237                 }
3238
3239                 /* Some monsters never move */
3240                 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
3241                 {
3242                         /* Hack -- memorize lack of moves */
3243                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3244
3245                         /* Do not move */
3246                         do_move = FALSE;
3247                 }
3248
3249                 /* Creature has been allowed move */
3250                 if (do_move)
3251                 {
3252                         s16b this_o_idx, next_o_idx;
3253
3254                         /* Take a turn */
3255                         do_turn = TRUE;
3256
3257                         if (have_flag(f_ptr->flags, FF_TREE))
3258                         {
3259                                 if (!(r_ptr->flags7 & RF7_CAN_FLY) && (!is_riding_mon || !p_ptr->levitation) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3260                                 {
3261                                         m_ptr->energy_need += ENERGY_NEED();
3262                                 }
3263                         }
3264
3265                         if (!is_riding_mon)
3266                         {
3267                                 /* Hack -- Update the old location */
3268                                 cave[oy][ox].m_idx = c_ptr->m_idx;
3269
3270                                 /* Mega-Hack -- move the old monster, if any */
3271                                 if (c_ptr->m_idx)
3272                                 {
3273                                         /* Move the old monster */
3274                                         y_ptr->fy = oy;
3275                                         y_ptr->fx = ox;
3276
3277                                         /* Update the old monster */
3278                                         update_mon(c_ptr->m_idx, TRUE);
3279                                 }
3280
3281                                 /* Hack -- Update the new location */
3282                                 c_ptr->m_idx = m_idx;
3283
3284                                 /* Move the monster */
3285                                 m_ptr->fy = ny;
3286                                 m_ptr->fx = nx;
3287
3288                                 /* Update the monster */
3289                                 update_mon(m_idx, TRUE);
3290
3291                                 /* Redraw the old grid */
3292                                 lite_spot(oy, ox);
3293
3294                                 /* Redraw the new grid */
3295                                 lite_spot(ny, nx);
3296                         }
3297                         else
3298                         {
3299                                 /* Sound */
3300                                 /* sound(SOUND_WALK); */
3301
3302                                 /* Move the player */
3303                                 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
3304                         }
3305
3306                         /* Possible disturb */
3307                         if (m_ptr->ml &&
3308                             (disturb_move ||
3309                              (disturb_near && (m_ptr->mflag & MFLAG_VIEW)) ||
3310                              (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3311                         {
3312                                 /* Disturb */
3313                                 if (is_hostile(m_ptr))
3314                                         disturb(0, 0);
3315                         }
3316
3317                         /* Scan all objects in the grid */
3318                         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3319                         {
3320                                 object_type *o_ptr;
3321
3322                                 /* Acquire object */
3323                                 o_ptr = &o_list[this_o_idx];
3324
3325                                 /* Acquire next object */
3326                                 next_o_idx = o_ptr->next_o_idx;
3327
3328                                 /* Skip gold */
3329                                 if (o_ptr->tval == TV_GOLD) continue;
3330
3331                                 /*
3332                                  * Skip "real" corpses and statues, to avoid extreme
3333                                  * silliness like a novice rogue pockets full of statues
3334                                  * and corpses.
3335                                  */
3336                                 if ((o_ptr->tval == TV_CORPSE) ||
3337                                     (o_ptr->tval == TV_STATUE)) continue;
3338
3339                                 /* Take or Kill objects on the floor */
3340                                 if ((r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3341                                          (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS)))
3342                                 {
3343                                         u32b flgs[TR_FLAG_SIZE];
3344
3345                                         u32b flg2 = 0L;
3346                                         u32b flg3 = 0L;
3347
3348                                         char m_name[80];
3349                                         char o_name[MAX_NLEN];
3350
3351                                         /* Extract some flags */
3352                                         object_flags(o_ptr, flgs);
3353
3354                                         /* Acquire the object name */
3355                                         object_desc(o_name, o_ptr, 0);
3356
3357                                         /* Acquire the monster name */
3358                                         monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
3359
3360                                         /* React to objects that hurt the monster */
3361                                         if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3362                                         if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3363                                         if (have_flag(flgs, TR_SLAY_TROLL))  flg3 |= (RF3_TROLL);
3364                                         if (have_flag(flgs, TR_KILL_TROLL))  flg3 |= (RF3_TROLL);
3365                                         if (have_flag(flgs, TR_KILL_GIANT))  flg3 |= (RF3_GIANT);
3366                                         if (have_flag(flgs, TR_SLAY_GIANT))  flg3 |= (RF3_GIANT);
3367                                         if (have_flag(flgs, TR_SLAY_ORC))    flg3 |= (RF3_ORC);
3368                                         if (have_flag(flgs, TR_KILL_ORC))    flg3 |= (RF3_ORC);
3369                                         if (have_flag(flgs, TR_SLAY_DEMON))  flg3 |= (RF3_DEMON);
3370                                         if (have_flag(flgs, TR_KILL_DEMON))  flg3 |= (RF3_DEMON);
3371                                         if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3372                                         if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3373                                         if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3374                                         if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3375                                         if (have_flag(flgs, TR_SLAY_EVIL))   flg3 |= (RF3_EVIL);
3376                                         if (have_flag(flgs, TR_KILL_EVIL))   flg3 |= (RF3_EVIL);
3377                                         if (have_flag(flgs, TR_SLAY_HUMAN))  flg2 |= (RF2_HUMAN);
3378                                         if (have_flag(flgs, TR_KILL_HUMAN))  flg2 |= (RF2_HUMAN);
3379
3380                                         /* The object cannot be picked up by the monster */
3381                                         if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2))
3382                                         {
3383                                                 /* Only give a message for "take_item" */
3384                                                 if ((r_ptr->flags2 & (RF2_TAKE_ITEM)) && (r_ptr->flags2 & (RF2_STUPID)))
3385                                                 {
3386                                                         /* Take note */
3387                                                         did_take_item = TRUE;
3388
3389                                                         /* Describe observable situations */
3390                                                         if (m_ptr->ml && player_can_see_bold(ny, nx))
3391                                                         {
3392                                                                 /* Dump a message */
3393 #ifdef JP
3394                                                                 msg_format("%^s¤Ï%s¤ò½¦¤ª¤¦¤È¤·¤¿¤¬¡¢¤À¤á¤À¤Ã¤¿¡£", m_name, o_name);
3395 #else
3396                                                                 msg_format("%^s tries to pick up %s, but fails.", m_name, o_name);
3397 #endif
3398                                                         }
3399                                                 }
3400                                         }
3401
3402                                         /* Pick up the item */
3403                                         else if (r_ptr->flags2 & RF2_TAKE_ITEM)
3404                                         {
3405                                                 /* Take note */
3406                                                 did_take_item = TRUE;
3407
3408                                                 /* Describe observable situations */
3409                                                 if (player_can_see_bold(ny, nx))
3410                                                 {
3411                                                         /* Dump a message */
3412 #ifdef JP
3413                                                         msg_format("%^s¤¬%s¤ò½¦¤Ã¤¿¡£", m_name, o_name);
3414 #else
3415                                                         msg_format("%^s picks up %s.", m_name, o_name);
3416 #endif
3417                                                 }
3418
3419                                                 /* Excise the object */
3420                                                 excise_object_idx(this_o_idx);
3421
3422                                                 /* Forget mark */
3423                                                 o_ptr->marked = 0;
3424
3425                                                 /* Forget location */
3426                                                 o_ptr->iy = o_ptr->ix = 0;
3427
3428                                                 /* Memorize monster */
3429                                                 o_ptr->held_m_idx = m_idx;
3430
3431                                                 /* Build a stack */
3432                                                 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3433
3434                                                 /* Carry object */
3435                                                 m_ptr->hold_o_idx = this_o_idx;
3436                                         }
3437
3438                                         /* Destroy the item if not a pet */
3439                                         else if (!is_pet(m_ptr))
3440                                         {
3441                                                 /* Take note */
3442                                                 did_kill_item = TRUE;
3443
3444                                                 /* Describe observable situations */
3445                                                 if (player_has_los_bold(ny, nx))
3446                                                 {
3447                                                         /* Dump a message */
3448 #ifdef JP
3449                                                         msg_format("%^s¤¬%s¤òÇ˲õ¤·¤¿¡£", m_name, o_name);
3450 #else
3451                                                         msg_format("%^s destroys %s.", m_name, o_name);
3452 #endif
3453                                                 }
3454
3455                                                 /* Delete the object */
3456                                                 delete_object_idx(this_o_idx);
3457                                         }
3458                                 }
3459                         }
3460                 }
3461
3462                 /* Stop when done */
3463                 if (do_turn) break;
3464         }
3465
3466         /*
3467          *  Forward movements failed, but now received LOS attack!
3468          *  Try to flow by smell.
3469          */
3470         if (p_ptr->no_flowed && i > 2 &&  m_ptr->target_y)
3471                 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3472
3473         /* If we haven't done anything, try casting a spell again */
3474         if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
3475         {
3476                 /* Try to cast spell again */
3477                 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3478                 {
3479                         if (make_attack_spell(m_idx)) return;
3480                 }
3481         }
3482
3483
3484         /* Notice changes in view */
3485         if (do_view)
3486         {
3487                 /* Update some things */
3488                 p_ptr->update |= (PU_FLOW);
3489
3490                 /* Window stuff */
3491                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3492         }
3493
3494         /* Notice changes in view */
3495         if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3496                 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3497         {
3498                 /* Update some things */
3499                 p_ptr->update |= (PU_MON_LITE);
3500         }
3501
3502         /* Learn things from observable monster */
3503         if (is_original_ap_and_seen(m_ptr))
3504         {
3505                 /* Monster opened a door */
3506                 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3507
3508                 /* Monster bashed a door */
3509                 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3510
3511                 /* Monster tried to pick something up */
3512                 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3513
3514                 /* Monster tried to crush something */
3515                 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3516
3517                 /* Monster pushed past another monster */
3518                 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3519
3520                 /* Monster passed through a wall */
3521                 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3522
3523                 /* Monster destroyed a wall */
3524                 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3525         }
3526
3527
3528         /* Hack -- get "bold" if out of options */
3529         if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3530         {
3531                 /* No longer afraid */
3532                 (void)set_monster_monfear(m_idx, 0);
3533
3534                 /* Message if seen */
3535                 if (see_m)
3536                 {
3537                         char m_name[80];
3538
3539                         /* Acquire the monster name */
3540                         monster_desc(m_name, m_ptr, 0);
3541
3542                         /* Dump a message */
3543 #ifdef JP
3544                         msg_format("%^s¤ÏÀ襤¤ò·è°Õ¤·¤¿¡ª", m_name);
3545 #else
3546                         msg_format("%^s turns to fight!", m_name);
3547 #endif
3548                 }
3549
3550                 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3551
3552                 /* XXX XXX XXX Actually do something now (?) */
3553         }
3554 }
3555
3556 /*
3557  * Process all the "live" monsters, once per game turn.
3558  *
3559  * During each game turn, we scan through the list of all the "live" monsters,
3560  * (backwards, so we can excise any "freshly dead" monsters), energizing each
3561  * monster, and allowing fully energized monsters to move, attack, pass, etc.
3562  *
3563  * Note that monsters can never move in the monster array (except when the
3564  * "compact_monsters()" function is called by "dungeon()" or "save_player()").
3565  *
3566  * This function is responsible for at least half of the processor time
3567  * on a normal system with a "normal" amount of monsters and a player doing
3568  * normal things.
3569  *
3570  * When the player is resting, virtually 90% of the processor time is spent
3571  * in this function, and its children, "process_monster()" and "make_move()".
3572  *
3573  * Most of the rest of the time is spent in "update_view()" and "lite_spot()",
3574  * especially when the player is running.
3575  *
3576  * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"
3577  * monsters while they are still being "born".  A monster is "fresh" only
3578  * during the turn in which it is created, and we use the "hack_m_idx" to
3579  * determine if the monster is yet to be processed during the current turn.
3580  *
3581  * Note the special "MFLAG_NICE" flag, which allows the player to get one
3582  * move before any "nasty" monsters get to use their spell attacks.
3583  *
3584  * Note that when the "knowledge" about the currently tracked monster
3585  * changes (flags, attacks, spells), we induce a redraw of the monster
3586  * recall window.
3587  */
3588 void process_monsters(void)
3589 {
3590         int             i;
3591         int             fx, fy;
3592
3593         bool            test;
3594
3595         monster_type    *m_ptr;
3596         monster_race    *r_ptr;
3597
3598         int             old_monster_race_idx;
3599
3600         u32b    old_r_flags1 = 0L;
3601         u32b    old_r_flags2 = 0L;
3602         u32b    old_r_flags3 = 0L;
3603         u32b    old_r_flags4 = 0L;
3604         u32b    old_r_flags5 = 0L;
3605         u32b    old_r_flags6 = 0L;
3606         u32b    old_r_flagsr = 0L;
3607
3608         byte    old_r_blows0 = 0;
3609         byte    old_r_blows1 = 0;
3610         byte    old_r_blows2 = 0;
3611         byte    old_r_blows3 = 0;
3612
3613         byte    old_r_cast_spell = 0;
3614
3615         int speed;
3616
3617         /* Clear monster fighting indicator */
3618         mon_fight = FALSE;
3619
3620         /* Memorize old race */
3621         old_monster_race_idx = p_ptr->monster_race_idx;
3622
3623         /* Acquire knowledge */
3624         if (p_ptr->monster_race_idx)
3625         {
3626                 /* Acquire current monster */
3627                 r_ptr = &r_info[p_ptr->monster_race_idx];
3628
3629                 /* Memorize flags */
3630                 old_r_flags1 = r_ptr->r_flags1;
3631                 old_r_flags2 = r_ptr->r_flags2;
3632                 old_r_flags3 = r_ptr->r_flags3;
3633                 old_r_flags4 = r_ptr->r_flags4;
3634                 old_r_flags5 = r_ptr->r_flags5;
3635                 old_r_flags6 = r_ptr->r_flags6;
3636                 old_r_flagsr = r_ptr->r_flagsr;
3637
3638                 /* Memorize blows */
3639                 old_r_blows0 = r_ptr->r_blows[0];
3640                 old_r_blows1 = r_ptr->r_blows[1];
3641                 old_r_blows2 = r_ptr->r_blows[2];
3642                 old_r_blows3 = r_ptr->r_blows[3];
3643
3644                 /* Memorize castings */
3645                 old_r_cast_spell = r_ptr->r_cast_spell;
3646         }
3647
3648
3649         /* Process the monsters (backwards) */
3650         for (i = m_max - 1; i >= 1; i--)
3651         {
3652                 /* Access the monster */
3653                 m_ptr = &m_list[i];
3654                 r_ptr = &r_info[m_ptr->r_idx];
3655
3656                 /* Handle "leaving" */
3657                 if (p_ptr->leaving) break;
3658
3659                 /* Ignore "dead" monsters */
3660                 if (!m_ptr->r_idx) continue;
3661
3662                 if (p_ptr->wild_mode) continue;
3663
3664
3665                 /* Handle "fresh" monsters */
3666                 if (m_ptr->mflag & MFLAG_BORN)
3667                 {
3668                         /* No longer "fresh" */
3669                         m_ptr->mflag &= ~(MFLAG_BORN);
3670
3671                         /* Skip */
3672                         continue;
3673                 }
3674
3675                 /* Hack -- Require proximity */
3676                 if (m_ptr->cdis >= AAF_LIMIT) continue;
3677
3678
3679                 /* Access the location */
3680                 fx = m_ptr->fx;
3681                 fy = m_ptr->fy;
3682
3683                 /* Flow by smell is allowed */
3684                 if (!p_ptr->no_flowed)
3685                 {
3686                         m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3687                 }
3688
3689                 /* Assume no move */
3690                 test = FALSE;
3691
3692                 /* Handle "sensing radius" */
3693                 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3694                 {
3695                         /* We can "sense" the player */
3696                         test = TRUE;
3697                 }
3698
3699                 /* Handle "sight" and "aggravation" */
3700                 else if ((m_ptr->cdis <= MAX_SIGHT) &&
3701                         (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3702                 {
3703                         /* We can "see" or "feel" the player */
3704                         test = TRUE;
3705                 }
3706
3707 #if 0 /* (cave[py][px].when == cave[fy][fx].when) is always FALSE... */
3708                 /* Hack -- Monsters can "smell" the player from far away */
3709                 /* Note that most monsters have "aaf" of "20" or so */
3710                 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3711                         cave_have_flag_bold(py, px, FF_MOVE) &&
3712                         (cave[py][px].when == cave[fy][fx].when) &&
3713                         (cave[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3714                         (cave[fy][fx].dist < r_ptr->aaf))
3715                 {
3716                         /* We can "smell" the player */
3717                         test = TRUE;
3718                 }
3719 #endif
3720                 else if (m_ptr->target_y) test = TRUE;
3721
3722                 /* Do nothing */
3723                 if (!test) continue;
3724
3725
3726                 if (p_ptr->riding == i)
3727                         speed = p_ptr->pspeed;
3728                 else
3729                 {
3730                         speed = m_ptr->mspeed;
3731
3732                         /* Monsters move quickly in Nightmare mode */
3733                         if (ironman_nightmare) speed += 5;
3734
3735                         if (MON_FAST(m_ptr)) speed += 10;
3736                         if (MON_SLOW(m_ptr)) speed -= 10;
3737                 }
3738
3739                 /* Give this monster some energy */
3740                 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3741
3742                 /* Not enough energy to move */
3743                 if (m_ptr->energy_need > 0) continue;
3744
3745                 /* Use up "some" energy */
3746                 m_ptr->energy_need += ENERGY_NEED();
3747
3748
3749                 /* Save global index */
3750                 hack_m_idx = i;
3751
3752                 /* Process the monster */
3753                 process_monster(i);
3754
3755                 reset_target(m_ptr);
3756
3757                 /* Give up flow_by_smell when it might useless */
3758                 if (p_ptr->no_flowed && one_in_(3))
3759                         m_ptr->mflag2 |= MFLAG2_NOFLOW;
3760
3761                 /* Hack -- notice death or departure */
3762                 if (!p_ptr->playing || p_ptr->is_dead) break;
3763
3764                 /* Notice leaving */
3765                 if (p_ptr->leaving) break;
3766         }
3767
3768         /* Reset global index */
3769         hack_m_idx = 0;
3770
3771
3772         /* Tracking a monster race (the same one we were before) */
3773         if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3774         {
3775                 /* Acquire monster race */
3776                 r_ptr = &r_info[p_ptr->monster_race_idx];
3777
3778                 /* Check for knowledge change */
3779                 if ((old_r_flags1 != r_ptr->r_flags1) ||
3780                         (old_r_flags2 != r_ptr->r_flags2) ||
3781                         (old_r_flags3 != r_ptr->r_flags3) ||
3782                         (old_r_flags4 != r_ptr->r_flags4) ||
3783                         (old_r_flags5 != r_ptr->r_flags5) ||
3784                         (old_r_flags6 != r_ptr->r_flags6) ||
3785                         (old_r_flagsr != r_ptr->r_flagsr) ||
3786                         (old_r_blows0 != r_ptr->r_blows[0]) ||
3787                         (old_r_blows1 != r_ptr->r_blows[1]) ||
3788                         (old_r_blows2 != r_ptr->r_blows[2]) ||
3789                         (old_r_blows3 != r_ptr->r_blows[3]) ||
3790                         (old_r_cast_spell != r_ptr->r_cast_spell))
3791                 {
3792                         /* Window stuff */
3793                         p_ptr->window |= (PW_MONSTER);
3794                 }
3795         }
3796 }
3797
3798
3799 int get_mproc_idx(int m_idx, int mproc_type)
3800 {
3801         s16b *cur_mproc_list = mproc_list[mproc_type];
3802         int i;
3803
3804         for (i = mproc_max[mproc_type] - 1; i >= 0; i--)
3805         {
3806                 if (cur_mproc_list[i] == m_idx) return i;
3807         }
3808
3809         return -1;
3810 }
3811
3812
3813 static void mproc_add(int m_idx, int mproc_type)
3814 {
3815         if (mproc_max[mproc_type] < max_m_idx) mproc_list[mproc_type][mproc_max[mproc_type]++] = m_idx;
3816 }
3817
3818
3819 static void mproc_remove(int m_idx, int mproc_type)
3820 {
3821         int mproc_idx = get_mproc_idx(m_idx, mproc_type);
3822         if (mproc_idx >= 0) mproc_list[mproc_type][mproc_idx] = mproc_list[mproc_type][--mproc_max[mproc_type]];
3823 }
3824
3825
3826 /*
3827  * Initialize monster process
3828  */
3829 void mproc_init(void)
3830 {
3831         monster_type *m_ptr;
3832         int          i, cmi;
3833
3834         /* Reset "mproc_max[]" */
3835         for (cmi = 0; cmi < MAX_MTIMED; cmi++) mproc_max[cmi] = 0;
3836
3837         /* Process the monsters (backwards) */
3838         for (i = m_max - 1; i >= 1; i--)
3839         {
3840                 /* Access the monster */
3841                 m_ptr = &m_list[i];
3842
3843                 /* Ignore "dead" monsters */
3844                 if (!m_ptr->r_idx) continue;
3845
3846                 for (cmi = 0; cmi < MAX_MTIMED; cmi++)
3847                 {
3848                         if (m_ptr->mtimed[cmi]) mproc_add(i, cmi);
3849                 }
3850         }
3851 }
3852
3853
3854 /*
3855  * Set "m_ptr->mtimed[MTIMED_CSLEEP]", notice observable changes
3856  */
3857 bool set_monster_csleep(int m_idx, int v)
3858 {
3859         monster_type *m_ptr = &m_list[m_idx];
3860         bool notice = FALSE;
3861
3862         /* Hack -- Force good values */
3863         v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
3864
3865         /* Open */
3866         if (v)
3867         {
3868                 if (!MON_CSLEEP(m_ptr))
3869                 {
3870                         mproc_add(m_idx, MTIMED_CSLEEP);
3871                         notice = TRUE;
3872                 }
3873         }
3874
3875         /* Shut */
3876         else
3877         {
3878                 if (MON_CSLEEP(m_ptr))
3879                 {
3880                         mproc_remove(m_idx, MTIMED_CSLEEP);
3881                         notice = TRUE;
3882                 }
3883         }
3884
3885         /* Use the value */
3886         m_ptr->mtimed[MTIMED_CSLEEP] = v;
3887
3888         if (!notice) return FALSE;
3889
3890         if (m_ptr->ml)
3891         {
3892                 /* Update health bar as needed */
3893                 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3894                 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3895         }
3896
3897         if (r_info[m_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3898
3899         return TRUE;
3900 }
3901
3902
3903 /*
3904  * Set "m_ptr->mtimed[MTIMED_FAST]", notice observable changes
3905  */
3906 bool set_monster_fast(int m_idx, int v)
3907 {
3908         monster_type *m_ptr = &m_list[m_idx];
3909         bool notice = FALSE;
3910
3911         /* Hack -- Force good values */
3912         v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3913
3914         /* Open */
3915         if (v)
3916         {
3917                 if (!MON_FAST(m_ptr))
3918                 {
3919                         mproc_add(m_idx, MTIMED_FAST);
3920                         notice = TRUE;
3921                 }
3922         }
3923
3924         /* Shut */
3925         else
3926         {
3927                 if (MON_FAST(m_ptr))
3928                 {
3929                         mproc_remove(m_idx, MTIMED_FAST);
3930                         notice = TRUE;
3931                 }
3932         }
3933
3934         /* Use the value */
3935         m_ptr->mtimed[MTIMED_FAST] = v;
3936
3937         if (!notice) return FALSE;
3938
3939         if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
3940
3941         return TRUE;
3942 }
3943
3944
3945 /*
3946  * Set "m_ptr->mtimed[MTIMED_SLOW]", notice observable changes
3947  */
3948 bool set_monster_slow(int m_idx, int v)
3949 {
3950         monster_type *m_ptr = &m_list[m_idx];
3951         bool notice = FALSE;
3952
3953         /* Hack -- Force good values */
3954         v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3955
3956         /* Open */
3957         if (v)
3958         {
3959                 if (!MON_SLOW(m_ptr))
3960                 {
3961                         mproc_add(m_idx, MTIMED_SLOW);
3962                         notice = TRUE;
3963                 }
3964         }
3965
3966         /* Shut */
3967         else
3968         {
3969                 if (MON_SLOW(m_ptr))
3970                 {
3971                         mproc_remove(m_idx, MTIMED_SLOW);
3972                         notice = TRUE;
3973                 }
3974         }
3975
3976         /* Use the value */
3977         m_ptr->mtimed[MTIMED_SLOW] = v;
3978
3979         if (!notice) return FALSE;
3980
3981         if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
3982
3983         return TRUE;
3984 }
3985
3986
3987 /*
3988  * Set "m_ptr->mtimed[MTIMED_STUNNED]", notice observable changes
3989  */
3990 bool set_monster_stunned(int m_idx, int v)
3991 {
3992         monster_type *m_ptr = &m_list[m_idx];
3993         bool notice = FALSE;
3994
3995         /* Hack -- Force good values */
3996         v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3997
3998         /* Open */
3999         if (v)
4000         {
4001                 if (!MON_STUNNED(m_ptr))
4002                 {
4003                         mproc_add(m_idx, MTIMED_STUNNED);
4004                         notice = TRUE;
4005                 }
4006         }
4007
4008         /* Shut */
4009         else
4010         {
4011                 if (MON_STUNNED(m_ptr))
4012                 {
4013                         mproc_remove(m_idx, MTIMED_STUNNED);
4014                         notice = TRUE;
4015                 }
4016         }
4017
4018         /* Use the value */
4019         m_ptr->mtimed[MTIMED_STUNNED] = v;
4020
4021         return notice;
4022 }
4023
4024
4025 /*
4026  * Set "m_ptr->mtimed[MTIMED_CONFUSED]", notice observable changes
4027  */
4028 bool set_monster_confused(int m_idx, int v)
4029 {
4030         monster_type *m_ptr = &m_list[m_idx];
4031         bool notice = FALSE;
4032
4033         /* Hack -- Force good values */
4034         v = (v > 200) ? 200 : (v < 0) ? 0 : v;
4035
4036         /* Open */
4037         if (v)
4038         {
4039                 if (!MON_CONFUSED(m_ptr))
4040                 {
4041                         mproc_add(m_idx, MTIMED_CONFUSED);
4042                         notice = TRUE;
4043                 }
4044         }
4045
4046         /* Shut */
4047         else
4048         {
4049                 if (MON_CONFUSED(m_ptr))
4050                 {
4051                         mproc_remove(m_idx, MTIMED_CONFUSED);
4052                         notice = TRUE;
4053                 }
4054         }
4055
4056         /* Use the value */
4057         m_ptr->mtimed[MTIMED_CONFUSED] = v;
4058
4059         return notice;
4060 }
4061
4062
4063 /*
4064  * Set "m_ptr->mtimed[MTIMED_MONFEAR]", notice observable changes
4065  */
4066 bool set_monster_monfear(int m_idx, int v)
4067 {
4068         monster_type *m_ptr = &m_list[m_idx];
4069         bool notice = FALSE;
4070
4071         /* Hack -- Force good values */
4072         v = (v > 200) ? 200 : (v < 0) ? 0 : v;
4073
4074         /* Open */
4075         if (v)
4076         {
4077                 if (!MON_MONFEAR(m_ptr))
4078                 {
4079                         mproc_add(m_idx, MTIMED_MONFEAR);
4080                         notice = TRUE;
4081                 }
4082         }
4083
4084         /* Shut */
4085         else
4086         {
4087                 if (MON_MONFEAR(m_ptr))
4088                 {
4089                         mproc_remove(m_idx, MTIMED_MONFEAR);
4090                         notice = TRUE;
4091                 }
4092         }
4093
4094         /* Use the value */
4095         m_ptr->mtimed[MTIMED_MONFEAR] = v;
4096
4097         if (!notice) return FALSE;
4098
4099         if (m_ptr->ml)
4100         {
4101                 /* Update health bar as needed */
4102                 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
4103                 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
4104         }
4105
4106         return TRUE;
4107 }
4108
4109
4110 /*
4111  * Set "m_ptr->mtimed[MTIMED_INVULNER]", notice observable changes
4112  */
4113 bool set_monster_invulner(int m_idx, int v, bool energy_need)
4114 {
4115         monster_type *m_ptr = &m_list[m_idx];
4116         bool notice = FALSE;
4117
4118         /* Hack -- Force good values */
4119         v = (v > 200) ? 200 : (v < 0) ? 0 : v;
4120
4121         /* Open */
4122         if (v)
4123         {
4124                 if (!MON_INVULNER(m_ptr))
4125                 {
4126                         mproc_add(m_idx, MTIMED_INVULNER);
4127                         notice = TRUE;
4128                 }
4129         }
4130
4131         /* Shut */
4132         else
4133         {
4134                 if (MON_INVULNER(m_ptr))
4135                 {
4136                         mproc_remove(m_idx, MTIMED_INVULNER);
4137                         if (energy_need && !p_ptr->wild_mode) m_ptr->energy_need += ENERGY_NEED();
4138                         notice = TRUE;
4139                 }
4140         }
4141
4142         /* Use the value */
4143         m_ptr->mtimed[MTIMED_INVULNER] = v;
4144
4145         if (!notice) return FALSE;
4146
4147         if (m_ptr->ml)
4148         {
4149                 /* Update health bar as needed */
4150                 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
4151                 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
4152         }
4153
4154         return TRUE;
4155 }
4156
4157
4158 static u32b csleep_noise;
4159
4160 static void process_monsters_mtimed_aux(int m_idx, int mtimed_idx)
4161 {
4162         monster_type *m_ptr = &m_list[m_idx];
4163
4164         switch (mtimed_idx)
4165         {
4166         case MTIMED_CSLEEP:
4167         {
4168                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4169
4170                 /* Assume does not wake up */
4171                 bool test = FALSE;
4172
4173                 /* Hack -- Require proximity */
4174                 if (m_ptr->cdis < AAF_LIMIT)
4175                 {
4176                         /* Handle "sensing radius" */
4177                         if (m_ptr->cdis <= (is_pet(m_ptr) ? ((r_ptr->aaf > MAX_SIGHT) ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
4178                         {
4179                                 /* We may wake up */
4180                                 test = TRUE;
4181                         }
4182
4183                         /* Handle "sight" and "aggravation" */
4184                         else if ((m_ptr->cdis <= MAX_SIGHT) && (player_has_los_bold(m_ptr->fy, m_ptr->fx)))
4185                         {
4186                                 /* We may wake up */
4187                                 test = TRUE;
4188                         }
4189                 }
4190
4191                 if (test)
4192                 {
4193                         u32b notice = randint0(1024);
4194
4195                         /* Nightmare monsters are more alert */
4196                         if (ironman_nightmare) notice /= 2;
4197
4198                         /* Hack -- See if monster "notices" player */
4199                         if ((notice * notice * notice) <= csleep_noise)
4200                         {
4201                                 /* Hack -- amount of "waking" */
4202                                 /* Wake up faster near the player */
4203                                 int d = (m_ptr->cdis < AAF_LIMIT / 2) ? (AAF_LIMIT / m_ptr->cdis) : 1;
4204
4205                                 /* Hack -- amount of "waking" is affected by speed of player */
4206                                 d = (d * SPEED_TO_ENERGY(p_ptr->pspeed)) / 10;
4207                                 if (d < 0) d = 1;
4208
4209                                 /* Monster wakes up "a little bit" */
4210
4211                                 /* Still asleep */
4212                                 if (!set_monster_csleep(m_idx, MON_CSLEEP(m_ptr) - d))
4213                                 {
4214                                         /* Notice the "not waking up" */
4215                                         if (is_original_ap_and_seen(m_ptr))
4216                                         {
4217                                                 /* Hack -- Count the ignores */
4218                                                 if (r_ptr->r_ignore < MAX_UCHAR) r_ptr->r_ignore++;
4219                                         }
4220                                 }
4221
4222                                 /* Just woke up */
4223                                 else
4224                                 {
4225                                         /* Notice the "waking up" */
4226                                         if (is_seen(m_ptr))
4227                                         {
4228                                                 char m_name[80];
4229
4230                                                 /* Acquire the monster name */
4231                                                 monster_desc(m_name, m_ptr, 0);
4232
4233                                                 /* Dump a message */
4234 #ifdef JP
4235                                                 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4236 #else
4237                                                 msg_format("%^s wakes up.", m_name);
4238 #endif
4239                                         }
4240
4241                                         if (is_original_ap_and_seen(m_ptr))
4242                                         {
4243                                                 /* Hack -- Count the wakings */
4244                                                 if (r_ptr->r_wake < MAX_UCHAR) r_ptr->r_wake++;
4245                                         }
4246                                 }
4247                         }
4248                 }
4249                 break;
4250         }
4251
4252         case MTIMED_FAST:
4253                 /* Reduce by one, note if expires */
4254                 if (set_monster_fast(m_idx, MON_FAST(m_ptr) - 1))
4255                 {
4256                         if (is_seen(m_ptr))
4257                         {
4258                                 char m_name[80];
4259
4260                                 /* Acquire the monster name */
4261                                 monster_desc(m_name, m_ptr, 0);
4262
4263                                 /* Dump a message */
4264 #ifdef JP
4265                                 msg_format("%^s¤Ï¤â¤¦²Ã®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
4266 #else
4267                                 msg_format("%^s is no longer fast.", m_name);
4268 #endif
4269                         }
4270                 }
4271                 break;
4272
4273         case MTIMED_SLOW:
4274                 /* Reduce by one, note if expires */
4275                 if (set_monster_slow(m_idx, MON_SLOW(m_ptr) - 1))
4276                 {
4277                         if (is_seen(m_ptr))
4278                         {
4279                                 char m_name[80];
4280
4281                                 /* Acquire the monster name */
4282                                 monster_desc(m_name, m_ptr, 0);
4283
4284                                 /* Dump a message */
4285 #ifdef JP
4286                                 msg_format("%^s¤Ï¤â¤¦¸ºÂ®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
4287 #else
4288                                 msg_format("%^s is no longer slow.", m_name);
4289 #endif
4290                         }
4291                 }
4292                 break;
4293
4294         case MTIMED_STUNNED:
4295         {
4296                 int rlev = r_info[m_ptr->r_idx].level;
4297
4298                 /* Recover from stun */
4299                 if (set_monster_stunned(m_idx, (randint0(10000) <= rlev * rlev) ? 0 : (MON_STUNNED(m_ptr) - 1)))
4300                 {
4301                         /* Message if visible */
4302                         if (is_seen(m_ptr))
4303                         {
4304                                 char m_name[80];
4305
4306                                 /* Acquire the monster name */
4307                                 monster_desc(m_name, m_ptr, 0);
4308
4309                                 /* Dump a message */
4310 #ifdef JP
4311                                 msg_format("%^s¤ÏÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤Ã¤¿¡£", m_name);
4312 #else
4313                                 msg_format("%^s is no longer stunned.", m_name);
4314 #endif
4315                         }
4316                 }
4317                 break;
4318         }
4319
4320         case MTIMED_CONFUSED:
4321                 /* Reduce the confusion */
4322                 if (set_monster_confused(m_idx, MON_CONFUSED(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
4323                 {
4324                         /* Message if visible */
4325                         if (is_seen(m_ptr))
4326                         {
4327                                 char m_name[80];
4328
4329                                 /* Acquire the monster name */
4330                                 monster_desc(m_name, m_ptr, 0);
4331
4332                                 /* Dump a message */
4333 #ifdef JP
4334                                 msg_format("%^s¤Ïº®Í𤫤éΩ¤Áľ¤Ã¤¿¡£", m_name);
4335 #else
4336                                 msg_format("%^s is no longer confused.", m_name);
4337 #endif
4338                         }
4339                 }
4340                 break;
4341
4342         case MTIMED_MONFEAR:
4343                 /* Reduce the fear */
4344                 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
4345                 {
4346                         /* Visual note */
4347                         if (is_seen(m_ptr))
4348                         {
4349                                 char m_name[80];
4350 #ifndef JP
4351                                 char m_poss[80];
4352
4353                                 /* Acquire the monster possessive */
4354                                 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
4355 #endif
4356
4357                                 /* Acquire the monster name */
4358                                 monster_desc(m_name, m_ptr, 0);
4359
4360                                 /* Dump a message */
4361 #ifdef JP
4362                                 msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name);
4363 #else
4364                                 msg_format("%^s recovers %s courage.", m_name, m_poss);
4365 #endif
4366                         }
4367                 }
4368                 break;
4369
4370         case MTIMED_INVULNER:
4371                 /* Reduce by one, note if expires */
4372                 if (set_monster_invulner(m_idx, MON_INVULNER(m_ptr) - 1, TRUE))
4373                 {
4374                         if (is_seen(m_ptr))
4375                         {
4376                                 char m_name[80];
4377
4378                                 /* Acquire the monster name */
4379                                 monster_desc(m_name, m_ptr, 0);
4380
4381                                 /* Dump a message */
4382 #ifdef JP
4383                                 msg_format("%^s¤Ï¤â¤¦ÌµÅ¨¤Ç¤Ê¤¤¡£", m_name);
4384 #else
4385                                 msg_format("%^s is no longer invulnerable.", m_name);
4386 #endif
4387                         }
4388                 }
4389                 break;
4390         }
4391 }
4392
4393
4394 /*
4395  * Process the counters of monsters (once per 10 game turns)
4396  *
4397  * These functions are to process monsters' counters same as player's.
4398  */
4399 void process_monsters_mtimed(int mtimed_idx)
4400 {
4401         int  i;
4402         s16b *cur_mproc_list = mproc_list[mtimed_idx];
4403
4404         /* Hack -- calculate the "player noise" */
4405         if (mtimed_idx == MTIMED_CSLEEP) csleep_noise = (1L << (30 - p_ptr->skill_stl));
4406
4407         /* Process the monsters (backwards) */
4408         for (i = mproc_max[mtimed_idx] - 1; i >= 0; i--)
4409         {
4410                 /* Access the monster */
4411                 process_monsters_mtimed_aux(cur_mproc_list[i], mtimed_idx);
4412         }
4413 }
4414
4415
4416 void dispel_monster_status(int m_idx)
4417 {
4418         monster_type *m_ptr = &m_list[m_idx];
4419         char         m_name[80];
4420
4421         monster_desc(m_name, m_ptr, 0);
4422         if (set_monster_invulner(m_idx, 0, TRUE))
4423         {
4424 #ifdef JP
4425                 if (m_ptr->ml) msg_format("%s¤Ï¤â¤¦ÌµÅ¨¤Ç¤Ï¤Ê¤¤¡£", m_name);
4426 #else
4427                 if (m_ptr->ml) msg_format("%^s is no longer invulnerable.", m_name);
4428 #endif
4429         }
4430         if (set_monster_fast(m_idx, 0))
4431         {
4432 #ifdef JP
4433                 if (m_ptr->ml) msg_format("%s¤Ï¤â¤¦²Ã®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
4434 #else
4435                 if (m_ptr->ml) msg_format("%^s is no longer fast.", m_name);
4436 #endif
4437         }
4438         if (set_monster_slow(m_idx, 0))
4439         {
4440 #ifdef JP
4441                 if (m_ptr->ml) msg_format("%s¤Ï¤â¤¦¸ºÂ®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
4442 #else
4443                 if (m_ptr->ml) msg_format("%^s is no longer slow.", m_name);
4444 #endif
4445         }
4446 }
4447
4448
4449 bool process_the_world(int num, int who, bool vs_player)
4450 {
4451         monster_type *m_ptr = &m_list[hack_m_idx];  /* the world monster */
4452
4453         if(world_monster) return (FALSE);
4454
4455         if(vs_player)
4456         {
4457                 char m_name[80];
4458                 monster_desc(m_name, m_ptr, 0);
4459
4460                 if (who == 1)
4461 #ifdef JP
4462                         msg_print("¡Ö¡Ø¥¶¡¦¥ï¡¼¥ë¥É¡Ù¡ª»þ¤Ï»ß¤Þ¤Ã¤¿¡ª¡×");
4463 #else
4464                         msg_format("%s yells 'The World! Time has stopped!'", m_name);
4465 #endif
4466                 else if (who == 3)
4467 #ifdef JP
4468                         msg_print("¡Ö»þ¤è¡ª¡×");
4469 #else
4470                         msg_format("%s yells 'Time!'", m_name);
4471 #endif
4472                 else msg_print("hek!");
4473
4474                 msg_print(NULL);
4475         }
4476
4477         /* This monster cast spells */
4478         world_monster = hack_m_idx;
4479
4480         if (vs_player) do_cmd_redraw();
4481
4482         while(num--)
4483         {
4484                 if(!m_ptr->r_idx) break;
4485                 process_monster(world_monster);
4486
4487                 reset_target(m_ptr);
4488
4489                 /* Notice stuff */
4490                 if (p_ptr->notice) notice_stuff();
4491
4492                 /* Update stuff */
4493                 if (p_ptr->update) update_stuff();
4494
4495                 /* Redraw stuff */
4496                 if (p_ptr->redraw) redraw_stuff();
4497
4498                 /* Redraw stuff */
4499                 if (p_ptr->window) window_stuff();
4500
4501                 /* Delay */
4502                 if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
4503         }
4504
4505         /* Redraw map */
4506         p_ptr->redraw |= (PR_MAP);
4507
4508         /* Update monsters */
4509         p_ptr->update |= (PU_MONSTERS);
4510
4511         /* Window stuff */
4512         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4513
4514         world_monster = 0;
4515         if (vs_player || (player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(py, px, m_ptr->fy, m_ptr->fx)))
4516         {
4517 #ifdef JP
4518                 msg_print("¡Ö»þ¤ÏÆ°¤­¤À¤¹¡Ä¡×");
4519 #else
4520                 msg_print("You feel time flowing around you once more.");
4521 #endif
4522                 msg_print(NULL);
4523         }
4524
4525         handle_stuff();
4526
4527         return (TRUE);
4528 }
4529
4530
4531 void monster_gain_exp(int m_idx, int s_idx)
4532 {
4533         monster_type *m_ptr = &m_list[m_idx];
4534         monster_race *r_ptr = &r_info[m_ptr->r_idx];
4535         monster_race *s_ptr = &r_info[s_idx];
4536         int new_exp;
4537
4538         if (p_ptr->inside_battle) return;
4539
4540         if (!r_ptr->next_exp) return;
4541
4542         new_exp = s_ptr->mexp * s_ptr->level / (r_ptr->level + 2);
4543         if (m_idx == p_ptr->riding) new_exp = (new_exp + 1) / 2;
4544         if (!dun_level) new_exp /= 5;
4545         m_ptr->exp += new_exp;
4546         if (m_ptr->mflag2 & MFLAG2_CHAMELEON) return;
4547
4548         if (m_ptr->exp >= r_ptr->next_exp)
4549         {
4550                 char m_name[80];
4551                 int old_hp = m_ptr->hp;
4552                 int old_maxhp = m_ptr->max_maxhp;
4553                 int old_r_idx = m_ptr->r_idx;
4554                 byte old_sub_align = m_ptr->sub_align;
4555
4556                 /* Hack -- Reduce the racial counter of previous monster */
4557                 real_r_ptr(m_ptr)->cur_num--;
4558
4559                 monster_desc(m_name, m_ptr, 0);
4560                 m_ptr->r_idx = r_ptr->next_r_idx;
4561
4562                 /* Count the monsters on the level */
4563                 real_r_ptr(m_ptr)->cur_num++;
4564
4565                 m_ptr->ap_r_idx = m_ptr->r_idx;
4566                 r_ptr = &r_info[m_ptr->r_idx];
4567
4568                 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
4569                 {
4570                         m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
4571                 }
4572                 else
4573                 {
4574                         m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
4575                 }
4576                 if (ironman_nightmare)
4577                 {
4578                         u32b hp = m_ptr->max_maxhp * 2L;
4579
4580                         m_ptr->max_maxhp = (s16b)MIN(30000, hp);
4581                 }
4582                 m_ptr->maxhp = m_ptr->max_maxhp;
4583                 m_ptr->hp = old_hp * m_ptr->maxhp / old_maxhp;
4584
4585                 /* Extract the monster base speed */
4586                 m_ptr->mspeed = get_mspeed(r_ptr);
4587
4588                 /* Sub-alignment of a monster */
4589                 if (!is_pet(m_ptr) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
4590                         m_ptr->sub_align = old_sub_align;
4591                 else
4592                 {
4593                         m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
4594                         if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
4595                         if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
4596                 }
4597
4598                 m_ptr->exp = 0;
4599
4600                 if (is_pet(m_ptr) || m_ptr->ml)
4601                 {
4602                         if (!ignore_unview || player_can_see_bold(m_ptr->fy, m_ptr->fx))
4603                         {
4604 #ifdef JP
4605                                 msg_format("%s¤Ï%s¤Ë¿Ê²½¤·¤¿¡£", m_name, r_name + r_ptr->name);
4606 #else
4607                                 msg_format("%^s evolved into %s.", m_name, r_name + r_ptr->name);
4608 #endif
4609                         }
4610
4611                         r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
4612
4613                         /* Now you feel very close to this pet. */
4614                         m_ptr->parent_m_idx = 0;
4615                 }
4616                 update_mon(m_idx, FALSE);
4617                 lite_spot(m_ptr->fy, m_ptr->fx);
4618         }
4619         if (m_idx == p_ptr->riding) p_ptr->update |= PU_BONUS;
4620 }