4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
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.
11 /* Purpose: Monster spells and movement */
14 * This file has several additions to it by Keldon Jones (keldon@umr.edu)
15 * to improve the general quality of the AI (version 0.1.1).
20 #define SPEAK_CHANCE 8
25 * Calculate the direction to the next enemy
27 static bool get_enemy_dir(int m_idx, int *mm)
35 monster_type *m_ptr = &m_list[m_idx];
36 monster_race *r_ptr = &r_info[m_ptr->r_idx];
40 if (riding_t_m_idx && (m_ptr->fx == px) && (m_ptr->fy == py))
42 y = m_list[riding_t_m_idx].fy;
43 x = m_list[riding_t_m_idx].fx;
45 else if (is_pet(m_ptr) && pet_t_m_idx)
47 y = m_list[pet_t_m_idx].fy;
48 x = m_list[pet_t_m_idx].fx;
52 if (p_ptr->inside_battle)
54 start = randint1(m_max-1)+m_max;
55 if(randint0(2)) plus = -1;
57 else start = m_max + 1;
59 /* Scan thru all monsters */
60 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
62 int dummy = (i % m_max);
68 t_ptr = &m_list[t_idx];
70 /* The monster itself isn't a target */
71 if (t_ptr == m_ptr) continue;
73 /* Paranoia -- Skip dead monsters */
74 if (!t_ptr->r_idx) continue;
78 /* Hack -- only fight away from player */
79 if (p_ptr->pet_follow_distance < 0)
81 /* No fighting near player */
82 if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
87 /* Hack -- no fighting away from player */
88 else if ((m_ptr->cdis < t_ptr->cdis) &&
89 (t_ptr->cdis > p_ptr->pet_follow_distance))
94 if (r_ptr->aaf < t_ptr->cdis) continue;
97 /* Monster must be 'an enemy' */
98 if (!are_enemies(m_ptr, t_ptr)) continue;
100 can_pass_wall = (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || (p_ptr->pass_wall))) || ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)));
102 /* Monster must be projectable if we can't pass through walls */
103 if (!can_pass_wall &&
104 !projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
109 !in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
114 /* OK -- we've got a target */
120 if (!x && !y) return FALSE;
123 /* Extract the direction */
128 if ((y < 0) && (x == 0))
135 else if ((y > 0) && (x == 0))
142 else if ((x > 0) && (y == 0))
149 else if ((x < 0) && (y == 0))
156 else if ((y < 0) && (x < 0))
163 else if ((y < 0) && (x > 0))
170 else if ((y > 0) && (x < 0))
177 else if ((y > 0) && (x > 0))
184 /* Found a monster */
190 * Hack, based on mon_take_hit... perhaps all monster attacks on
191 * other monsters should use this?
193 void mon_take_hit_mon(int m_idx, int dam, bool *fear, cptr note, int who)
195 monster_type *m_ptr = &m_list[m_idx];
197 monster_race *r_ptr = &r_info[m_ptr->r_idx];
201 bool seen = m_ptr->ml;
203 /* Can the player be aware of this attack? */
204 bool known = (m_ptr->cdis <= MAX_SIGHT);
206 /* Extract monster name */
207 monster_desc(m_name, m_ptr, 0);
209 /* Redraw (later) if needed */
210 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
211 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
216 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 0);
218 if (m_ptr->invulner && randint0(PENETRATE_INVULNERABILITY))
223 msg_format("%^s¤Ï¥À¥á¡¼¥¸¤ò¼õ¤±¤Ê¤¤¡£", m_name);
225 msg_format("%^s is unharmed.", m_name);
233 if (r_ptr->flags3 & RF3_RES_ALL)
238 if((dam == 0) && one_in_(3)) dam = 1;
245 msg_format("%^s¤Ï¥À¥á¡¼¥¸¤ò¼õ¤±¤Ê¤¤¡£", m_name);
247 msg_format("%^s is unharmed.", m_name);
258 /* It is dead now... or is it? */
261 if (((r_ptr->flags1 & RF1_UNIQUE) ||
262 (r_ptr->flags7 & RF7_UNIQUE_7) ||
263 (r_ptr->flags1 & RF1_QUESTOR)) &&
264 !p_ptr->inside_battle)
271 if (!monster_living(r_ptr))
282 monster_desc(m_name, m_ptr, 0x100);
283 /* Unseen death by normal attack */
288 /* Death by special attack */
292 msg_format("%^s%s", m_name, note);
294 msg_format("%^s%s", m_name, note);
298 /* Death by normal attack -- nonliving monster */
299 else if (!monster_living(r_ptr))
302 msg_format("%^s¤ÏÇ˲õ¤µ¤ì¤¿¡£", m_name);
304 msg_format("%^s is destroyed.", m_name);
308 /* Death by normal attack -- living monster */
312 msg_format("%^s¤Ï»¦¤µ¤ì¤¿¡£", m_name);
314 msg_format("%^s is killed.", m_name);
320 monster_gain_exp(who, m_ptr->r_idx);
322 /* Generate treasure */
323 monster_death(m_idx, FALSE);
325 /* Delete the monster */
326 delete_monster_idx(m_idx);
331 /* Monster is dead */
338 /* Mega-Hack -- Pain cancels fear */
339 if (m_ptr->monfear && (dam > 0))
341 int tmp = randint1(dam / 4);
343 /* Cure a little fear */
344 if (tmp < m_ptr->monfear)
347 m_ptr->monfear -= tmp;
350 /* Cure all the fear */
361 /* Sometimes a monster gets scared by damage */
362 if (!m_ptr->monfear && !(r_ptr->flags3 & RF3_NO_FEAR))
366 /* Percentage of fully healthy */
367 percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
370 * Run (sometimes) if at 10% or less of max hit points,
371 * or (usually) when hit for half its current hit points
373 if (((percentage <= 10) && (randint0(10) < percentage)) ||
374 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
376 /* Hack -- note fear */
379 /* XXX XXX XXX Hack -- Add some timed fear */
380 m_ptr->monfear += (randint1(10) +
381 (((dam >= m_ptr->hp) && (percentage > 7)) ?
382 20 : ((11 - percentage) * 5)));
386 #endif /* ALLOW_FEAR */
388 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
390 if (is_pet(&m_list[who]) && (m_ptr->target_y != py) && (m_ptr->target_x != px))
392 set_target(m_ptr, m_list[who].fy, m_list[who].fx);
396 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
400 /* Extract monster name */
401 monster_desc(m_name, m_ptr, 0);
403 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
404 if (rakuba((dam > 200) ? 200 : dam, FALSE))
407 msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name);
409 msg_format("You have thrown off from %s!", m_name);
420 * Returns whether a given monster will try to run from the player.
422 * Monsters will attempt to avoid very powerful players. See below.
424 * Because this function is called so often, little details are important
425 * for efficiency. Like not using "mod" or "div" when possible. And
426 * attempting to check the conditions in an optimal order. Note that
427 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.
429 * Note that this function is responsible for about one to five percent
430 * of the processor use in normal conditions...
432 static int mon_will_run(int m_idx)
434 monster_type *m_ptr = &m_list[m_idx];
438 monster_race *r_ptr = &r_info[m_ptr->r_idx];
447 /* Friends can be commanded to avoid the player */
450 /* Are we trying to avoid the player? */
451 return ((p_ptr->pet_follow_distance < 0) &&
452 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
455 /* Keep monsters from running too far away */
456 if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
458 /* All "afraid" monsters will run away */
459 if (m_ptr->monfear) return (TRUE);
463 /* Nearby monsters will not become terrified */
464 if (m_ptr->cdis <= 5) return (FALSE);
466 /* Examine player power (level) */
469 /* Examine monster power (level plus morale) */
470 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
472 /* Optimize extreme cases below */
473 if (m_lev > p_lev + 4) return (FALSE);
474 if (m_lev + 4 <= p_lev) return (TRUE);
476 /* Examine player health */
480 /* Examine monster health */
482 m_mhp = m_ptr->maxhp;
484 /* Prepare to optimize the calculation */
485 p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
486 m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
488 /* Strong players scare strong monsters */
489 if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
493 /* Assume no terror */
501 * Search spell castable grid
503 static bool get_moves_aux2(int m_idx, int *yp, int *xp)
505 int i, y, x, y1, x1, best = 999;
508 bool can_open_door = FALSE;
511 monster_type *m_ptr = &m_list[m_idx];
512 monster_race *r_ptr = &r_info[m_ptr->r_idx];
514 /* Monster location */
518 /* Monster can already cast spell to player */
519 if (projectable(y1, x1, py, px)) return (FALSE);
521 /* Set current grid cost */
522 now_cost = cave[y1][x1].cost;
523 if (now_cost == 0) now_cost = 999;
525 /* Can monster bash or open doors? */
526 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
528 can_open_door = TRUE;
531 /* Check nearby grids, diagonals first */
532 for (i = 7; i >= 0; i--)
536 /* Get the location */
540 /* Ignore locations off of edge */
541 if (!in_bounds2(y, x)) continue;
543 /* Simply move to player */
544 if ((y == py) && (x == px)) return (FALSE);
550 /* Monster cannot kill or pass walls */
551 if (!(((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) || (r_ptr->flags2 & RF2_KILL_WALL)))
553 if (cost == 0) continue;
554 if (!can_open_door && is_closed_door(c_ptr->feat)) continue;
557 /* Hack -- for kill or pass wall monster.. */
558 if (cost == 0) cost = 998;
560 if (now_cost < cost) continue;
562 if (!projectable(y, x, py, px)) continue;
564 /* Accept louder sounds */
565 if (best < cost) continue;
568 (*yp) = y1 + ddy_ddd[i];
569 (*xp) = x1 + ddx_ddd[i];
572 /* No legal move (?) */
573 if (best == 999) return (FALSE);
581 * Choose the "best" direction for "flowing"
583 * Note that ghosts and rock-eaters are never allowed to "flow",
584 * since they should move directly towards the player.
586 * Prefer "non-diagonal" directions, but twiddle them a little
587 * to angle slightly towards the player's actual location.
589 * Allow very perceptive monsters to track old "spoor" left by
590 * previous locations occupied by the player. This will tend
591 * to have monsters end up either near the player or on a grid
592 * recently occupied by the player (and left via "teleport").
594 * Note that if "smell" is turned on, all monsters get vicious.
596 * Also note that teleporting away from a location will cause
597 * the monsters who were chasing you to converge on that location
598 * as long as you are still near enough to "annoy" them without
599 * being close enough to chase directly. I have no idea what will
600 * happen if you combine "smell" with low "aaf" values.
602 static bool get_moves_aux(int m_idx, int *yp, int *xp, bool no_flow)
604 int i, y, x, y1, x1, best;
607 bool use_sound = FALSE;
608 bool use_scent = FALSE;
610 monster_type *m_ptr = &m_list[m_idx];
611 monster_race *r_ptr = &r_info[m_ptr->r_idx];
613 /* Can monster cast attack spell? */
614 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
615 r_ptr->flags5 & (RF5_ATTACK_MASK) ||
616 r_ptr->flags6 & (RF6_ATTACK_MASK))
618 /* Can move spell castable grid? */
619 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
622 /* Monster can't flow */
623 if (no_flow) return (FALSE);
625 /* Monster can go through rocks */
626 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || (p_ptr->pass_wall))) return (FALSE);
627 if (r_ptr->flags2 & RF2_KILL_WALL) return (FALSE);
628 if (!cave_floor_bold(py, px) && (cave[py][px].feat != FEAT_TREES)) return (FALSE);
630 /* Monster location */
634 /* Hack -- Player can see us, run towards him */
635 if (player_has_los_bold(y1, x1)) return (FALSE);
638 c_ptr = &cave[y1][x1];
640 /* If we can hear noises, advance towards them */
647 /* Otherwise, try to follow a scent trail */
648 else if (c_ptr->when)
651 if (cave[py][px].when - c_ptr->when > 127) return (FALSE);
657 /* Otherwise, advance blindly */
663 /* Check nearby grids, diagonals first */
664 for (i = 7; i >= 0; i--)
666 /* Get the location */
670 /* Ignore locations off of edge */
671 if (!in_bounds2(y, x)) continue;
675 /* We're following a scent trail */
678 int when = c_ptr->when;
680 /* Accept younger scent */
681 if (best > when) continue;
685 /* We're using sound */
690 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
692 else cost = c_ptr->cost;
694 /* Accept louder sounds */
695 if ((cost == 0) || (best < cost)) continue;
699 /* Hack -- Save the "twiddled" location */
700 (*yp) = py + 16 * ddy_ddd[i];
701 (*xp) = px + 16 * ddx_ddd[i];
704 /* No legal move (?) */
705 if (best == 999 || best == 0) return (FALSE);
713 * Provide a location to flee to, but give the player a wide berth.
715 * A monster may wish to flee to a location that is behind the player,
716 * but instead of heading directly for it, the monster should "swerve"
717 * around the player so that he has a smaller chance of getting hit.
719 static bool get_fear_moves_aux(int m_idx, int *yp, int *xp)
721 int y, x, y1, x1, fy, fx, gy = 0, gx = 0;
725 monster_type *m_ptr = &m_list[m_idx];
727 /* Monster location */
731 /* Desired destination */
735 /* Check nearby grids, diagonals first */
736 for (i = 7; i >= 0; i--)
740 /* Get the location */
744 /* Ignore locations off of edge */
745 if (!in_bounds2(y, x)) continue;
747 /* Don't move toward player */
748 /* if (cave[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
750 /* Calculate distance of this grid from our destination */
751 dis = distance(y, x, y1, x1);
753 /* Score this grid */
754 s = 5000 / (dis + 3) - 500 / (cave[y][x].dist + 1);
756 /* No negative scores */
759 /* Ignore lower scores */
760 if (s < score) continue;
762 /* Save the score and time */
765 /* Save the location */
770 /* No legal move (?) */
771 if (score == -1) return (FALSE);
782 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
785 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
786 * offsets of all the locations with a distance of n from a central point,
787 * with an offset of (0,0) indicating no more offsets at this distance.
789 * This is, of course, fairly unreadable, but it eliminates multiple loops
790 * from the previous version.
792 * It is probably better to replace these arrays with code to compute
793 * the relevant arrays, even if the storage is pre-allocated in hard
794 * coded sizes. At the very least, code should be included which is
795 * able to generate and dump these arrays (ala "los()"). XXX XXX XXX
797 * Also, the storage needs could be halved by using bytes. XXX XXX XXX
799 * These arrays could be combined into two big arrays, using sub-arrays
800 * to hold the offsets and lengths of each portion of the sub-arrays, and
801 * this could perhaps also be used somehow in the "look" code. XXX XXX XXX
805 static sint d_off_y_0[] =
808 static sint d_off_x_0[] =
812 static sint d_off_y_1[] =
813 { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
815 static sint d_off_x_1[] =
816 { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
819 static sint d_off_y_2[] =
820 { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
822 static sint d_off_x_2[] =
823 { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
826 static sint d_off_y_3[] =
827 { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2,
830 static sint d_off_x_3[] =
831 { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2,
835 static sint d_off_y_4[] =
836 { -1, -1, -2, -2, -3, -3, -3, -3, -4, -4, -4, 0,
837 0, 1, 1, 2, 2, 3, 3, 3, 3, 4, 4, 4, 0 };
839 static sint d_off_x_4[] =
840 { -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, -4, 4,
841 -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, 0 };
844 static sint d_off_y_5[] =
845 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
846 -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
849 static sint d_off_x_5[] =
850 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
851 -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
855 static sint d_off_y_6[] =
856 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
857 -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
860 static sint d_off_x_6[] =
861 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
862 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
863 -3, 2, 3, -1, 0, 1, 0 };
866 static sint d_off_y_7[] =
867 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
868 -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
869 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
871 static sint d_off_x_7[] =
872 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
873 -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
874 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
878 static sint d_off_y_8[] =
879 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
880 -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
881 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
884 static sint d_off_x_8[] =
885 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
886 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
887 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
891 static sint d_off_y_9[] =
892 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
893 -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
894 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
895 7, 8, 8, 8, 8, 9, 9, 9, 0 };
897 static sint d_off_x_9[] =
898 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
899 -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
900 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
901 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
904 static sint *dist_offsets_y[10] =
906 d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
907 d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
910 static sint *dist_offsets_x[10] =
912 d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
913 d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
917 * Choose a "safe" location near a monster for it to run toward.
919 * A location is "safe" if it can be reached quickly and the player
920 * is not able to fire into it (it isn't a "clean shot"). So, this will
921 * cause monsters to "duck" behind walls. Hopefully, monsters will also
922 * try to run towards corridor openings if they are in a room.
924 * This function may take lots of CPU time if lots of monsters are
927 * Return TRUE if a safe location is available.
929 static bool find_safety(int m_idx, int *yp, int *xp)
931 monster_type *m_ptr = &m_list[m_idx];
936 int y, x, dy, dx, d, dis, i;
937 int gy = 0, gx = 0, gdis = 0;
944 /* Start with adjacent locations, spread further */
945 for (d = 1; d < 10; d++)
947 /* Get the lists of points with a distance d from (fx, fy) */
948 y_offsets = dist_offsets_y[d];
949 x_offsets = dist_offsets_x[d];
951 /* Check the locations */
952 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
954 i++, dx = x_offsets[i], dy = y_offsets[i])
959 /* Skip illegal locations */
960 if (!in_bounds(y, x)) continue;
964 /* Skip locations in a wall */
965 if (!cave_floor_grid(c_ptr)) continue;
967 /* Check for "availability" (if monsters can flow) */
968 if (!(m_ptr->mflag2 & MFLAG_NOFLOW))
970 /* Ignore grids very far from the player */
971 if (c_ptr->dist == 0) continue;
973 /* Ignore too-distant grids */
974 if (c_ptr->dist > cave[fy][fx].dist + 2 * d) continue;
977 /* Check for absence of shot (more or less) */
978 if (!player_has_los_grid(c_ptr))
981 /* Calculate distance from player */
982 dis = distance(y, x, py, px);
984 /* Remember if further than previous */
994 /* Check for success */
1001 /* Found safe place */
1012 * Choose a good hiding place near a monster for it to run toward.
1014 * Pack monsters will use this to "ambush" the player and lure him out
1015 * of corridors into open space so they can swarm him.
1017 * Return TRUE if a good location is available.
1019 static bool find_hiding(int m_idx, int *yp, int *xp)
1021 monster_type *m_ptr = &m_list[m_idx];
1026 int y, x, dy, dx, d, dis, i;
1027 int gy = 0, gx = 0, gdis = 999;
1029 sint *y_offsets, *x_offsets;
1033 /* Start with adjacent locations, spread further */
1034 for (d = 1; d < 10; d++)
1036 /* Get the lists of points with a distance d from (fx, fy) */
1037 y_offsets = dist_offsets_y[d];
1038 x_offsets = dist_offsets_x[d];
1040 /* Check the locations */
1041 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
1043 i++, dx = x_offsets[i], dy = y_offsets[i])
1048 /* Skip illegal locations */
1049 if (!in_bounds(y, x)) continue;
1051 c_ptr = &cave[y][x];
1053 /* Skip occupied locations */
1054 if (!cave_empty_grid(c_ptr)) continue;
1056 /* Check for hidden, available grid */
1057 if (!player_has_los_grid(c_ptr) && clean_shot(fy, fx, y, x, FALSE))
1059 /* Calculate distance from player */
1060 dis = distance(y, x, py, px);
1062 /* Remember if closer than previous */
1063 if (dis < gdis && dis >= 2)
1072 /* Check for success */
1079 /* Found good place */
1090 * Choose "logical" directions for monster movement
1092 static bool get_moves(int m_idx, int *mm)
1094 monster_type *m_ptr = &m_list[m_idx];
1095 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1101 bool will_run = mon_will_run(m_idx);
1103 bool no_flow = ((m_ptr->mflag2 & MFLAG_NOFLOW) && (cave[m_ptr->fy][m_ptr->fx].cost > 2));
1106 /* Flow towards the player */
1107 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1109 can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || (p_ptr->pass_wall)));
1111 /* Extract the "pseudo-direction" */
1115 /* Counter attack to an enemy monster */
1116 if (!will_run && m_ptr->target_y)
1118 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
1120 /* The monster must be an enemy, and in LOS */
1122 are_enemies(m_ptr, &m_list[t_m_idx]) &&
1123 los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1125 y = m_ptr->target_y;
1126 x = m_ptr->target_x;
1131 if (!done && !will_run && is_hostile(m_ptr) &&
1132 (r_ptr->flags1 & RF1_FRIENDS) &&
1133 (los(m_ptr->fy, m_ptr->fx, py, px) ||
1134 (cave[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1137 * Animal packs try to get the player out of corridors
1138 * (...unless they can move through walls -- TY)
1140 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1141 !(r_ptr->flags2 & RF2_KILL_WALL))
1145 /* Count room grids next to player */
1146 for (i = 0; i < 8; i++)
1148 int x = px + ddx_ddd[i];
1149 int y = py + ddy_ddd[i];
1153 if (!in_bounds2(y, x)) continue;
1155 c_ptr = &cave[y][x];
1158 if (((cave_floor_grid(c_ptr)) || ((c_ptr->feat & 0x60) == 0x60)) &&
1159 monster_can_cross_terrain(c_ptr->feat, r_ptr))
1161 /* One more room grid */
1165 if (cave[py][px].info & CAVE_ROOM) room -= 2;
1166 if (!r_ptr->flags4 && !r_ptr->flags5 && !r_ptr->flags6) room -= 2;
1168 /* Not in a room and strong player */
1169 if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1170 (p_ptr->mhp + p_ptr->msp))
1172 /* Find hiding place */
1173 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1177 /* Monster groups try to surround the player */
1178 if (!done && (cave[m_ptr->fy][m_ptr->fx].dist < 3))
1182 /* Find an empty square near the player to fill */
1183 for (i = 0; i < 8; i++)
1185 /* Pick squares near player (semi-randomly) */
1186 y2 = py + ddy_ddd[(m_idx + i) & 7];
1187 x2 = px + ddx_ddd[(m_idx + i) & 7];
1189 /* Already there? */
1190 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1192 /* Attack the player */
1199 if (!in_bounds2(y2, x2)) continue;
1201 /* Ignore filled grids */
1202 c_ptr = &cave[y2][x2];
1203 if (!cave_empty_grid(c_ptr)) continue;
1205 /* Try to fill this hole */
1209 /* Extract the new "pseudo-direction" */
1218 /* Apply fear if possible and necessary */
1219 if (is_pet(m_ptr) && will_run)
1221 /* XXX XXX Not very "smart" */
1226 if (!done && will_run)
1231 /* Try to find safe place */
1232 if (find_safety(m_idx, &y, &x))
1234 /* Attempt to avoid the player */
1237 /* Adjust movement */
1238 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1244 /* This is not a very "smart" method XXX XXX */
1252 /* Check for no move */
1253 if (!x && !y) return (FALSE);
1256 /* Extract the "absolute distances" */
1260 /* Do something weird */
1261 if (y < 0) move_val += 8;
1262 if (x > 0) move_val += 4;
1264 /* Prevent the diamond maneuvre */
1270 else if (ax > (ay << 1))
1275 /* Extract some directions */
1420 /* Wants to move... */
1425 static int check_hit2(int power, int level, int ac, int stun)
1429 /* Percentile dice */
1432 if (stun && one_in_(2)) return FALSE;
1434 /* Hack -- Always miss or hit */
1435 if (k < 10) return (k < 5);
1437 /* Calculate the "attack quality" */
1438 i = (power + (level * 3));
1440 /* Power and Level compete against Armor */
1441 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1448 /* Monster attacks monster */
1449 static bool monst_attack_monst(int m_idx, int t_idx)
1451 monster_type *m_ptr = &m_list[m_idx];
1452 monster_type *t_ptr = &m_list[t_idx];
1454 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1455 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1459 char m_name[80], t_name[80];
1461 bool blinked, heal_effect;
1462 bool explode = FALSE, touched = FALSE, fear = FALSE;
1463 int y_saver = t_ptr->fy;
1464 int x_saver = t_ptr->fx;
1466 bool see_m = m_ptr->ml;
1467 bool see_t = t_ptr->ml;
1468 bool see_either = see_m || see_t;
1470 /* Can the player be aware of this attack? */
1471 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1472 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1474 /* Cannot attack self */
1475 if (m_idx == t_idx) return FALSE;
1477 /* Not allowed to attack */
1478 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1480 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1488 /* Extract the effective monster level */
1489 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1491 /* Get the monster name (or "it") */
1492 monster_desc(m_name, m_ptr, 0);
1494 /* Get the monster name (or "it") */
1495 monster_desc(t_name, t_ptr, 0);
1497 /* Assume no blink */
1500 if (!see_either && known)
1505 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 0);
1507 /* Scan through all four blows */
1508 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1510 bool obvious = FALSE;
1517 /* Extract the attack infomation */
1518 int effect = r_ptr->blow[ap_cnt].effect;
1519 int method = r_ptr->blow[ap_cnt].method;
1520 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1521 int d_side = r_ptr->blow[ap_cnt].d_side;
1523 if (!m_ptr->r_idx) break;
1525 /* Stop attacking if the target dies! */
1526 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1529 /* Hack -- no more attacks */
1532 if (blinked) /* Stop! */
1537 if (method == RBM_SHOOT) continue;
1539 /* Extract the attack "power" */
1542 case RBE_HURT: power = 60; break;
1543 case RBE_POISON: power = 5; break;
1544 case RBE_UN_BONUS: power = 20; break;
1545 case RBE_UN_POWER: power = 15; break;
1546 case RBE_EAT_GOLD: power = 5; break;
1547 case RBE_EAT_ITEM: power = 5; break;
1548 case RBE_EAT_FOOD: power = 5; break;
1549 case RBE_EAT_LITE: power = 5; break;
1550 case RBE_ACID: power = 0; break;
1551 case RBE_ELEC: power = 10; break;
1552 case RBE_FIRE: power = 10; break;
1553 case RBE_COLD: power = 10; break;
1554 case RBE_BLIND: power = 2; break;
1555 case RBE_CONFUSE: power = 10; break;
1556 case RBE_TERRIFY: power = 10; break;
1557 case RBE_PARALYZE: power = 2; break;
1558 case RBE_LOSE_STR: power = 0; break;
1559 case RBE_LOSE_DEX: power = 0; break;
1560 case RBE_LOSE_CON: power = 0; break;
1561 case RBE_LOSE_INT: power = 0; break;
1562 case RBE_LOSE_WIS: power = 0; break;
1563 case RBE_LOSE_CHR: power = 0; break;
1564 case RBE_LOSE_ALL: power = 2; break;
1565 case RBE_SHATTER: power = 60; break;
1566 case RBE_EXP_10: power = 5; break;
1567 case RBE_EXP_20: power = 5; break;
1568 case RBE_EXP_40: power = 5; break;
1569 case RBE_EXP_80: power = 5; break;
1570 case RBE_DISEASE: power = 5; break;
1571 case RBE_TIME: power = 5; break;
1572 case RBE_EXP_VAMP: power = 5; break;
1573 case RBE_DR_MANA: power = 5; break;
1574 case RBE_SUPERHURT: power = 60; break;
1579 if (!effect || check_hit2(power, rlev, ac, m_ptr->stunned))
1581 /* Describe the attack method */
1587 act = "%s¤ò²¥¤Ã¤¿¡£";
1599 act = "%s¤ò¿¨¤Ã¤¿¡£";
1601 act = "touches %s.";
1611 act = "%s¤ò¥Ñ¥ó¥Á¤·¤¿¡£";
1613 act = "punches %s.";
1623 act = "%s¤ò½³¤Ã¤¿¡£";
1635 act = "%s¤ò¤Ò¤Ã¤«¤¤¤¿¡£";
1647 act = "%s¤ò³ú¤ó¤À¡£";
1659 act = "%s¤ò»É¤·¤¿¡£";
1671 act = "%s¤ò»Â¤Ã¤¿¡£";
1673 act = "slashes %s.";
1682 act = "%s¤ò³Ñ¤ÇÆͤ¤¤¿¡£";
1694 act = "%s¤ËÂÎÅö¤ê¤·¤¿¡£";
1696 act = "crushes %s.";
1706 act = "%s¤ò°û¤ß¹þ¤ó¤À¡£";
1708 act = "engulfs %s.";
1718 act = "%s¤ËÀÁµá½ñ¤ò¤è¤³¤·¤¿¡£";
1720 act = "charges %s.";
1730 act = "%s¤ÎÂΤξå¤òÇ礤²ó¤Ã¤¿¡£";
1732 act = "crawls on %s.";
1742 act = "%s¤Ë¤è¤À¤ì¤ò¤¿¤é¤·¤¿¡£";
1744 act = "drools on %s.";
1754 act = "%s¤ËÂäòÅǤ¤¤¿¡£";
1756 act = "spits on %s.";
1765 if (see_either) disturb(1, 0);
1780 act = "%s¤ò¤Ë¤é¤ó¤À¡£";
1782 act = "gazes at %s.";
1792 act = "%s¤Ëµã¤¤Ä¤¤¤¿¡£";
1794 act = "wails at %s.";
1804 act = "%s¤Ë˦»Ò¤òÈô¤Ð¤·¤¿¡£";
1806 act = "releases spores at %s.";
1816 act = "%s¤ËXXX4¤òÈô¤Ð¤·¤¿¡£";
1818 act = "projects XXX4's at %s.";
1828 act = "%s¤Ë¶â¤ò¤»¤¬¤ó¤À¡£";
1830 act = "begs %s for money.";
1840 act = "%s¤òÉî¿«¤·¤¿¡£";
1842 act = "insults %s.";
1852 act = "%s¤Ë¤à¤«¤Ã¤Æ¤¦¤á¤¤¤¿¡£";
1854 act = "moans at %s.";
1864 act = "%s¤Ë¤à¤«¤Ã¤Æ²Î¤Ã¤¿¡£";
1866 act = "sings to %s.";
1875 if (act && see_either)
1877 if (do_silly_attack)
1879 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1881 strfmt(temp, act, t_name);
1883 msg_format("%^s¤Ï%s", m_name, temp);
1885 msg_format("%^s %s", m_name, temp);
1890 /* Hack -- assume all attacks are obvious */
1893 /* Roll out the damage */
1894 damage = damroll(d_dice, d_side);
1896 /* Assume no healing effect */
1897 heal_effect = FALSE;
1901 /* Apply appropriate damage */
1913 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13)) {
1914 int tmp_damage = damage-(damage*((ac < 150) ? ac : 150)/250);
1915 damage = MAX(damage, tmp_damage*2);
1921 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1951 if (one_in_(2)) blinked = TRUE;
1998 pt = GF_OLD_SLEEP; /* sort of close... */
2014 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
2017 earthquake(m_ptr->fy, m_ptr->fx, 8);
2050 /* Do damage if not exploding */
2053 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
2054 (pt == GF_OLD_SLEEP ? r_ptr->level : damage), pt, PROJECT_KILL | PROJECT_STOP | PROJECT_MONSTER, -1);
2059 if ((monster_living(tr_ptr)) && (damage > 2))
2061 bool did_heal = FALSE;
2063 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
2066 m_ptr->hp += damroll(4, damage / 6);
2067 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2069 /* Redraw (later) if needed */
2070 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2071 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2073 /* Special message */
2074 if (see_m && did_heal)
2077 msg_format("%s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
2079 msg_format("%^s appears healthier.", m_name);
2089 if ((tr_ptr->flags2 & RF2_AURA_FIRE) &&
2090 !(r_ptr->flags3 & RF3_IM_FIRE) &&
2091 !(r_ptr->flags3 & RF3_RES_ALL) && m_ptr->r_idx)
2097 msg_format("%^s¤ÏÆÍÁ³Ç®¤¯¤Ê¤Ã¤¿¡ª", m_name);
2099 msg_format("%^s is suddenly very hot!", m_name);
2103 tr_ptr->r_flags2 |= RF2_AURA_FIRE;
2105 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2106 damroll (1 + ((tr_ptr->level) / 26),
2107 1 + ((tr_ptr->level) / 17)),
2108 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_MONSTER, -1);
2112 if ((tr_ptr->flags3 & RF3_AURA_COLD) &&
2113 !(r_ptr->flags3 & RF3_IM_COLD) &&
2114 !(r_ptr->flags3 & RF3_RES_ALL) && m_ptr->r_idx)
2120 msg_format("%^s¤ÏÆÍÁ³´¨¤¯¤Ê¤Ã¤¿¡ª", m_name);
2122 msg_format("%^s is suddenly very cold!", m_name);
2126 tr_ptr->r_flags3 |= RF3_AURA_COLD;
2128 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2129 damroll (1 + ((tr_ptr->level) / 26),
2130 1 + ((tr_ptr->level) / 17)),
2131 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_MONSTER, -1);
2135 if ((tr_ptr->flags2 & (RF2_AURA_ELEC)) &&
2136 !(r_ptr->flags3 & (RF3_IM_ELEC)) &&
2137 !(r_ptr->flags3 & RF3_RES_ALL) && m_ptr->r_idx)
2143 msg_format("%^s¤ÏÅÅ·â¤ò¿©¤é¤Ã¤¿¡ª", m_name);
2145 msg_format("%^s gets zapped!", m_name);
2149 tr_ptr->r_flags2 |= RF2_AURA_ELEC;
2151 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2152 damroll (1 + ((tr_ptr->level) / 26),
2153 1 + ((tr_ptr->level) / 17)),
2154 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_MONSTER, -1);
2161 /* Monster missed player */
2164 /* Analyze failed attacks */
2180 /* Visible monsters */
2185 msg_format("%s¤Ï%^s¤Î¹¶·â¤ò¤«¤ï¤·¤¿¡£", t_name,m_name);
2187 msg_format("%^s misses %s.", m_name, t_name);
2198 /* Analyze "visible" monsters only */
2199 if (see_m && !do_silly_attack)
2201 /* Count "obvious" attacks (and ones that cause damage) */
2202 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
2204 /* Count attacks of this type */
2205 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
2207 r_ptr->r_blows[ap_cnt]++;
2215 sound(SOUND_EXPLODE);
2217 /* Cancel Invulnerability */
2218 if (m_ptr->invulner) m_ptr->invulner = 0;
2221 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_idx);
2223 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, " explodes into tiny shreds.", m_idx);
2237 msg_print("Å¥ËÀ¤Ï¾Ð¤Ã¤Æƨ¤²¤¿¡ª");
2239 msg_print("The thief flees laughing!");
2248 teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE);
2256 * Hack -- local "player stealth" value (see below)
2258 static u32b noise = 0L;
2264 * The monster is known to be within 100 grids of the player
2266 * In several cases, we directly update the monster lore
2268 * Note that a monster is only allowed to "reproduce" if there
2269 * are a limited number of "reproducing" monsters on the current
2270 * level. This should prevent the level from being "swamped" by
2271 * reproducing monsters. It also allows a large mass of mice to
2272 * prevent a louse from multiplying, but this is a small price to
2273 * pay for a simple multiplication method.
2275 * XXX Monster fear is slightly odd, in particular, monsters will
2276 * fixate on opening a door even if they cannot open it. Actually,
2277 * the same thing happens to normal monsters when they hit a door
2279 * XXX XXX XXX In addition, monsters which *cannot* open or bash
2280 * down a door will still stand there trying to open it...
2282 * XXX Technically, need to check for monster in the way
2283 * combined with that monster being in a wall (or door?)
2285 * A "direction" of "5" means "pick a random direction".
2287 static void process_monster(int m_idx)
2289 monster_type *m_ptr = &m_list[m_idx];
2290 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2291 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2293 int i, d, oy, ox, ny, nx;
2299 monster_type *y_ptr;
2312 bool gets_angry = FALSE;
2318 if ((m_idx == p_ptr->riding) && !(r_ptr->flags7 & RF7_RIDING))
2320 if (rakuba(0, TRUE))
2323 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2326 monster_desc(m_name, &m_list[p_ptr->riding], 0);
2327 msg_format("You have fallen from %s.", m_name);
2332 if ((m_ptr->mflag2 & MFLAG_CHAMELEON) && one_in_(13) && !m_ptr->csleep)
2334 choose_new_monster(m_idx, FALSE, 0);
2335 r_ptr = &r_info[m_ptr->r_idx];
2338 /* Players hidden in shadow are almost imperceptable. -LM- */
2339 if (p_ptr->special_defense & NINJA_S_STEALTH)
2341 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2342 if (p_ptr->monlite) tmp /= 3;
2343 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2344 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2345 /* Low-level monsters will find it difficult to locate the player. */
2346 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
2349 /* Quantum monsters are odd */
2350 if (r_ptr->flags2 & (RF2_QUANTUM))
2352 /* Sometimes skip move */
2353 if (!randint0(2)) return;
2356 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2360 if (is_pet(m_ptr) && !(m_ptr->ml))
2367 /* Acquire the monster name */
2368 monster_desc(m_name, m_ptr, 0);
2372 msg_format("%s¤Ï¾Ã¤¨µî¤Ã¤¿¡ª", m_name);
2374 msg_format("%^s disappears!", m_name);
2379 /* Generate treasure, etc */
2380 monster_death(m_idx, FALSE);
2382 /* Delete the monster */
2383 delete_monster_idx(m_idx);
2388 msg_print("¾¯¤·¤Î´ÖÈᤷ¤¤µ¤Ê¬¤Ë¤Ê¤Ã¤¿¡£");
2390 msg_print("You feel sad for a moment.");
2399 if (m_ptr->r_idx == MON_SHURYUUDAN)
2401 mon_take_hit_mon(m_idx, 1, &fear, "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_idx);
2403 mon_take_hit_mon(m_idx, 1, &fear, " explodes into tiny shreds.", m_idx);
2406 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE_7)) && !p_ptr->inside_battle)
2408 static int riding_pinch = 0;
2410 if (m_ptr->hp < m_ptr->maxhp/3)
2413 monster_desc(m_name, m_ptr, 0);
2415 if (m_idx == p_ptr->riding && riding_pinch < 2)
2418 msg_format("%s¤Ï½ý¤ÎÄˤµ¤Î;¤ê¤¢¤Ê¤¿¤Î«Çû¤«¤éƨ¤ì¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", m_name);
2420 msg_format("%^s seems to be in so much pain, and trying to escape from your restriction.", m_name);
2427 if (m_idx == p_ptr->riding)
2430 msg_format("%s¤Ï¤¢¤Ê¤¿¤Î«Çû¤«¤éæ½Ð¤·¤¿¡£", m_name);
2432 msg_format("%^s succeeded to escape from your restriction!", m_name);
2434 if (rakuba(-1, FALSE))
2437 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2439 msg_print("You have fallen from riding pet.");
2446 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))
2449 msg_format("%^s¡Ö¥Ô¥ó¥Á¤À¡ªÂàµÑ¤µ¤»¤Æ¤â¤é¤¦¡ª¡×", m_name);
2451 msg_format("%^s says 'It is the pinch! I will retreat'.", m_name);
2455 msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¡¦¥ì¥Ù¥ë¤Î´¬Êª¤òÆɤó¤À¡£", m_name);
2456 msg_format("%^s¤¬¾Ã¤¨µî¤Ã¤¿¡£", m_name);
2458 msg_format("%^s read a scroll of teleport level.", m_name);
2459 msg_format("%^s disappears.", m_name);
2463 if (m_idx == p_ptr->riding && rakuba(-1, FALSE))
2466 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2468 msg_print("You have fallen from riding pet.");
2472 delete_monster_idx(m_idx);
2479 /* Reset the counter */
2480 if (m_idx == p_ptr->riding) riding_pinch = 0;
2485 /* Handle Invulnerability */
2486 if (m_ptr->invulner)
2488 /* Reduce by one, note if expires */
2491 if (!(m_ptr->invulner) && m_ptr->ml)
2495 /* Acquire the monster name */
2496 monster_desc(m_name, m_ptr, 0);
2498 /* Dump a message */
2500 msg_format("%^s¤Ï¤â¤¦ÌµÅ¨¤Ç¤Ê¤¤¡£", m_name);
2502 msg_format("%^s is no longer invulnerable.", m_name);
2505 m_ptr->energy_need += ENERGY_NEED();
2506 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2507 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2514 /* Reduce by one, note if expires */
2517 if (!(m_ptr->fast) && m_ptr->ml)
2521 /* Acquire the monster name */
2522 monster_desc(m_name, m_ptr, 0);
2524 /* Dump a message */
2526 msg_format("%^s¤Ï¤â¤¦²Ã®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
2528 msg_format("%^s is no longer fast.", m_name);
2531 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2532 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2539 /* Reduce by one, note if expires */
2542 if (!(m_ptr->slow) && m_ptr->ml)
2546 /* Acquire the monster name */
2547 monster_desc(m_name, m_ptr, 0);
2549 /* Dump a message */
2551 msg_format("%^s¤Ï¤â¤¦¸ºÂ®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
2553 msg_format("%^s is no longer slow.", m_name);
2556 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2557 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2561 /* Handle "sleep" */
2566 /* Hack -- handle non-aggravation */
2567 if (!(p_ptr->cursed & TRC_AGGRAVATE)) notice = randint0(1024);
2569 /* Nightmare monsters are more alert */
2570 if (ironman_nightmare) notice /= 2;
2572 /* Hack -- See if monster "notices" player */
2573 if ((notice * notice * notice) <= noise)
2575 /* Hack -- amount of "waking" */
2578 /* Wake up faster near the player */
2579 if (m_ptr->cdis < 50) d = (100 / m_ptr->cdis);
2581 /* Hack -- handle aggravation */
2582 if (p_ptr->cursed & TRC_AGGRAVATE) d = m_ptr->csleep;
2585 if (m_ptr->csleep > d)
2587 /* Monster wakes up "a little bit" */
2590 /* Notice the "not waking up" */
2593 /* Hack -- Count the ignores */
2594 if (r_ptr->r_ignore < MAX_UCHAR)
2604 /* Reset sleep counter */
2607 /* Notice the "waking up" */
2612 /* Acquire the monster name */
2613 monster_desc(m_name, m_ptr, 0);
2615 /* Dump a message */
2617 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
2619 msg_format("%^s wakes up.", m_name);
2623 /* Redraw the health bar */
2624 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2625 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2627 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2))
2628 p_ptr->update |= (PU_MON_LITE);
2630 /* Hack -- Count the wakings */
2631 if (r_ptr->r_wake < MAX_UCHAR)
2639 /* Still sleeping */
2640 if (m_ptr->csleep) return;
2649 /* Make a "saving throw" against stun */
2650 if (randint0(10000) <= r_ptr->level * r_ptr->level)
2656 /* Hack -- Recover from stun */
2657 if (m_ptr->stunned > d)
2659 /* Recover somewhat */
2660 m_ptr->stunned -= d;
2669 /* Message if visible */
2674 /* Acquire the monster name */
2675 monster_desc(m_name, m_ptr, 0);
2677 /* Dump a message */
2679 msg_format("%^s¤ÏÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤Ã¤¿¡£", m_name);
2681 msg_format("%^s is no longer stunned.", m_name);
2684 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2685 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2690 if (m_ptr->stunned && one_in_(2)) return;
2694 /* Handle confusion */
2695 if (m_ptr->confused)
2697 /* Amount of "boldness" */
2698 int d = randint1(r_ptr->level / 20 + 1);
2700 /* Still confused */
2701 if (m_ptr->confused > d)
2703 /* Reduce the confusion */
2704 m_ptr->confused -= d;
2710 /* No longer confused */
2711 m_ptr->confused = 0;
2713 /* Message if visible */
2718 /* Acquire the monster name */
2719 monster_desc(m_name, m_ptr, 0);
2721 /* Dump a message */
2723 msg_format("%^s¤Ïº®Í𤫤éΩ¤Áľ¤Ã¤¿¡£", m_name);
2725 msg_format("%^s is no longer confused.", m_name);
2728 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2729 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2734 if (p_ptr->riding == m_idx)
2736 p_ptr->update |= (PU_BONUS);
2739 /* No one wants to be your friend if you're aggravating */
2740 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2743 /* Paranoia... no pet uniques outside wizard mode -- TY */
2744 if (is_pet(m_ptr) &&
2745 ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE_7)) &&
2746 ((p_ptr->align > 9 && (r_ptr->flags3 & RF3_EVIL)) ||
2747 (p_ptr->align < -9 && (r_ptr->flags3 & RF3_GOOD))))
2748 || (r_ptr->flags3 & RF3_RES_ALL)))
2753 if (p_ptr->inside_battle) gets_angry = FALSE;
2758 monster_desc(m_name, m_ptr, 0);
2760 msg_format("%^s¤ÏÆÍÁ³Å¨¤Ë¤Þ¤ï¤Ã¤¿¡ª", m_name);
2762 msg_format("%^s suddenly becomes hostile!", m_name);
2771 /* Amount of "boldness" */
2772 int d = randint1(r_ptr->level / 20 + 1);
2775 if (m_ptr->monfear > d)
2777 /* Reduce the fear */
2778 m_ptr->monfear -= d;
2781 /* Recover from fear, take note if seen */
2784 /* No longer afraid */
2793 /* Acquire the monster name/poss */
2794 monster_desc(m_name, m_ptr, 0);
2795 monster_desc(m_poss, m_ptr, 0x22);
2797 /* Dump a message */
2799 msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name);
2801 msg_format("%^s recovers %s courage.", m_name, m_poss);
2804 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2809 /* Get the origin */
2814 /* Attempt to "multiply" if able and allowed */
2815 if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2819 /* Count the adjacent monsters */
2820 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2822 for (x = ox - 1; x <= ox + 1; x++)
2824 /* Ignore locations off of edge */
2825 if (!in_bounds2(y, x)) continue;
2827 if (cave[y][x].m_idx) k++;
2831 /* Hack -- multiply slower in crowded areas */
2832 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2834 /* Try to multiply */
2835 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2837 /* Take note if visible */
2840 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2843 /* Multiplying takes energy */
2850 if (!p_ptr->inside_battle)
2852 /* Hack! "Cyber" monster makes noise... */
2853 if (m_ptr->ap_r_idx == MON_CYBER &&
2854 one_in_(CYBERNOISE) &&
2855 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2857 if (disturb_minor) disturb(FALSE, FALSE);
2859 msg_print("½Å¸ü¤Ê²»¤¬Ê¹¤³¤¨¤¿¡£");
2861 msg_print("You hear heavy steps.");
2866 /* Some monsters can speak */
2867 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2868 one_in_(SPEAK_CHANCE) &&
2869 player_has_los_bold(oy, ox))
2872 char monmessage[1024];
2875 /* Acquire the monster name/poss */
2877 monster_desc(m_name, m_ptr, 0);
2880 strcpy(m_name, "¤½¤ì");
2882 strcpy(m_name, "It");
2886 /* Select the file for monster quotes */
2889 filename = "monfear_j.txt";
2891 filename = "monfear.txt";
2894 else if (is_pet(m_ptr))
2896 filename = "monpet_j.txt";
2898 filename = "monpet.txt";
2901 else if (is_friendly(m_ptr))
2903 filename = "monfrien_j.txt";
2905 filename = "monfrien.txt";
2910 filename = "monspeak_j.txt";
2912 filename = "monspeak.txt";
2916 /* Get the monster line */
2917 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2921 msg_format("%^s%s", m_name, monmessage);
2923 msg_format("%^s %s", m_name, monmessage);
2930 /* Try to cast spell occasionally */
2931 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2933 bool counterattack = FALSE;
2935 /* Give priority to counter attack? */
2936 if (m_ptr->target_y)
2938 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
2940 /* The monster must be an enemy, and projectable */
2942 are_enemies(m_ptr, &m_list[t_m_idx]) &&
2943 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2945 counterattack = TRUE;
2951 /* Attempt to cast a spell */
2952 if (aware && make_attack_spell(m_idx)) return;
2955 * Attempt to cast a spell at an enemy other than the player
2956 * (may slow the game a smidgeon, but I haven't noticed.)
2958 if (monst_spell_monst(m_idx)) return;
2962 /* Attempt to do counter attack at first */
2963 if (monst_spell_monst(m_idx)) return;
2965 if (aware && make_attack_spell(m_idx)) return;
2969 can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || (p_ptr->pass_wall)));
2971 /* Hack -- Assume no movement */
2972 mm[0] = mm[1] = mm[2] = mm[3] = 0;
2973 mm[4] = mm[5] = mm[6] = mm[7] = 0;
2976 /* Confused -- 100% random */
2977 if (m_ptr->confused || !aware)
2979 /* Try four "random" directions */
2980 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2983 /* 75% random movement */
2984 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2985 (r_ptr->flags1 & RF1_RAND_25) &&
2986 (randint0(100) < 75))
2988 /* Memorize flags */
2989 if (m_ptr->ml) r_ptr->r_flags1 |= (RF1_RAND_50);
2990 if (m_ptr->ml) r_ptr->r_flags1 |= (RF1_RAND_25);
2992 /* Try four "random" directions */
2993 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2996 /* 50% random movement */
2997 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2998 (randint0(100) < 50))
3000 /* Memorize flags */
3001 if (m_ptr->ml) r_ptr->r_flags1 |= (RF1_RAND_50);
3003 /* Try four "random" directions */
3004 mm[0] = mm[1] = mm[2] = mm[3] = 5;
3007 /* 25% random movement */
3008 else if ((r_ptr->flags1 & RF1_RAND_25) &&
3009 (randint0(100) < 25))
3011 /* Memorize flags */
3012 if (m_ptr->ml) r_ptr->r_flags1 |= RF1_RAND_25;
3014 /* Try four "random" directions */
3015 mm[0] = mm[1] = mm[2] = mm[3] = 5;
3018 /* Can't reach player - find something else to hit */
3019 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
3021 /* Try four "random" directions */
3022 mm[0] = mm[1] = mm[2] = mm[3] = 5;
3024 /* Look for an enemy */
3025 #if 0 /* Hack - Too slow. Mimic pits are horrible with this on. */
3026 get_enemy_dir(m_idx, mm);
3030 /* Pets will follow the player */
3031 else if (is_pet(m_ptr))
3033 /* Are we trying to avoid the player? */
3034 bool avoid = ((p_ptr->pet_follow_distance < 0) &&
3035 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
3037 /* Do we want to find the player? */
3038 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
3040 /* Should we find the player if we can't find a monster? */
3041 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
3043 /* by default, move randomly */
3044 mm[0] = mm[1] = mm[2] = mm[3] = 5;
3046 /* Look for an enemy */
3047 if (!get_enemy_dir(m_idx, mm))
3049 /* Find the player if necessary */
3050 if (avoid || lonely || distant)
3052 /* Remember the leash length */
3053 int dis = p_ptr->pet_follow_distance;
3055 /* Hack -- adjust follow distance temporarily */
3056 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
3058 p_ptr->pet_follow_distance = PET_SEEK_DIST;
3061 /* Find the player */
3062 get_moves(m_idx, mm);
3064 /* Restore the leash */
3065 p_ptr->pet_follow_distance = dis;
3070 /* Friendly monster movement */
3071 else if (!is_hostile(m_ptr))
3073 /* by default, move randomly */
3074 mm[0] = mm[1] = mm[2] = mm[3] = 5;
3076 /* Look for an enemy */
3077 get_enemy_dir(m_idx, mm);
3079 /* Normal movement */
3082 /* Logical moves, may do nothing */
3083 if (!get_moves(m_idx, mm)) return;
3086 /* Assume nothing */
3091 /* Assume nothing */
3092 did_open_door = FALSE;
3093 did_bash_door = FALSE;
3094 did_take_item = FALSE;
3095 did_kill_item = FALSE;
3096 did_move_body = FALSE;
3097 did_pass_wall = FALSE;
3098 did_kill_wall = FALSE;
3101 /* Take a zero-terminated array of "directions" */
3102 for (i = 0; mm[i]; i++)
3104 /* Get the direction */
3107 /* Hack -- allow "randomized" motion */
3108 if (d == 5) d = ddd[randint0(8)];
3110 /* Get the destination */
3114 /* Ignore locations off of edge */
3115 if (!in_bounds2(ny, nx)) continue;
3117 /* Access that cave grid */
3118 c_ptr = &cave[ny][nx];
3120 /* Access that cave grid's contents */
3121 y_ptr = &m_list[c_ptr->m_idx];
3123 /* Floor is open? */
3124 if (cave_floor_grid(c_ptr))
3126 /* Go ahead and move */
3130 /* Hack -- player 'in' wall */
3131 else if ((ny == py) && (nx == px))
3136 else if (c_ptr->m_idx)
3138 /* Possibly a monster to attack */
3142 /* Permanent wall */
3143 else if ((c_ptr->feat >= FEAT_PERM_EXTRA) &&
3144 (c_ptr->feat <= FEAT_PERM_SOLID))
3149 /* Hack -- semi-transparent terrains are no obstacle */
3150 else if (c_ptr->feat == FEAT_TREES)
3155 /* Hack -- semi-transparent terrains are no obstacle */
3156 else if ((c_ptr->feat == FEAT_MOUNTAIN) && ((r_ptr->flags2 & RF2_KILL_WALL) || (!dun_level && ((r_ptr->flags7 & RF7_CAN_FLY) || (r_ptr->flags8 & RF8_WILD_MOUNTAIN)))))
3162 /* Monster moves through walls (and doors) */
3163 else if (can_pass_wall)
3165 /* Pass through walls/doors/rubble */
3168 /* Monster went through a wall */
3169 did_pass_wall = TRUE;
3172 /* Monster destroys walls (and doors) */
3173 else if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding))
3175 /* Eat through walls/doors/rubble */
3178 /* Monster destroyed a wall */
3179 did_kill_wall = TRUE;
3181 if (one_in_(GRINDNOISE))
3184 msg_print("¥®¥·¥®¥·¤¤¤¦²»¤¬Ê¹¤³¤¨¤ë¡£");
3186 msg_print("There is a grinding sound.");
3191 /* Forget the wall */
3192 c_ptr->info &= ~(CAVE_MARK);
3195 cave_set_feat(ny, nx, floor_type[randint0(100)]);
3197 /* Note changes to viewable region */
3198 if (player_has_los_bold(ny, nx)) do_view = TRUE;
3201 /* Handle doors and secret doors */
3202 else if (is_closed_door(c_ptr->feat))
3204 bool may_bash = TRUE;
3206 /* Assume no move allowed */
3209 /* Creature can open doors. */
3210 if ((r_ptr->flags2 & RF2_OPEN_DOOR) &&
3211 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
3214 if (c_ptr->feat == FEAT_DOOR_HEAD)
3216 /* The door is open */
3217 did_open_door = TRUE;
3219 /* Do not bash the door */
3222 /* Assume no move allowed */
3226 /* Locked doors (not jammed) */
3227 else if (c_ptr->feat < FEAT_DOOR_HEAD + 0x08)
3232 k = ((c_ptr->feat - FEAT_DOOR_HEAD) & 0x07);
3234 /* Try to unlock it XXX XXX XXX */
3235 if (randint0(m_ptr->hp / 10) > k)
3237 /* Unlock the door */
3238 cave_set_feat(ny, nx, FEAT_DOOR_HEAD + 0x00);
3240 /* Do not bash the door */
3246 /* Stuck doors -- attempt to bash them down if allowed */
3247 if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) &&
3248 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
3253 k = ((c_ptr->feat - FEAT_DOOR_HEAD) & 0x07);
3255 /* Attempt to Bash XXX XXX XXX */
3256 if (randint0(m_ptr->hp / 10) > k)
3260 msg_print("¥É¥¢¤òᤳ«¤±¤ë²»¤¬¤·¤¿¡ª");
3262 msg_print("You hear a door burst open!");
3266 /* Disturb (sometimes) */
3267 if (disturb_minor) disturb(0, 0);
3269 /* The door was bashed open */
3270 did_bash_door = TRUE;
3272 /* Hack -- fall into doorway */
3278 /* Deal with doors in the way */
3279 if (did_open_door || did_bash_door)
3281 /* Break down the door */
3282 if (did_bash_door && (randint0(100) < 50))
3284 cave_set_feat(ny, nx, FEAT_BROKEN);
3290 cave_set_feat(ny, nx, FEAT_OPEN);
3293 /* Handle viewable doors */
3294 if (player_has_los_bold(ny, nx)) do_view = TRUE;
3298 /* Hack -- check for Glyph of Warding */
3299 if (do_move && is_glyph_grid(c_ptr) &&
3300 !((r_ptr->flags1 & RF1_NEVER_BLOW) && (py == ny) && (px == nx)))
3302 /* Assume no move allowed */
3305 /* Break the ward */
3306 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
3308 /* Describe observable breakage */
3309 if (c_ptr->info & CAVE_MARK)
3312 msg_print("¼é¤ê¤Î¥ë¡¼¥ó¤¬²õ¤ì¤¿¡ª");
3314 msg_print("The rune of protection is broken!");
3319 /* Forget the rune */
3320 c_ptr->info &= ~(CAVE_MARK);
3322 /* Break the rune */
3323 c_ptr->info &= ~(CAVE_OBJECT);
3326 /* Allow movement */
3333 else if (do_move && is_explosive_rune_grid(c_ptr) &&
3334 !((r_ptr->flags1 & RF1_NEVER_BLOW) && (py == ny) && (px == nx)))
3336 /* Assume no move allowed */
3339 /* Break the ward */
3342 /* Break the ward */
3343 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
3345 /* Describe observable breakage */
3346 if (c_ptr->info & CAVE_MARK)
3349 msg_print("¥ë¡¼¥ó¤¬Çúȯ¤·¤¿¡ª");
3351 msg_print("The rune explodes!");
3354 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);
3360 msg_print("Çúȯ¤Î¥ë¡¼¥ó¤Ï²ò½ü¤µ¤ì¤¿¡£");
3362 msg_print("An explosive rune was disarmed.");
3366 /* Forget the rune */
3367 c_ptr->info &= ~(CAVE_MARK);
3369 /* Break the rune */
3370 c_ptr->info &= ~(CAVE_OBJECT);
3376 if (!m_ptr->r_idx) return;
3377 /* Allow movement */
3381 if (do_move && (ny == py) && (nx == px) && (d_info[dungeon_type].flags1 & DF1_NO_MELEE))
3386 /* Some monsters never attack */
3387 if (do_move && (ny == py) && (nx == px) &&
3388 (r_ptr->flags1 & RF1_NEVER_BLOW))
3390 /* Hack -- memorize lack of attacks */
3391 if (m_ptr->ml) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
3397 /* The player is in the way. Attack him. */
3398 if (do_move && (ny == py) && (nx == px))
3400 if (!p_ptr->riding || one_in_(2))
3403 (void)make_attack_normal(m_idx);
3413 if ((c_ptr->feat >= FEAT_PATTERN_START) &&
3414 (c_ptr->feat <= FEAT_PATTERN_XTRA2) &&
3415 !do_turn && !(r_ptr->flags7 & RF7_CAN_FLY))
3421 /* A monster is in the way */
3422 if (do_move && c_ptr->m_idx)
3424 monster_race *z_ptr = &r_info[y_ptr->r_idx];
3425 monster_type *m2_ptr = &m_list[c_ptr->m_idx];
3427 /* Assume no movement */
3430 /* Attack 'enemies' */
3431 if (((r_ptr->flags2 & (RF2_KILL_BODY)) &&
3432 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
3433 (cave_floor_grid(c_ptr)) &&
3434 (c_ptr->m_idx != p_ptr->riding)) ||
3435 are_enemies(m_ptr, m2_ptr) || m_ptr->confused)
3439 if (r_ptr->flags2 & RF2_KILL_BODY) r_ptr->r_flags2 |= (RF2_KILL_BODY);
3442 if ((m2_ptr->r_idx) && (m2_ptr->hp >= 0))
3444 if (monst_attack_monst(m_idx, cave[ny][nx].m_idx))
3449 /* Push past weaker monsters (unless leaving a wall) */
3450 else if ((r_ptr->flags2 & RF2_MOVE_BODY) &&
3451 (r_ptr->mexp > z_ptr->mexp) && cave_floor_grid(c_ptr) &&
3452 (cave_floor_grid(&cave[m_ptr->fy][m_ptr->fx])) &&
3453 (c_ptr->m_idx != p_ptr->riding))
3455 /* Allow movement */
3458 /* Monster pushed past another monster */
3459 did_move_body = TRUE;
3461 /* XXX XXX XXX Message */
3466 * Check if monster can cross terrain
3467 * This is checked after the normal attacks
3468 * to allow monsters to attack an enemy,
3469 * even if it can't enter the terrain.
3471 if (do_move && !monster_can_cross_terrain(c_ptr->feat, r_ptr))
3473 /* Assume no move allowed */
3477 /* Some monsters never move */
3478 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
3480 /* Hack -- memorize lack of attacks */
3481 if (m_ptr->ml) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3487 if (m_idx == p_ptr->riding)
3489 if (!p_ptr->riding_ryoute && !(m_list[p_ptr->riding].monfear)) do_move = FALSE;
3492 /* Creature has been allowed move */
3495 s16b this_o_idx, next_o_idx;
3500 /* Hack -- Update the old location */
3501 cave[oy][ox].m_idx = c_ptr->m_idx;
3503 if (cave[ny][nx].feat == FEAT_TREES)
3505 if (r_ptr->flags2 & RF2_KILL_WALL)
3507 cave_set_feat(ny, nx, FEAT_GRASS);
3510 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3512 m_ptr->energy_need += ENERGY_NEED();
3516 /* Mega-Hack -- move the old monster, if any */
3519 /* Move the old monster */
3523 /* Update the old monster */
3524 update_mon(c_ptr->m_idx, TRUE);
3526 /* Wake up the moved monster */
3527 m_list[c_ptr->m_idx].csleep = 0;
3530 /* Hack -- Update the new location */
3531 c_ptr->m_idx = m_idx;
3533 /* Move the monster */
3537 /* Update the monster */
3538 update_mon(m_idx, TRUE);
3540 if (p_ptr->riding == m_idx)
3546 /* Redraw the old grid */
3549 /* Redraw the new grid */
3552 if (p_ptr->riding == m_idx)
3557 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
3559 /* Update the monsters */
3560 p_ptr->update |= (PU_DISTANCE);
3562 /* Update sub-windows */
3563 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3566 /* Possible disturb */
3569 (disturb_near && (m_ptr->mflag & MFLAG_VIEW)) ||
3570 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3573 if (is_hostile(m_ptr))
3577 /* Scan all objects in the grid */
3578 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3582 /* Acquire object */
3583 o_ptr = &o_list[this_o_idx];
3585 /* Acquire next object */
3586 next_o_idx = o_ptr->next_o_idx;
3589 if (o_ptr->tval == TV_GOLD) continue;
3592 * Skip "real" corpses and statues, to avoid extreme
3593 * silliness like a novice rogue pockets full of statues
3596 if ((o_ptr->tval == TV_CORPSE) ||
3597 (o_ptr->tval == TV_STATUE)) continue;
3599 /* Take or Kill objects on the floor */
3600 if ((r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3601 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS)))
3603 u32b flgs[TR_FLAG_SIZE];
3609 char o_name[MAX_NLEN];
3611 /* Extract some flags */
3612 object_flags(o_ptr, flgs);
3614 /* Acquire the object name */
3615 object_desc(o_name, o_ptr, TRUE, 3);
3617 /* Acquire the monster name */
3618 monster_desc(m_name, m_ptr, 0x04);
3620 /* React to objects that hurt the monster */
3621 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3622 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3623 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
3624 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
3625 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
3626 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
3627 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
3628 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
3629 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
3630 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
3631 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3632 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3633 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3634 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3635 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
3636 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
3637 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
3638 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
3640 /* The object cannot be picked up by the monster */
3641 if (artifact_p(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
3644 /* Only give a message for "take_item" */
3645 if ((r_ptr->flags2 & (RF2_TAKE_ITEM)) && (r_ptr->flags2 & (RF2_STUPID)))
3648 did_take_item = TRUE;
3650 /* Describe observable situations */
3651 if (m_ptr->ml && player_can_see_bold(ny, nx))
3653 /* Dump a message */
3655 msg_format("%^s¤Ï%s¤ò½¦¤ª¤¦¤È¤·¤¿¤¬¡¢¤À¤á¤À¤Ã¤¿¡£", m_name, o_name);
3657 msg_format("%^s tries to pick up %s, but fails.", m_name, o_name);
3663 /* Pick up the item */
3664 else if (r_ptr->flags2 & RF2_TAKE_ITEM)
3667 did_take_item = TRUE;
3669 /* Describe observable situations */
3670 if (player_can_see_bold(ny, nx))
3672 /* Dump a message */
3674 msg_format("%^s¤¬%s¤ò½¦¤Ã¤¿¡£", m_name, o_name);
3676 msg_format("%^s picks up %s.", m_name, o_name);
3681 /* Excise the object */
3682 excise_object_idx(this_o_idx);
3687 /* Forget location */
3688 o_ptr->iy = o_ptr->ix = 0;
3690 /* Memorize monster */
3691 o_ptr->held_m_idx = m_idx;
3694 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3697 m_ptr->hold_o_idx = this_o_idx;
3700 /* Destroy the item if not a pet */
3701 else if (!is_pet(m_ptr))
3704 did_kill_item = TRUE;
3706 /* Describe observable situations */
3707 if (player_has_los_bold(ny, nx))
3709 /* Dump a message */
3711 msg_format("%^s¤¬%s¤òÇ˲õ¤·¤¿¡£", m_name, o_name);
3713 msg_format("%^s destroys %s.", m_name, o_name);
3718 /* Delete the object */
3719 delete_object_idx(this_o_idx);
3725 /* Stop when done */
3730 * Forward movements failed, but now received LOS attack!
3731 * Try to flow by smell.
3733 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3734 m_ptr->mflag2 &= ~MFLAG_NOFLOW;
3736 /* If we haven't done anything, try casting a spell again */
3737 if (!do_turn && !do_move && !m_ptr->monfear && !(p_ptr->riding == m_idx) && aware)
3739 /* Try to cast spell again */
3740 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3742 if (make_attack_spell(m_idx)) return;
3747 /* Notice changes in view */
3750 /* Update some things */
3751 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
3754 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3757 /* Notice changes in view */
3758 if (do_move && ((r_ptr->flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3760 /* Update some things */
3761 p_ptr->update |= (PU_MON_LITE);
3764 /* Learn things from observable monster */
3767 /* Monster opened a door */
3768 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3770 /* Monster bashed a door */
3771 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3773 /* Monster tried to pick something up */
3774 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3776 /* Monster tried to crush something */
3777 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3779 /* Monster pushed past another monster */
3780 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3782 /* Monster passed through a wall */
3783 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3785 /* Monster destroyed a wall */
3786 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3790 /* Hack -- get "bold" if out of options */
3791 if (!do_turn && !do_move && m_ptr->monfear && aware)
3793 /* No longer afraid */
3796 /* Message if seen */
3801 /* Acquire the monster name */
3802 monster_desc(m_name, m_ptr, 0);
3804 /* Dump a message */
3806 msg_format("%^s¤ÏÀ襤¤ò·è°Õ¤·¤¿¡ª", m_name);
3808 msg_format("%^s turns to fight!", m_name);
3811 /* Redraw (later) if needed */
3812 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3814 chg_virtue(V_COMPASSION, -1);
3817 /* XXX XXX XXX Actually do something now (?) */
3822 * Process all the "live" monsters, once per game turn.
3824 * During each game turn, we scan through the list of all the "live" monsters,
3825 * (backwards, so we can excise any "freshly dead" monsters), energizing each
3826 * monster, and allowing fully energized monsters to move, attack, pass, etc.
3828 * Note that monsters can never move in the monster array (except when the
3829 * "compact_monsters()" function is called by "dungeon()" or "save_player()").
3831 * This function is responsible for at least half of the processor time
3832 * on a normal system with a "normal" amount of monsters and a player doing
3835 * When the player is resting, virtually 90% of the processor time is spent
3836 * in this function, and its children, "process_monster()" and "make_move()".
3838 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",
3839 * especially when the player is running.
3841 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"
3842 * monsters while they are still being "born". A monster is "fresh" only
3843 * during the turn in which it is created, and we use the "hack_m_idx" to
3844 * determine if the monster is yet to be processed during the current turn.
3846 * Note the special "MFLAG_NICE" flag, which allows the player to get one
3847 * move before any "nasty" monsters get to use their spell attacks.
3849 * Note that when the "knowledge" about the currently tracked monster
3850 * changes (flags, attacks, spells), we induce a redraw of the monster
3853 void process_monsters(void)
3860 monster_type *m_ptr;
3861 monster_race *r_ptr;
3863 int old_monster_race_idx;
3865 u32b old_r_flags1 = 0L;
3866 u32b old_r_flags2 = 0L;
3867 u32b old_r_flags3 = 0L;
3868 u32b old_r_flags4 = 0L;
3869 u32b old_r_flags5 = 0L;
3870 u32b old_r_flags6 = 0L;
3872 byte old_r_blows0 = 0;
3873 byte old_r_blows1 = 0;
3874 byte old_r_blows2 = 0;
3875 byte old_r_blows3 = 0;
3877 byte old_r_cast_spell = 0;
3881 /* Clear monster fighting indicator */
3884 /* Memorize old race */
3885 old_monster_race_idx = p_ptr->monster_race_idx;
3887 /* Acquire knowledge */
3888 if (p_ptr->monster_race_idx)
3890 /* Acquire current monster */
3891 r_ptr = &r_info[p_ptr->monster_race_idx];
3893 /* Memorize flags */
3894 old_r_flags1 = r_ptr->r_flags1;
3895 old_r_flags2 = r_ptr->r_flags2;
3896 old_r_flags3 = r_ptr->r_flags3;
3897 old_r_flags4 = r_ptr->r_flags4;
3898 old_r_flags5 = r_ptr->r_flags5;
3899 old_r_flags6 = r_ptr->r_flags6;
3901 /* Memorize blows */
3902 old_r_blows0 = r_ptr->r_blows[0];
3903 old_r_blows1 = r_ptr->r_blows[1];
3904 old_r_blows2 = r_ptr->r_blows[2];
3905 old_r_blows3 = r_ptr->r_blows[3];
3907 /* Memorize castings */
3908 old_r_cast_spell = r_ptr->r_cast_spell;
3912 /* Hack -- calculate the "player noise" */
3913 noise = (1L << (30 - p_ptr->skill_stl));
3916 /* Process the monsters (backwards) */
3917 for (i = m_max - 1; i >= 1; i--)
3919 /* Access the monster */
3921 r_ptr = &r_info[m_ptr->r_idx];
3923 /* Handle "leaving" */
3924 if (p_ptr->leaving) break;
3926 /* Ignore "dead" monsters */
3927 if (!m_ptr->r_idx) continue;
3929 if (p_ptr->wild_mode) continue;
3932 /* Handle "fresh" monsters */
3933 if (m_ptr->mflag & MFLAG_BORN)
3935 /* No longer "fresh" */
3936 m_ptr->mflag &= ~(MFLAG_BORN);
3942 /* Hack -- Require proximity */
3943 if (m_ptr->cdis >= 100) continue;
3946 /* Access the location */
3950 /* Flow by smell is allowed */
3951 if (!p_ptr->no_flowed)
3953 m_ptr->mflag2 &= ~MFLAG_NOFLOW;
3956 /* Assume no move */
3959 /* Handle "sensing radius" */
3960 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > 20 ? 20 : r_ptr->aaf) : r_ptr->aaf))
3962 /* We can "sense" the player */
3966 /* Handle "sight" and "aggravation" */
3967 else if ((m_ptr->cdis <= MAX_SIGHT) &&
3968 (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3970 /* We can "see" or "feel" the player */
3974 #if 0 /* (cave[py][px].when == cave[fy][fx].when) is always FALSE... */
3975 /* Hack -- Monsters can "smell" the player from far away */
3976 /* Note that most monsters have "aaf" of "20" or so */
3977 else if (!(m_ptr->mflag2 & MFLAG_NOFLOW) &&
3978 (cave_floor_bold(py, px) || (cave[py][px].feat == FEAT_TREES)) &&
3979 (cave[py][px].when == cave[fy][fx].when) &&
3980 (cave[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3981 (cave[fy][fx].dist < r_ptr->aaf))
3983 /* We can "smell" the player */
3987 else if (m_ptr->target_y) test = TRUE;
3990 if (!test) continue;
3993 if (p_ptr->riding == i)
3994 speed = p_ptr->pspeed;
3997 speed = MIN(199, m_ptr->mspeed);
3999 /* Monsters move quickly in Nightmare mode */
4000 if (ironman_nightmare)
4002 speed = MIN(199, m_ptr->mspeed + 5);
4005 if (m_ptr->fast) speed = MIN(199, speed + 10);
4006 if (m_ptr->slow) speed = MAX(0, speed - 10);
4009 /* Give this monster some energy */
4010 m_ptr->energy_need -= extract_energy[speed];
4012 /* Not enough energy to move */
4013 if (m_ptr->energy_need > 0) continue;
4015 /* Use up "some" energy */
4016 m_ptr->energy_need += ENERGY_NEED();
4019 /* Save global index */
4022 /* Process the monster */
4025 reset_target(m_ptr);
4027 /* Give up flow_by_smell when it might useless */
4028 if (p_ptr->no_flowed && one_in_(3))
4029 m_ptr->mflag2 |= MFLAG_NOFLOW;
4031 /* Hack -- notice death or departure */
4032 if (!p_ptr->playing || p_ptr->is_dead) break;
4034 /* Notice leaving */
4035 if (p_ptr->leaving) break;
4038 /* Reset global index */
4042 /* Tracking a monster race (the same one we were before) */
4043 if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
4045 /* Acquire monster race */
4046 r_ptr = &r_info[p_ptr->monster_race_idx];
4048 /* Check for knowledge change */
4049 if ((old_r_flags1 != r_ptr->r_flags1) ||
4050 (old_r_flags2 != r_ptr->r_flags2) ||
4051 (old_r_flags3 != r_ptr->r_flags3) ||
4052 (old_r_flags4 != r_ptr->r_flags4) ||
4053 (old_r_flags5 != r_ptr->r_flags5) ||
4054 (old_r_flags6 != r_ptr->r_flags6) ||
4055 (old_r_blows0 != r_ptr->r_blows[0]) ||
4056 (old_r_blows1 != r_ptr->r_blows[1]) ||
4057 (old_r_blows2 != r_ptr->r_blows[2]) ||
4058 (old_r_blows3 != r_ptr->r_blows[3]) ||
4059 (old_r_cast_spell != r_ptr->r_cast_spell))
4062 p_ptr->window |= (PW_MONSTER);
4069 bool process_the_world(int num, int who, bool vs_player)
4071 monster_type *m_ptr = &m_list[hack_m_idx]; /* the world monster */
4073 if(world_monster) return (FALSE);
4078 monster_desc(m_name, m_ptr, 0);
4082 msg_print("¡Ö¡Ø¥¶¡¦¥ï¡¼¥ë¥É¡Ù¡ª»þ¤Ï»ß¤Þ¤Ã¤¿¡ª¡×");
4084 msg_format("%s yells 'The World! Time has stopped!'", m_name);
4088 msg_print("¡Ö»þ¤è¡ª¡×");
4090 msg_format("%s yells 'Time!'", m_name);
4092 else msg_print("hek!");
4097 world_monster = TRUE;
4099 if (vs_player) do_cmd_redraw();
4103 if(!m_ptr->r_idx) break;
4104 process_monster(hack_m_idx);
4106 reset_target(m_ptr);
4109 if (p_ptr->notice) notice_stuff();
4112 if (p_ptr->update) update_stuff();
4115 if (p_ptr->redraw) redraw_stuff();
4118 if (p_ptr->window) window_stuff();
4121 if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
4125 p_ptr->redraw |= (PR_MAP);
4127 /* Update monsters */
4128 p_ptr->update |= (PU_MONSTERS);
4131 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4133 world_monster = FALSE;
4134 if (vs_player || los(py, px, m_ptr->fy, m_ptr->fx))
4137 msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
4139 msg_print("You feel time flowing around you once more.");
4150 void monster_gain_exp(int m_idx, int s_idx)
4152 monster_type *m_ptr = &m_list[m_idx];
4153 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4154 monster_race *s_ptr = &r_info[s_idx];
4157 if (p_ptr->inside_battle) return;
4159 if (!r_ptr->next_exp) return;
4161 new_exp = s_ptr->mexp * s_ptr->level / (r_ptr->level + 2);
4162 if (m_idx == p_ptr->riding) new_exp = (new_exp + 1) / 2;
4163 if (!dun_level) new_exp /= 5;
4164 m_ptr->exp += new_exp;
4165 if (m_ptr->mflag2 & MFLAG_CHAMELEON) return;
4167 if (m_ptr->exp >= r_ptr->next_exp)
4170 int old_hp = m_ptr->hp;
4171 int old_maxhp = m_ptr->max_maxhp;
4172 int old_r_idx = m_ptr->r_idx;
4174 byte old_sub_align = m_ptr->sub_align;
4176 monster_desc(m_name, m_ptr, 0);
4177 m_ptr->r_idx = r_ptr->next_r_idx;
4178 m_ptr->ap_r_idx = m_ptr->r_idx;
4179 r_ptr = &r_info[m_ptr->r_idx];
4180 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
4182 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
4186 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
4188 if (ironman_nightmare)
4190 u32b hp = m_ptr->max_maxhp * 2L;
4192 m_ptr->max_maxhp = (s16b)MIN(30000, hp);
4194 m_ptr->maxhp = m_ptr->max_maxhp;
4195 m_ptr->hp = old_hp * m_ptr->maxhp / old_maxhp;
4197 /* Extract the monster base speed */
4198 m_ptr->mspeed = r_ptr->speed;
4200 /* Hack -- small racial variety */
4201 if (!(r_ptr->flags1 & RF1_UNIQUE) && !p_ptr->inside_arena)
4203 /* Allow some small variation per monster */
4205 i = extract_energy[r_ptr->speed] / 3;
4206 if (i) m_ptr->mspeed += rand_spread(0, i);
4209 i = extract_energy[r_ptr->speed] / 10;
4210 if (i) m_ptr->mspeed += rand_spread(0, i);
4214 if (m_ptr->mspeed > 199) m_ptr->mspeed = 199;
4216 /* Sub-alignment of a monster */
4217 if (!is_pet(m_ptr) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
4218 m_ptr->sub_align = old_sub_align;
4221 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
4222 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
4223 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
4228 if (is_pet(m_ptr) || m_ptr->ml)
4231 msg_format("%s¤Ï%s¤Ë¿Ê²½¤·¤¿¡£", m_name, r_name + r_ptr->name);
4233 msg_format("%^s evolved into %s.", m_name, r_name + r_ptr->name);
4235 r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
4237 update_mon(m_idx, FALSE);
4238 lite_spot(m_ptr->fy, m_ptr->fx);
4240 if (m_idx == p_ptr->riding) p_ptr->update |= PU_BONUS;