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_scent = FALSE;
609 monster_type *m_ptr = &m_list[m_idx];
610 monster_race *r_ptr = &r_info[m_ptr->r_idx];
612 /* Can monster cast attack spell? */
613 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
614 r_ptr->flags5 & (RF5_ATTACK_MASK) ||
615 r_ptr->flags6 & (RF6_ATTACK_MASK))
617 /* Can move spell castable grid? */
618 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
621 /* Monster can't flow */
622 if (no_flow) return (FALSE);
624 /* Monster can go through rocks */
625 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || (p_ptr->pass_wall))) return (FALSE);
626 if (r_ptr->flags2 & RF2_KILL_WALL) return (FALSE);
627 if (!cave_floor_bold(py, px) && (cave[py][px].feat != FEAT_TREES)) return (FALSE);
629 /* Monster location */
633 /* Hack -- Player can see us, run towards him */
634 if (player_has_los_bold(y1, x1)) return (FALSE);
637 c_ptr = &cave[y1][x1];
639 /* If we can hear noises, advance towards them */
645 /* Otherwise, try to follow a scent trail */
646 else if (c_ptr->when)
649 if (cave[py][px].when - c_ptr->when > 127) return (FALSE);
655 /* Otherwise, advance blindly */
661 /* Check nearby grids, diagonals first */
662 for (i = 7; i >= 0; i--)
664 /* Get the location */
668 /* Ignore locations off of edge */
669 if (!in_bounds2(y, x)) continue;
673 /* We're following a scent trail */
676 int when = c_ptr->when;
678 /* Accept younger scent */
679 if (best > when) continue;
683 /* We're using sound */
688 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
690 else cost = c_ptr->cost;
692 /* Accept louder sounds */
693 if ((cost == 0) || (best < cost)) continue;
697 /* Hack -- Save the "twiddled" location */
698 (*yp) = py + 16 * ddy_ddd[i];
699 (*xp) = px + 16 * ddx_ddd[i];
702 /* No legal move (?) */
703 if (best == 999 || best == 0) return (FALSE);
711 * Provide a location to flee to, but give the player a wide berth.
713 * A monster may wish to flee to a location that is behind the player,
714 * but instead of heading directly for it, the monster should "swerve"
715 * around the player so that he has a smaller chance of getting hit.
717 static bool get_fear_moves_aux(int m_idx, int *yp, int *xp)
719 int y, x, y1, x1, fy, fx, gy = 0, gx = 0;
723 monster_type *m_ptr = &m_list[m_idx];
725 /* Monster location */
729 /* Desired destination */
733 /* Check nearby grids, diagonals first */
734 for (i = 7; i >= 0; i--)
738 /* Get the location */
742 /* Ignore locations off of edge */
743 if (!in_bounds2(y, x)) continue;
745 /* Don't move toward player */
746 /* if (cave[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
748 /* Calculate distance of this grid from our destination */
749 dis = distance(y, x, y1, x1);
751 /* Score this grid */
752 s = 5000 / (dis + 3) - 500 / (cave[y][x].dist + 1);
754 /* No negative scores */
757 /* Ignore lower scores */
758 if (s < score) continue;
760 /* Save the score and time */
763 /* Save the location */
768 /* No legal move (?) */
769 if (score == -1) return (FALSE);
780 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
783 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
784 * offsets of all the locations with a distance of n from a central point,
785 * with an offset of (0,0) indicating no more offsets at this distance.
787 * This is, of course, fairly unreadable, but it eliminates multiple loops
788 * from the previous version.
790 * It is probably better to replace these arrays with code to compute
791 * the relevant arrays, even if the storage is pre-allocated in hard
792 * coded sizes. At the very least, code should be included which is
793 * able to generate and dump these arrays (ala "los()"). XXX XXX XXX
795 * Also, the storage needs could be halved by using bytes. XXX XXX XXX
797 * These arrays could be combined into two big arrays, using sub-arrays
798 * to hold the offsets and lengths of each portion of the sub-arrays, and
799 * this could perhaps also be used somehow in the "look" code. XXX XXX XXX
803 static sint d_off_y_0[] =
806 static sint d_off_x_0[] =
810 static sint d_off_y_1[] =
811 { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
813 static sint d_off_x_1[] =
814 { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
817 static sint d_off_y_2[] =
818 { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
820 static sint d_off_x_2[] =
821 { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
824 static sint d_off_y_3[] =
825 { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2,
828 static sint d_off_x_3[] =
829 { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2,
833 static sint d_off_y_4[] =
834 { -1, -1, -2, -2, -3, -3, -3, -3, -4, -4, -4, 0,
835 0, 1, 1, 2, 2, 3, 3, 3, 3, 4, 4, 4, 0 };
837 static sint d_off_x_4[] =
838 { -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, -4, 4,
839 -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, 0 };
842 static sint d_off_y_5[] =
843 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
844 -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
847 static sint d_off_x_5[] =
848 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
849 -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
853 static sint d_off_y_6[] =
854 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
855 -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
858 static sint d_off_x_6[] =
859 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
860 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
861 -3, 2, 3, -1, 0, 1, 0 };
864 static sint d_off_y_7[] =
865 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
866 -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
867 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
869 static sint d_off_x_7[] =
870 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
871 -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
872 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
876 static sint d_off_y_8[] =
877 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
878 -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
879 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
882 static sint d_off_x_8[] =
883 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
884 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
885 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
889 static sint d_off_y_9[] =
890 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
891 -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
892 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
893 7, 8, 8, 8, 8, 9, 9, 9, 0 };
895 static sint d_off_x_9[] =
896 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
897 -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
898 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
899 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
902 static sint *dist_offsets_y[10] =
904 d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
905 d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
908 static sint *dist_offsets_x[10] =
910 d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
911 d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
915 * Choose a "safe" location near a monster for it to run toward.
917 * A location is "safe" if it can be reached quickly and the player
918 * is not able to fire into it (it isn't a "clean shot"). So, this will
919 * cause monsters to "duck" behind walls. Hopefully, monsters will also
920 * try to run towards corridor openings if they are in a room.
922 * This function may take lots of CPU time if lots of monsters are
925 * Return TRUE if a safe location is available.
927 static bool find_safety(int m_idx, int *yp, int *xp)
929 monster_type *m_ptr = &m_list[m_idx];
934 int y, x, dy, dx, d, dis, i;
935 int gy = 0, gx = 0, gdis = 0;
942 /* Start with adjacent locations, spread further */
943 for (d = 1; d < 10; d++)
945 /* Get the lists of points with a distance d from (fx, fy) */
946 y_offsets = dist_offsets_y[d];
947 x_offsets = dist_offsets_x[d];
949 /* Check the locations */
950 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
952 i++, dx = x_offsets[i], dy = y_offsets[i])
957 /* Skip illegal locations */
958 if (!in_bounds(y, x)) continue;
962 /* Skip locations in a wall */
963 if (!cave_floor_grid(c_ptr)) continue;
965 /* Check for "availability" (if monsters can flow) */
966 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
968 /* Ignore grids very far from the player */
969 if (c_ptr->dist == 0) continue;
971 /* Ignore too-distant grids */
972 if (c_ptr->dist > cave[fy][fx].dist + 2 * d) continue;
975 /* Check for absence of shot (more or less) */
976 if (!player_has_los_grid(c_ptr))
979 /* Calculate distance from player */
980 dis = distance(y, x, py, px);
982 /* Remember if further than previous */
992 /* Check for success */
999 /* Found safe place */
1010 * Choose a good hiding place near a monster for it to run toward.
1012 * Pack monsters will use this to "ambush" the player and lure him out
1013 * of corridors into open space so they can swarm him.
1015 * Return TRUE if a good location is available.
1017 static bool find_hiding(int m_idx, int *yp, int *xp)
1019 monster_type *m_ptr = &m_list[m_idx];
1024 int y, x, dy, dx, d, dis, i;
1025 int gy = 0, gx = 0, gdis = 999;
1027 sint *y_offsets, *x_offsets;
1031 /* Start with adjacent locations, spread further */
1032 for (d = 1; d < 10; d++)
1034 /* Get the lists of points with a distance d from (fx, fy) */
1035 y_offsets = dist_offsets_y[d];
1036 x_offsets = dist_offsets_x[d];
1038 /* Check the locations */
1039 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
1041 i++, dx = x_offsets[i], dy = y_offsets[i])
1046 /* Skip illegal locations */
1047 if (!in_bounds(y, x)) continue;
1049 c_ptr = &cave[y][x];
1051 /* Skip occupied locations */
1052 if (!cave_empty_grid(c_ptr)) continue;
1054 /* Check for hidden, available grid */
1055 if (!player_has_los_grid(c_ptr) && clean_shot(fy, fx, y, x, FALSE))
1057 /* Calculate distance from player */
1058 dis = distance(y, x, py, px);
1060 /* Remember if closer than previous */
1061 if (dis < gdis && dis >= 2)
1070 /* Check for success */
1077 /* Found good place */
1088 * Choose "logical" directions for monster movement
1090 static bool get_moves(int m_idx, int *mm)
1092 monster_type *m_ptr = &m_list[m_idx];
1093 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1099 bool will_run = mon_will_run(m_idx);
1101 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (cave[m_ptr->fy][m_ptr->fx].cost > 2));
1104 /* Flow towards the player */
1105 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1107 can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || (p_ptr->pass_wall)));
1109 /* Extract the "pseudo-direction" */
1113 /* Counter attack to an enemy monster */
1114 if (!will_run && m_ptr->target_y)
1116 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
1118 /* The monster must be an enemy, and in LOS */
1120 are_enemies(m_ptr, &m_list[t_m_idx]) &&
1121 los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1123 y = m_ptr->target_y;
1124 x = m_ptr->target_x;
1129 if (!done && !will_run && is_hostile(m_ptr) &&
1130 (r_ptr->flags1 & RF1_FRIENDS) &&
1131 (los(m_ptr->fy, m_ptr->fx, py, px) ||
1132 (cave[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1135 * Animal packs try to get the player out of corridors
1136 * (...unless they can move through walls -- TY)
1138 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1139 !(r_ptr->flags2 & RF2_KILL_WALL))
1143 /* Count room grids next to player */
1144 for (i = 0; i < 8; i++)
1146 int x = px + ddx_ddd[i];
1147 int y = py + ddy_ddd[i];
1151 if (!in_bounds2(y, x)) continue;
1153 c_ptr = &cave[y][x];
1156 if (((cave_floor_grid(c_ptr)) || ((c_ptr->feat & 0x60) == 0x60)) &&
1157 monster_can_cross_terrain(c_ptr->feat, r_ptr))
1159 /* One more room grid */
1163 if (cave[py][px].info & CAVE_ROOM) room -= 2;
1164 if (!r_ptr->flags4 && !r_ptr->flags5 && !r_ptr->flags6) room -= 2;
1166 /* Not in a room and strong player */
1167 if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1168 (p_ptr->mhp + p_ptr->msp))
1170 /* Find hiding place */
1171 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1175 /* Monster groups try to surround the player */
1176 if (!done && (cave[m_ptr->fy][m_ptr->fx].dist < 3))
1180 /* Find an empty square near the player to fill */
1181 for (i = 0; i < 8; i++)
1183 /* Pick squares near player (semi-randomly) */
1184 y2 = py + ddy_ddd[(m_idx + i) & 7];
1185 x2 = px + ddx_ddd[(m_idx + i) & 7];
1187 /* Already there? */
1188 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1190 /* Attack the player */
1197 if (!in_bounds2(y2, x2)) continue;
1199 /* Ignore filled grids */
1200 c_ptr = &cave[y2][x2];
1201 if (!cave_empty_grid(c_ptr)) continue;
1203 /* Try to fill this hole */
1207 /* Extract the new "pseudo-direction" */
1216 /* Apply fear if possible and necessary */
1217 if (is_pet(m_ptr) && will_run)
1219 /* XXX XXX Not very "smart" */
1224 if (!done && will_run)
1229 /* Try to find safe place */
1230 if (find_safety(m_idx, &y, &x))
1232 /* Attempt to avoid the player */
1235 /* Adjust movement */
1236 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1242 /* This is not a very "smart" method XXX XXX */
1250 /* Check for no move */
1251 if (!x && !y) return (FALSE);
1254 /* Extract the "absolute distances" */
1258 /* Do something weird */
1259 if (y < 0) move_val += 8;
1260 if (x > 0) move_val += 4;
1262 /* Prevent the diamond maneuvre */
1268 else if (ax > (ay << 1))
1273 /* Extract some directions */
1418 /* Wants to move... */
1423 static int check_hit2(int power, int level, int ac, int stun)
1427 /* Percentile dice */
1430 if (stun && one_in_(2)) return FALSE;
1432 /* Hack -- Always miss or hit */
1433 if (k < 10) return (k < 5);
1435 /* Calculate the "attack quality" */
1436 i = (power + (level * 3));
1438 /* Power and Level compete against Armor */
1439 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1446 /* Monster attacks monster */
1447 static bool monst_attack_monst(int m_idx, int t_idx)
1449 monster_type *m_ptr = &m_list[m_idx];
1450 monster_type *t_ptr = &m_list[t_idx];
1452 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1453 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1457 char m_name[80], t_name[80];
1459 bool blinked, heal_effect;
1460 bool explode = FALSE, touched = FALSE, fear = FALSE;
1461 int y_saver = t_ptr->fy;
1462 int x_saver = t_ptr->fx;
1464 bool see_m = m_ptr->ml;
1465 bool see_t = t_ptr->ml;
1466 bool see_either = see_m || see_t;
1468 /* Can the player be aware of this attack? */
1469 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1470 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1472 /* Cannot attack self */
1473 if (m_idx == t_idx) return FALSE;
1475 /* Not allowed to attack */
1476 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1478 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1486 /* Extract the effective monster level */
1487 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1489 /* Get the monster name (or "it") */
1490 monster_desc(m_name, m_ptr, 0);
1492 /* Get the monster name (or "it") */
1493 monster_desc(t_name, t_ptr, 0);
1495 /* Assume no blink */
1498 if (!see_either && known)
1503 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 0);
1505 /* Scan through all four blows */
1506 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1508 bool obvious = FALSE;
1515 /* Extract the attack infomation */
1516 int effect = r_ptr->blow[ap_cnt].effect;
1517 int method = r_ptr->blow[ap_cnt].method;
1518 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1519 int d_side = r_ptr->blow[ap_cnt].d_side;
1521 if (!m_ptr->r_idx) break;
1523 /* Stop attacking if the target dies! */
1524 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1527 /* Hack -- no more attacks */
1530 if (blinked) /* Stop! */
1535 if (method == RBM_SHOOT) continue;
1537 /* Extract the attack "power" */
1538 power = mbe_info[effect].power;
1541 if (!effect || check_hit2(power, rlev, ac, m_ptr->stunned))
1543 /* Describe the attack method */
1549 act = "%s¤ò²¥¤Ã¤¿¡£";
1561 act = "%s¤ò¿¨¤Ã¤¿¡£";
1563 act = "touches %s.";
1573 act = "%s¤ò¥Ñ¥ó¥Á¤·¤¿¡£";
1575 act = "punches %s.";
1585 act = "%s¤ò½³¤Ã¤¿¡£";
1597 act = "%s¤ò¤Ò¤Ã¤«¤¤¤¿¡£";
1609 act = "%s¤ò³ú¤ó¤À¡£";
1621 act = "%s¤ò»É¤·¤¿¡£";
1633 act = "%s¤ò»Â¤Ã¤¿¡£";
1635 act = "slashes %s.";
1644 act = "%s¤ò³Ñ¤ÇÆͤ¤¤¿¡£";
1656 act = "%s¤ËÂÎÅö¤ê¤·¤¿¡£";
1658 act = "crushes %s.";
1668 act = "%s¤ò°û¤ß¹þ¤ó¤À¡£";
1670 act = "engulfs %s.";
1680 act = "%s¤ËÀÁµá½ñ¤ò¤è¤³¤·¤¿¡£";
1682 act = "charges %s.";
1692 act = "%s¤ÎÂΤξå¤òÇ礤²ó¤Ã¤¿¡£";
1694 act = "crawls on %s.";
1704 act = "%s¤Ë¤è¤À¤ì¤ò¤¿¤é¤·¤¿¡£";
1706 act = "drools on %s.";
1716 act = "%s¤ËÂäòÅǤ¤¤¿¡£";
1718 act = "spits on %s.";
1727 if (see_either) disturb(1, 0);
1742 act = "%s¤ò¤Ë¤é¤ó¤À¡£";
1744 act = "gazes at %s.";
1754 act = "%s¤Ëµã¤¤Ä¤¤¤¿¡£";
1756 act = "wails at %s.";
1766 act = "%s¤Ë˦»Ò¤òÈô¤Ð¤·¤¿¡£";
1768 act = "releases spores at %s.";
1778 act = "%s¤ËXXX4¤òÈô¤Ð¤·¤¿¡£";
1780 act = "projects XXX4's at %s.";
1790 act = "%s¤Ë¶â¤ò¤»¤¬¤ó¤À¡£";
1792 act = "begs %s for money.";
1802 act = "%s¤òÉî¿«¤·¤¿¡£";
1804 act = "insults %s.";
1814 act = "%s¤Ë¤à¤«¤Ã¤Æ¤¦¤á¤¤¤¿¡£";
1816 act = "moans at %s.";
1826 act = "%s¤Ë¤à¤«¤Ã¤Æ²Î¤Ã¤¿¡£";
1828 act = "sings to %s.";
1837 if (act && see_either)
1839 if (do_silly_attack)
1841 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1843 strfmt(temp, act, t_name);
1845 msg_format("%^s¤Ï%s", m_name, temp);
1847 msg_format("%^s %s", m_name, temp);
1852 /* Hack -- assume all attacks are obvious */
1855 /* Roll out the damage */
1856 damage = damroll(d_dice, d_side);
1858 /* Assume no healing effect */
1859 heal_effect = FALSE;
1863 /* Apply appropriate damage */
1875 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13)) {
1876 int tmp_damage = damage-(damage*((ac < 150) ? ac : 150)/250);
1877 damage = MAX(damage, tmp_damage*2);
1883 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1913 if (one_in_(2)) blinked = TRUE;
1960 pt = GF_OLD_SLEEP; /* sort of close... */
1976 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1979 earthquake(m_ptr->fy, m_ptr->fx, 8);
2012 /* Do damage if not exploding */
2015 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
2016 (pt == GF_OLD_SLEEP ? r_ptr->level : damage), pt, PROJECT_KILL | PROJECT_STOP | PROJECT_MONSTER, -1);
2021 if ((monster_living(tr_ptr)) && (damage > 2))
2023 bool did_heal = FALSE;
2025 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
2028 m_ptr->hp += damroll(4, damage / 6);
2029 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2031 /* Redraw (later) if needed */
2032 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2033 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2035 /* Special message */
2036 if (see_m && did_heal)
2039 msg_format("%s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
2041 msg_format("%^s appears healthier.", m_name);
2051 if ((tr_ptr->flags2 & RF2_AURA_FIRE) &&
2052 !(r_ptr->flags3 & RF3_IM_FIRE) &&
2053 !(r_ptr->flags3 & RF3_RES_ALL) && m_ptr->r_idx)
2059 msg_format("%^s¤ÏÆÍÁ³Ç®¤¯¤Ê¤Ã¤¿¡ª", m_name);
2061 msg_format("%^s is suddenly very hot!", m_name);
2065 tr_ptr->r_flags2 |= RF2_AURA_FIRE;
2067 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2068 damroll (1 + ((tr_ptr->level) / 26),
2069 1 + ((tr_ptr->level) / 17)),
2070 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_MONSTER, -1);
2074 if ((tr_ptr->flags3 & RF3_AURA_COLD) &&
2075 !(r_ptr->flags3 & RF3_IM_COLD) &&
2076 !(r_ptr->flags3 & RF3_RES_ALL) && m_ptr->r_idx)
2082 msg_format("%^s¤ÏÆÍÁ³´¨¤¯¤Ê¤Ã¤¿¡ª", m_name);
2084 msg_format("%^s is suddenly very cold!", m_name);
2088 tr_ptr->r_flags3 |= RF3_AURA_COLD;
2090 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2091 damroll (1 + ((tr_ptr->level) / 26),
2092 1 + ((tr_ptr->level) / 17)),
2093 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_MONSTER, -1);
2097 if ((tr_ptr->flags2 & (RF2_AURA_ELEC)) &&
2098 !(r_ptr->flags3 & (RF3_IM_ELEC)) &&
2099 !(r_ptr->flags3 & RF3_RES_ALL) && m_ptr->r_idx)
2105 msg_format("%^s¤ÏÅÅ·â¤ò¿©¤é¤Ã¤¿¡ª", m_name);
2107 msg_format("%^s gets zapped!", m_name);
2111 tr_ptr->r_flags2 |= RF2_AURA_ELEC;
2113 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2114 damroll (1 + ((tr_ptr->level) / 26),
2115 1 + ((tr_ptr->level) / 17)),
2116 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_MONSTER, -1);
2123 /* Monster missed player */
2126 /* Analyze failed attacks */
2142 /* Visible monsters */
2147 msg_format("%s¤Ï%^s¤Î¹¶·â¤ò¤«¤ï¤·¤¿¡£", t_name,m_name);
2149 msg_format("%^s misses %s.", m_name, t_name);
2160 /* Analyze "visible" monsters only */
2161 if (see_m && !do_silly_attack)
2163 /* Count "obvious" attacks (and ones that cause damage) */
2164 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
2166 /* Count attacks of this type */
2167 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
2169 r_ptr->r_blows[ap_cnt]++;
2177 sound(SOUND_EXPLODE);
2179 /* Cancel Invulnerability */
2180 if (m_ptr->invulner) m_ptr->invulner = 0;
2183 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_idx);
2185 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, " explodes into tiny shreds.", m_idx);
2199 msg_print("Å¥ËÀ¤Ï¾Ð¤Ã¤Æƨ¤²¤¿¡ª");
2201 msg_print("The thief flees laughing!");
2210 teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE);
2220 * The monster is known to be within 100 grids of the player
2222 * In several cases, we directly update the monster lore
2224 * Note that a monster is only allowed to "reproduce" if there
2225 * are a limited number of "reproducing" monsters on the current
2226 * level. This should prevent the level from being "swamped" by
2227 * reproducing monsters. It also allows a large mass of mice to
2228 * prevent a louse from multiplying, but this is a small price to
2229 * pay for a simple multiplication method.
2231 * XXX Monster fear is slightly odd, in particular, monsters will
2232 * fixate on opening a door even if they cannot open it. Actually,
2233 * the same thing happens to normal monsters when they hit a door
2235 * XXX XXX XXX In addition, monsters which *cannot* open or bash
2236 * down a door will still stand there trying to open it...
2238 * XXX Technically, need to check for monster in the way
2239 * combined with that monster being in a wall (or door?)
2241 * A "direction" of "5" means "pick a random direction".
2243 static void process_monster(int m_idx)
2245 monster_type *m_ptr = &m_list[m_idx];
2246 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2247 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2249 int i, d, oy, ox, ny, nx;
2255 monster_type *y_ptr;
2268 bool gets_angry = FALSE;
2274 if ((m_idx == p_ptr->riding) && !(r_ptr->flags7 & RF7_RIDING))
2276 if (rakuba(0, TRUE))
2279 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2282 monster_desc(m_name, &m_list[p_ptr->riding], 0);
2283 msg_format("You have fallen from %s.", m_name);
2288 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !m_ptr->csleep)
2290 choose_new_monster(m_idx, FALSE, 0);
2291 r_ptr = &r_info[m_ptr->r_idx];
2294 /* Players hidden in shadow are almost imperceptable. -LM- */
2295 if (p_ptr->special_defense & NINJA_S_STEALTH)
2297 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2298 if (p_ptr->monlite) tmp /= 3;
2299 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2300 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2301 /* Low-level monsters will find it difficult to locate the player. */
2302 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
2305 /* Quantum monsters are odd */
2306 if (r_ptr->flags2 & (RF2_QUANTUM))
2308 /* Sometimes skip move */
2309 if (!randint0(2)) return;
2312 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2316 if (is_pet(m_ptr) && !(m_ptr->ml))
2323 /* Acquire the monster name */
2324 monster_desc(m_name, m_ptr, 0);
2328 msg_format("%s¤Ï¾Ã¤¨µî¤Ã¤¿¡ª", m_name);
2330 msg_format("%^s disappears!", m_name);
2335 /* Generate treasure, etc */
2336 monster_death(m_idx, FALSE);
2338 /* Delete the monster */
2339 delete_monster_idx(m_idx);
2344 msg_print("¾¯¤·¤Î´ÖÈᤷ¤¤µ¤Ê¬¤Ë¤Ê¤Ã¤¿¡£");
2346 msg_print("You feel sad for a moment.");
2355 if (m_ptr->r_idx == MON_SHURYUUDAN)
2357 mon_take_hit_mon(m_idx, 1, &fear, "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_idx);
2359 mon_take_hit_mon(m_idx, 1, &fear, " explodes into tiny shreds.", m_idx);
2362 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE_7)) && !p_ptr->inside_battle)
2364 static int riding_pinch = 0;
2366 if (m_ptr->hp < m_ptr->maxhp/3)
2369 monster_desc(m_name, m_ptr, 0);
2371 if (m_idx == p_ptr->riding && riding_pinch < 2)
2374 msg_format("%s¤Ï½ý¤ÎÄˤµ¤Î;¤ê¤¢¤Ê¤¿¤Î«Çû¤«¤éƨ¤ì¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", m_name);
2376 msg_format("%^s seems to be in so much pain, and trying to escape from your restriction.", m_name);
2383 if (m_idx == p_ptr->riding)
2386 msg_format("%s¤Ï¤¢¤Ê¤¿¤Î«Çû¤«¤éæ½Ð¤·¤¿¡£", m_name);
2388 msg_format("%^s succeeded to escape from your restriction!", m_name);
2390 if (rakuba(-1, FALSE))
2393 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2395 msg_print("You have fallen from riding pet.");
2402 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))
2405 msg_format("%^s¡Ö¥Ô¥ó¥Á¤À¡ªÂàµÑ¤µ¤»¤Æ¤â¤é¤¦¡ª¡×", m_name);
2407 msg_format("%^s says 'It is the pinch! I will retreat'.", m_name);
2411 msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¡¦¥ì¥Ù¥ë¤Î´¬Êª¤òÆɤó¤À¡£", m_name);
2412 msg_format("%^s¤¬¾Ã¤¨µî¤Ã¤¿¡£", m_name);
2414 msg_format("%^s read a scroll of teleport level.", m_name);
2415 msg_format("%^s disappears.", m_name);
2419 if (m_idx == p_ptr->riding && rakuba(-1, FALSE))
2422 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2424 msg_print("You have fallen from riding pet.");
2428 delete_monster_idx(m_idx);
2435 /* Reset the counter */
2436 if (m_idx == p_ptr->riding) riding_pinch = 0;
2440 /* Handle "sleep" - Still sleeping */
2441 if (m_ptr->csleep) return;
2446 /* Sometimes skip move */
2447 if (one_in_(2)) return;
2450 if (p_ptr->riding == m_idx)
2452 p_ptr->update |= (PU_BONUS);
2455 /* No one wants to be your friend if you're aggravating */
2456 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2459 /* Paranoia... no pet uniques outside wizard mode -- TY */
2460 if (is_pet(m_ptr) &&
2461 ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE_7)) &&
2462 ((p_ptr->align > 9 && (r_ptr->flags3 & RF3_EVIL)) ||
2463 (p_ptr->align < -9 && (r_ptr->flags3 & RF3_GOOD))))
2464 || (r_ptr->flags3 & RF3_RES_ALL)))
2469 if (p_ptr->inside_battle) gets_angry = FALSE;
2474 monster_desc(m_name, m_ptr, 0);
2476 msg_format("%^s¤ÏÆÍÁ³Å¨¤Ë¤Þ¤ï¤Ã¤¿¡ª", m_name);
2478 msg_format("%^s suddenly becomes hostile!", m_name);
2484 /* Get the origin */
2489 /* Attempt to "multiply" if able and allowed */
2490 if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2494 /* Count the adjacent monsters */
2495 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2497 for (x = ox - 1; x <= ox + 1; x++)
2499 /* Ignore locations off of edge */
2500 if (!in_bounds2(y, x)) continue;
2502 if (cave[y][x].m_idx) k++;
2506 /* Hack -- multiply slower in crowded areas */
2507 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2509 /* Try to multiply */
2510 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2512 /* Take note if visible */
2515 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2518 /* Multiplying takes energy */
2525 if (!p_ptr->inside_battle)
2527 /* Hack! "Cyber" monster makes noise... */
2528 if (m_ptr->ap_r_idx == MON_CYBER &&
2529 one_in_(CYBERNOISE) &&
2530 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2532 if (disturb_minor) disturb(FALSE, FALSE);
2534 msg_print("½Å¸ü¤Ê²»¤¬Ê¹¤³¤¨¤¿¡£");
2536 msg_print("You hear heavy steps.");
2541 /* Some monsters can speak */
2542 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2543 one_in_(SPEAK_CHANCE) &&
2544 player_has_los_bold(oy, ox))
2547 char monmessage[1024];
2550 /* Acquire the monster name/poss */
2552 monster_desc(m_name, m_ptr, 0);
2555 strcpy(m_name, "¤½¤ì");
2557 strcpy(m_name, "It");
2561 /* Select the file for monster quotes */
2564 filename = "monfear_j.txt";
2566 filename = "monfear.txt";
2569 else if (is_pet(m_ptr))
2571 filename = "monpet_j.txt";
2573 filename = "monpet.txt";
2576 else if (is_friendly(m_ptr))
2578 filename = "monfrien_j.txt";
2580 filename = "monfrien.txt";
2585 filename = "monspeak_j.txt";
2587 filename = "monspeak.txt";
2591 /* Get the monster line */
2592 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2596 msg_format("%^s%s", m_name, monmessage);
2598 msg_format("%^s %s", m_name, monmessage);
2605 /* Try to cast spell occasionally */
2606 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2608 bool counterattack = FALSE;
2610 /* Give priority to counter attack? */
2611 if (m_ptr->target_y)
2613 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
2615 /* The monster must be an enemy, and projectable */
2617 are_enemies(m_ptr, &m_list[t_m_idx]) &&
2618 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2620 counterattack = TRUE;
2626 /* Attempt to cast a spell */
2627 if (aware && make_attack_spell(m_idx)) return;
2630 * Attempt to cast a spell at an enemy other than the player
2631 * (may slow the game a smidgeon, but I haven't noticed.)
2633 if (monst_spell_monst(m_idx)) return;
2637 /* Attempt to do counter attack at first */
2638 if (monst_spell_monst(m_idx)) return;
2640 if (aware && make_attack_spell(m_idx)) return;
2644 can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || (p_ptr->pass_wall)));
2646 /* Hack -- Assume no movement */
2647 mm[0] = mm[1] = mm[2] = mm[3] = 0;
2648 mm[4] = mm[5] = mm[6] = mm[7] = 0;
2651 /* Confused -- 100% random */
2652 if (m_ptr->confused || !aware)
2654 /* Try four "random" directions */
2655 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2658 /* 75% random movement */
2659 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2660 (r_ptr->flags1 & RF1_RAND_25) &&
2661 (randint0(100) < 75))
2663 /* Memorize flags */
2664 if (m_ptr->ml) r_ptr->r_flags1 |= (RF1_RAND_50);
2665 if (m_ptr->ml) r_ptr->r_flags1 |= (RF1_RAND_25);
2667 /* Try four "random" directions */
2668 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2671 /* 50% random movement */
2672 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2673 (randint0(100) < 50))
2675 /* Memorize flags */
2676 if (m_ptr->ml) r_ptr->r_flags1 |= (RF1_RAND_50);
2678 /* Try four "random" directions */
2679 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2682 /* 25% random movement */
2683 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2684 (randint0(100) < 25))
2686 /* Memorize flags */
2687 if (m_ptr->ml) r_ptr->r_flags1 |= RF1_RAND_25;
2689 /* Try four "random" directions */
2690 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2693 /* Can't reach player - find something else to hit */
2694 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2696 /* Try four "random" directions */
2697 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2699 /* Look for an enemy */
2700 #if 0 /* Hack - Too slow. Mimic pits are horrible with this on. */
2701 get_enemy_dir(m_idx, mm);
2705 /* Pets will follow the player */
2706 else if (is_pet(m_ptr))
2708 /* Are we trying to avoid the player? */
2709 bool avoid = ((p_ptr->pet_follow_distance < 0) &&
2710 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2712 /* Do we want to find the player? */
2713 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2715 /* Should we find the player if we can't find a monster? */
2716 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2718 /* by default, move randomly */
2719 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2721 /* Look for an enemy */
2722 if (!get_enemy_dir(m_idx, mm))
2724 /* Find the player if necessary */
2725 if (avoid || lonely || distant)
2727 /* Remember the leash length */
2728 int dis = p_ptr->pet_follow_distance;
2730 /* Hack -- adjust follow distance temporarily */
2731 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2733 p_ptr->pet_follow_distance = PET_SEEK_DIST;
2736 /* Find the player */
2737 get_moves(m_idx, mm);
2739 /* Restore the leash */
2740 p_ptr->pet_follow_distance = dis;
2745 /* Friendly monster movement */
2746 else if (!is_hostile(m_ptr))
2748 /* by default, move randomly */
2749 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2751 /* Look for an enemy */
2752 get_enemy_dir(m_idx, mm);
2754 /* Normal movement */
2757 /* Logical moves, may do nothing */
2758 if (!get_moves(m_idx, mm)) return;
2761 /* Assume nothing */
2766 /* Assume nothing */
2767 did_open_door = FALSE;
2768 did_bash_door = FALSE;
2769 did_take_item = FALSE;
2770 did_kill_item = FALSE;
2771 did_move_body = FALSE;
2772 did_pass_wall = FALSE;
2773 did_kill_wall = FALSE;
2776 /* Take a zero-terminated array of "directions" */
2777 for (i = 0; mm[i]; i++)
2779 /* Get the direction */
2782 /* Hack -- allow "randomized" motion */
2783 if (d == 5) d = ddd[randint0(8)];
2785 /* Get the destination */
2789 /* Ignore locations off of edge */
2790 if (!in_bounds2(ny, nx)) continue;
2792 /* Access that cave grid */
2793 c_ptr = &cave[ny][nx];
2795 /* Access that cave grid's contents */
2796 y_ptr = &m_list[c_ptr->m_idx];
2798 /* Floor is open? */
2799 if (cave_floor_grid(c_ptr))
2801 /* Go ahead and move */
2805 /* Hack -- player 'in' wall */
2806 else if ((ny == py) && (nx == px))
2811 else if (c_ptr->m_idx)
2813 /* Possibly a monster to attack */
2817 /* Permanent wall */
2818 else if ((c_ptr->feat >= FEAT_PERM_EXTRA) &&
2819 (c_ptr->feat <= FEAT_PERM_SOLID))
2824 /* Hack -- semi-transparent terrains are no obstacle */
2825 else if (c_ptr->feat == FEAT_TREES)
2830 /* Hack -- semi-transparent terrains are no obstacle */
2831 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)))))
2837 /* Monster moves through walls (and doors) */
2838 else if (can_pass_wall)
2840 /* Pass through walls/doors/rubble */
2843 /* Monster went through a wall */
2844 did_pass_wall = TRUE;
2847 /* Monster destroys walls (and doors) */
2848 else if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding))
2850 /* Eat through walls/doors/rubble */
2853 /* Monster destroyed a wall */
2854 did_kill_wall = TRUE;
2856 if (one_in_(GRINDNOISE))
2859 msg_print("¥®¥·¥®¥·¤¤¤¦²»¤¬Ê¹¤³¤¨¤ë¡£");
2861 msg_print("There is a grinding sound.");
2866 /* Forget the wall */
2867 c_ptr->info &= ~(CAVE_MARK);
2870 cave_set_feat(ny, nx, floor_type[randint0(100)]);
2872 /* Note changes to viewable region */
2873 if (player_has_los_bold(ny, nx)) do_view = TRUE;
2876 /* Handle doors and secret doors */
2877 else if (is_closed_door(c_ptr->feat))
2879 bool may_bash = TRUE;
2881 /* Assume no move allowed */
2884 /* Creature can open doors. */
2885 if ((r_ptr->flags2 & RF2_OPEN_DOOR) &&
2886 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2889 if (c_ptr->feat == FEAT_DOOR_HEAD)
2891 /* The door is open */
2892 did_open_door = TRUE;
2894 /* Do not bash the door */
2897 /* Assume no move allowed */
2901 /* Locked doors (not jammed) */
2902 else if (c_ptr->feat < FEAT_DOOR_HEAD + 0x08)
2907 k = ((c_ptr->feat - FEAT_DOOR_HEAD) & 0x07);
2909 /* Try to unlock it XXX XXX XXX */
2910 if (randint0(m_ptr->hp / 10) > k)
2912 /* Unlock the door */
2913 cave_set_feat(ny, nx, FEAT_DOOR_HEAD + 0x00);
2915 /* Do not bash the door */
2921 /* Stuck doors -- attempt to bash them down if allowed */
2922 if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) &&
2923 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2928 k = ((c_ptr->feat - FEAT_DOOR_HEAD) & 0x07);
2930 /* Attempt to Bash XXX XXX XXX */
2931 if (randint0(m_ptr->hp / 10) > k)
2935 msg_print("¥É¥¢¤òᤳ«¤±¤ë²»¤¬¤·¤¿¡ª");
2937 msg_print("You hear a door burst open!");
2941 /* Disturb (sometimes) */
2942 if (disturb_minor) disturb(0, 0);
2944 /* The door was bashed open */
2945 did_bash_door = TRUE;
2947 /* Hack -- fall into doorway */
2953 /* Deal with doors in the way */
2954 if (did_open_door || did_bash_door)
2956 /* Break down the door */
2957 if (did_bash_door && (randint0(100) < 50))
2959 cave_set_feat(ny, nx, FEAT_BROKEN);
2965 cave_set_feat(ny, nx, FEAT_OPEN);
2968 /* Handle viewable doors */
2969 if (player_has_los_bold(ny, nx)) do_view = TRUE;
2973 /* Hack -- check for Glyph of Warding */
2974 if (do_move && is_glyph_grid(c_ptr) &&
2975 !((r_ptr->flags1 & RF1_NEVER_BLOW) && (py == ny) && (px == nx)))
2977 /* Assume no move allowed */
2980 /* Break the ward */
2981 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2983 /* Describe observable breakage */
2984 if (c_ptr->info & CAVE_MARK)
2987 msg_print("¼é¤ê¤Î¥ë¡¼¥ó¤¬²õ¤ì¤¿¡ª");
2989 msg_print("The rune of protection is broken!");
2994 /* Forget the rune */
2995 c_ptr->info &= ~(CAVE_MARK);
2997 /* Break the rune */
2998 c_ptr->info &= ~(CAVE_OBJECT);
3001 /* Allow movement */
3008 else if (do_move && is_explosive_rune_grid(c_ptr) &&
3009 !((r_ptr->flags1 & RF1_NEVER_BLOW) && (py == ny) && (px == nx)))
3011 /* Assume no move allowed */
3014 /* Break the ward */
3017 /* Break the ward */
3018 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
3020 /* Describe observable breakage */
3021 if (c_ptr->info & CAVE_MARK)
3024 msg_print("¥ë¡¼¥ó¤¬Çúȯ¤·¤¿¡ª");
3026 msg_print("The rune explodes!");
3029 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);
3035 msg_print("Çúȯ¤Î¥ë¡¼¥ó¤Ï²ò½ü¤µ¤ì¤¿¡£");
3037 msg_print("An explosive rune was disarmed.");
3041 /* Forget the rune */
3042 c_ptr->info &= ~(CAVE_MARK);
3044 /* Break the rune */
3045 c_ptr->info &= ~(CAVE_OBJECT);
3051 if (!m_ptr->r_idx) return;
3052 /* Allow movement */
3056 if (do_move && (ny == py) && (nx == px) && (d_info[dungeon_type].flags1 & DF1_NO_MELEE))
3061 /* Some monsters never attack */
3062 if (do_move && (ny == py) && (nx == px) &&
3063 (r_ptr->flags1 & RF1_NEVER_BLOW))
3065 /* Hack -- memorize lack of attacks */
3066 if (m_ptr->ml) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
3072 /* The player is in the way. Attack him. */
3073 if (do_move && (ny == py) && (nx == px))
3075 if (!p_ptr->riding || one_in_(2))
3078 (void)make_attack_normal(m_idx);
3088 if ((c_ptr->feat >= FEAT_PATTERN_START) &&
3089 (c_ptr->feat <= FEAT_PATTERN_XTRA2) &&
3090 !do_turn && !(r_ptr->flags7 & RF7_CAN_FLY))
3096 /* A monster is in the way */
3097 if (do_move && c_ptr->m_idx)
3099 monster_race *z_ptr = &r_info[y_ptr->r_idx];
3100 monster_type *m2_ptr = &m_list[c_ptr->m_idx];
3102 /* Assume no movement */
3105 /* Attack 'enemies' */
3106 if (((r_ptr->flags2 & (RF2_KILL_BODY)) &&
3107 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
3108 (cave_floor_grid(c_ptr)) &&
3109 (c_ptr->m_idx != p_ptr->riding)) ||
3110 are_enemies(m_ptr, m2_ptr) || m_ptr->confused)
3114 if (r_ptr->flags2 & RF2_KILL_BODY) r_ptr->r_flags2 |= (RF2_KILL_BODY);
3117 if ((m2_ptr->r_idx) && (m2_ptr->hp >= 0))
3119 if (monst_attack_monst(m_idx, cave[ny][nx].m_idx))
3124 /* Push past weaker monsters (unless leaving a wall) */
3125 else if ((r_ptr->flags2 & RF2_MOVE_BODY) &&
3126 (r_ptr->mexp > z_ptr->mexp) && cave_floor_grid(c_ptr) &&
3127 (cave_floor_grid(&cave[m_ptr->fy][m_ptr->fx])) &&
3128 (c_ptr->m_idx != p_ptr->riding))
3130 /* Allow movement */
3133 /* Monster pushed past another monster */
3134 did_move_body = TRUE;
3136 /* XXX XXX XXX Message */
3141 * Check if monster can cross terrain
3142 * This is checked after the normal attacks
3143 * to allow monsters to attack an enemy,
3144 * even if it can't enter the terrain.
3146 if (do_move && !monster_can_cross_terrain(c_ptr->feat, r_ptr))
3148 /* Assume no move allowed */
3152 /* Some monsters never move */
3153 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
3155 /* Hack -- memorize lack of attacks */
3156 if (m_ptr->ml) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3162 if (m_idx == p_ptr->riding)
3164 if (!p_ptr->riding_ryoute && !(m_list[p_ptr->riding].monfear)) do_move = FALSE;
3167 /* Creature has been allowed move */
3170 s16b this_o_idx, next_o_idx;
3175 /* Hack -- Update the old location */
3176 cave[oy][ox].m_idx = c_ptr->m_idx;
3178 if (cave[ny][nx].feat == FEAT_TREES)
3180 if (r_ptr->flags2 & RF2_KILL_WALL)
3182 cave_set_feat(ny, nx, FEAT_GRASS);
3185 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3187 m_ptr->energy_need += ENERGY_NEED();
3191 /* Mega-Hack -- move the old monster, if any */
3194 /* Move the old monster */
3198 /* Update the old monster */
3199 update_mon(c_ptr->m_idx, TRUE);
3201 /* Wake up the moved monster */
3202 m_list[c_ptr->m_idx].csleep = 0;
3205 /* Hack -- Update the new location */
3206 c_ptr->m_idx = m_idx;
3208 /* Move the monster */
3212 /* Update the monster */
3213 update_mon(m_idx, TRUE);
3215 if (p_ptr->riding == m_idx)
3221 /* Redraw the old grid */
3224 /* Redraw the new grid */
3227 if (p_ptr->riding == m_idx)
3232 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
3234 /* Update the monsters */
3235 p_ptr->update |= (PU_DISTANCE);
3237 /* Update sub-windows */
3238 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3241 /* Possible disturb */
3244 (disturb_near && (m_ptr->mflag & MFLAG_VIEW)) ||
3245 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3248 if (is_hostile(m_ptr))
3252 /* Scan all objects in the grid */
3253 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3257 /* Acquire object */
3258 o_ptr = &o_list[this_o_idx];
3260 /* Acquire next object */
3261 next_o_idx = o_ptr->next_o_idx;
3264 if (o_ptr->tval == TV_GOLD) continue;
3267 * Skip "real" corpses and statues, to avoid extreme
3268 * silliness like a novice rogue pockets full of statues
3271 if ((o_ptr->tval == TV_CORPSE) ||
3272 (o_ptr->tval == TV_STATUE)) continue;
3274 /* Take or Kill objects on the floor */
3275 if ((r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3276 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS)))
3278 u32b flgs[TR_FLAG_SIZE];
3284 char o_name[MAX_NLEN];
3286 /* Extract some flags */
3287 object_flags(o_ptr, flgs);
3289 /* Acquire the object name */
3290 object_desc(o_name, o_ptr, TRUE, 3);
3292 /* Acquire the monster name */
3293 monster_desc(m_name, m_ptr, 0x04);
3295 /* React to objects that hurt the monster */
3296 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3297 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3298 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
3299 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
3300 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
3301 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
3302 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
3303 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
3304 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
3305 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
3306 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3307 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3308 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3309 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3310 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
3311 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
3312 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
3313 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
3315 /* The object cannot be picked up by the monster */
3316 if (artifact_p(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
3319 /* Only give a message for "take_item" */
3320 if ((r_ptr->flags2 & (RF2_TAKE_ITEM)) && (r_ptr->flags2 & (RF2_STUPID)))
3323 did_take_item = TRUE;
3325 /* Describe observable situations */
3326 if (m_ptr->ml && player_can_see_bold(ny, nx))
3328 /* Dump a message */
3330 msg_format("%^s¤Ï%s¤ò½¦¤ª¤¦¤È¤·¤¿¤¬¡¢¤À¤á¤À¤Ã¤¿¡£", m_name, o_name);
3332 msg_format("%^s tries to pick up %s, but fails.", m_name, o_name);
3338 /* Pick up the item */
3339 else if (r_ptr->flags2 & RF2_TAKE_ITEM)
3342 did_take_item = TRUE;
3344 /* Describe observable situations */
3345 if (player_can_see_bold(ny, nx))
3347 /* Dump a message */
3349 msg_format("%^s¤¬%s¤ò½¦¤Ã¤¿¡£", m_name, o_name);
3351 msg_format("%^s picks up %s.", m_name, o_name);
3356 /* Excise the object */
3357 excise_object_idx(this_o_idx);
3362 /* Forget location */
3363 o_ptr->iy = o_ptr->ix = 0;
3365 /* Memorize monster */
3366 o_ptr->held_m_idx = m_idx;
3369 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3372 m_ptr->hold_o_idx = this_o_idx;
3375 /* Destroy the item if not a pet */
3376 else if (!is_pet(m_ptr))
3379 did_kill_item = TRUE;
3381 /* Describe observable situations */
3382 if (player_has_los_bold(ny, nx))
3384 /* Dump a message */
3386 msg_format("%^s¤¬%s¤òÇ˲õ¤·¤¿¡£", m_name, o_name);
3388 msg_format("%^s destroys %s.", m_name, o_name);
3393 /* Delete the object */
3394 delete_object_idx(this_o_idx);
3400 /* Stop when done */
3405 * Forward movements failed, but now received LOS attack!
3406 * Try to flow by smell.
3408 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3409 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3411 /* If we haven't done anything, try casting a spell again */
3412 if (!do_turn && !do_move && !m_ptr->monfear && !(p_ptr->riding == m_idx) && aware)
3414 /* Try to cast spell again */
3415 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3417 if (make_attack_spell(m_idx)) return;
3422 /* Notice changes in view */
3425 /* Update some things */
3426 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
3429 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3432 /* Notice changes in view */
3433 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)))
3435 /* Update some things */
3436 p_ptr->update |= (PU_MON_LITE);
3439 /* Learn things from observable monster */
3442 /* Monster opened a door */
3443 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3445 /* Monster bashed a door */
3446 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3448 /* Monster tried to pick something up */
3449 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3451 /* Monster tried to crush something */
3452 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3454 /* Monster pushed past another monster */
3455 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3457 /* Monster passed through a wall */
3458 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3460 /* Monster destroyed a wall */
3461 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3465 /* Hack -- get "bold" if out of options */
3466 if (!do_turn && !do_move && m_ptr->monfear && aware)
3468 /* No longer afraid */
3471 /* Message if seen */
3476 /* Acquire the monster name */
3477 monster_desc(m_name, m_ptr, 0);
3479 /* Dump a message */
3481 msg_format("%^s¤ÏÀ襤¤ò·è°Õ¤·¤¿¡ª", m_name);
3483 msg_format("%^s turns to fight!", m_name);
3486 /* Redraw (later) if needed */
3487 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3489 chg_virtue(V_COMPASSION, -1);
3492 /* XXX XXX XXX Actually do something now (?) */
3497 * Process all the "live" monsters, once per game turn.
3499 * During each game turn, we scan through the list of all the "live" monsters,
3500 * (backwards, so we can excise any "freshly dead" monsters), energizing each
3501 * monster, and allowing fully energized monsters to move, attack, pass, etc.
3503 * Note that monsters can never move in the monster array (except when the
3504 * "compact_monsters()" function is called by "dungeon()" or "save_player()").
3506 * This function is responsible for at least half of the processor time
3507 * on a normal system with a "normal" amount of monsters and a player doing
3510 * When the player is resting, virtually 90% of the processor time is spent
3511 * in this function, and its children, "process_monster()" and "make_move()".
3513 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",
3514 * especially when the player is running.
3516 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"
3517 * monsters while they are still being "born". A monster is "fresh" only
3518 * during the turn in which it is created, and we use the "hack_m_idx" to
3519 * determine if the monster is yet to be processed during the current turn.
3521 * Note the special "MFLAG_NICE" flag, which allows the player to get one
3522 * move before any "nasty" monsters get to use their spell attacks.
3524 * Note that when the "knowledge" about the currently tracked monster
3525 * changes (flags, attacks, spells), we induce a redraw of the monster
3528 void process_monsters(void)
3535 monster_type *m_ptr;
3536 monster_race *r_ptr;
3538 int old_monster_race_idx;
3540 u32b old_r_flags1 = 0L;
3541 u32b old_r_flags2 = 0L;
3542 u32b old_r_flags3 = 0L;
3543 u32b old_r_flags4 = 0L;
3544 u32b old_r_flags5 = 0L;
3545 u32b old_r_flags6 = 0L;
3547 byte old_r_blows0 = 0;
3548 byte old_r_blows1 = 0;
3549 byte old_r_blows2 = 0;
3550 byte old_r_blows3 = 0;
3552 byte old_r_cast_spell = 0;
3556 /* Clear monster fighting indicator */
3559 /* Memorize old race */
3560 old_monster_race_idx = p_ptr->monster_race_idx;
3562 /* Acquire knowledge */
3563 if (p_ptr->monster_race_idx)
3565 /* Acquire current monster */
3566 r_ptr = &r_info[p_ptr->monster_race_idx];
3568 /* Memorize flags */
3569 old_r_flags1 = r_ptr->r_flags1;
3570 old_r_flags2 = r_ptr->r_flags2;
3571 old_r_flags3 = r_ptr->r_flags3;
3572 old_r_flags4 = r_ptr->r_flags4;
3573 old_r_flags5 = r_ptr->r_flags5;
3574 old_r_flags6 = r_ptr->r_flags6;
3576 /* Memorize blows */
3577 old_r_blows0 = r_ptr->r_blows[0];
3578 old_r_blows1 = r_ptr->r_blows[1];
3579 old_r_blows2 = r_ptr->r_blows[2];
3580 old_r_blows3 = r_ptr->r_blows[3];
3582 /* Memorize castings */
3583 old_r_cast_spell = r_ptr->r_cast_spell;
3587 /* Process the monsters (backwards) */
3588 for (i = m_max - 1; i >= 1; i--)
3590 /* Access the monster */
3592 r_ptr = &r_info[m_ptr->r_idx];
3594 /* Handle "leaving" */
3595 if (p_ptr->leaving) break;
3597 /* Ignore "dead" monsters */
3598 if (!m_ptr->r_idx) continue;
3600 if (p_ptr->wild_mode) continue;
3603 /* Handle "fresh" monsters */
3604 if (m_ptr->mflag & MFLAG_BORN)
3606 /* No longer "fresh" */
3607 m_ptr->mflag &= ~(MFLAG_BORN);
3613 /* Hack -- Require proximity */
3614 if (m_ptr->cdis >= 100) continue;
3617 /* Access the location */
3621 /* Flow by smell is allowed */
3622 if (!p_ptr->no_flowed)
3624 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3627 /* Assume no move */
3630 /* Handle "sensing radius" */
3631 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3633 /* We can "sense" the player */
3637 /* Handle "sight" and "aggravation" */
3638 else if ((m_ptr->cdis <= MAX_SIGHT) &&
3639 (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3641 /* We can "see" or "feel" the player */
3645 #if 0 /* (cave[py][px].when == cave[fy][fx].when) is always FALSE... */
3646 /* Hack -- Monsters can "smell" the player from far away */
3647 /* Note that most monsters have "aaf" of "20" or so */
3648 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3649 (cave_floor_bold(py, px) || (cave[py][px].feat == FEAT_TREES)) &&
3650 (cave[py][px].when == cave[fy][fx].when) &&
3651 (cave[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3652 (cave[fy][fx].dist < r_ptr->aaf))
3654 /* We can "smell" the player */
3658 else if (m_ptr->target_y) test = TRUE;
3661 if (!test) continue;
3664 if (p_ptr->riding == i)
3665 speed = p_ptr->pspeed;
3668 speed = m_ptr->mspeed;
3670 /* Monsters move quickly in Nightmare mode */
3671 if (ironman_nightmare) speed += 5;
3673 if (m_ptr->fast) speed += 10;
3674 if (m_ptr->slow) speed -= 10;
3677 /* Give this monster some energy */
3678 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3680 /* Not enough energy to move */
3681 if (m_ptr->energy_need > 0) continue;
3683 /* Use up "some" energy */
3684 m_ptr->energy_need += ENERGY_NEED();
3687 /* Save global index */
3690 /* Process the monster */
3693 reset_target(m_ptr);
3695 /* Give up flow_by_smell when it might useless */
3696 if (p_ptr->no_flowed && one_in_(3))
3697 m_ptr->mflag2 |= MFLAG2_NOFLOW;
3699 /* Hack -- notice death or departure */
3700 if (!p_ptr->playing || p_ptr->is_dead) break;
3702 /* Notice leaving */
3703 if (p_ptr->leaving) break;
3706 /* Reset global index */
3710 /* Tracking a monster race (the same one we were before) */
3711 if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3713 /* Acquire monster race */
3714 r_ptr = &r_info[p_ptr->monster_race_idx];
3716 /* Check for knowledge change */
3717 if ((old_r_flags1 != r_ptr->r_flags1) ||
3718 (old_r_flags2 != r_ptr->r_flags2) ||
3719 (old_r_flags3 != r_ptr->r_flags3) ||
3720 (old_r_flags4 != r_ptr->r_flags4) ||
3721 (old_r_flags5 != r_ptr->r_flags5) ||
3722 (old_r_flags6 != r_ptr->r_flags6) ||
3723 (old_r_blows0 != r_ptr->r_blows[0]) ||
3724 (old_r_blows1 != r_ptr->r_blows[1]) ||
3725 (old_r_blows2 != r_ptr->r_blows[2]) ||
3726 (old_r_blows3 != r_ptr->r_blows[3]) ||
3727 (old_r_cast_spell != r_ptr->r_cast_spell))
3730 p_ptr->window |= (PW_MONSTER);
3737 bool process_the_world(int num, int who, bool vs_player)
3739 monster_type *m_ptr = &m_list[hack_m_idx]; /* the world monster */
3741 if(world_monster) return (FALSE);
3746 monster_desc(m_name, m_ptr, 0);
3750 msg_print("¡Ö¡Ø¥¶¡¦¥ï¡¼¥ë¥É¡Ù¡ª»þ¤Ï»ß¤Þ¤Ã¤¿¡ª¡×");
3752 msg_format("%s yells 'The World! Time has stopped!'", m_name);
3756 msg_print("¡Ö»þ¤è¡ª¡×");
3758 msg_format("%s yells 'Time!'", m_name);
3760 else msg_print("hek!");
3765 world_monster = TRUE;
3767 if (vs_player) do_cmd_redraw();
3771 if(!m_ptr->r_idx) break;
3772 process_monster(hack_m_idx);
3774 reset_target(m_ptr);
3777 if (p_ptr->notice) notice_stuff();
3780 if (p_ptr->update) update_stuff();
3783 if (p_ptr->redraw) redraw_stuff();
3786 if (p_ptr->window) window_stuff();
3789 if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
3793 p_ptr->redraw |= (PR_MAP);
3795 /* Update monsters */
3796 p_ptr->update |= (PU_MONSTERS);
3799 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3801 world_monster = FALSE;
3802 if (vs_player || los(py, px, m_ptr->fy, m_ptr->fx))
3805 msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
3807 msg_print("You feel time flowing around you once more.");
3818 void monster_gain_exp(int m_idx, int s_idx)
3820 monster_type *m_ptr = &m_list[m_idx];
3821 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3822 monster_race *s_ptr = &r_info[s_idx];
3825 if (p_ptr->inside_battle) return;
3827 if (!r_ptr->next_exp) return;
3829 new_exp = s_ptr->mexp * s_ptr->level / (r_ptr->level + 2);
3830 if (m_idx == p_ptr->riding) new_exp = (new_exp + 1) / 2;
3831 if (!dun_level) new_exp /= 5;
3832 m_ptr->exp += new_exp;
3833 if (m_ptr->mflag2 & MFLAG2_CHAMELEON) return;
3835 if (m_ptr->exp >= r_ptr->next_exp)
3838 int old_hp = m_ptr->hp;
3839 int old_maxhp = m_ptr->max_maxhp;
3840 int old_r_idx = m_ptr->r_idx;
3841 byte old_sub_align = m_ptr->sub_align;
3843 monster_desc(m_name, m_ptr, 0);
3844 m_ptr->r_idx = r_ptr->next_r_idx;
3845 m_ptr->ap_r_idx = m_ptr->r_idx;
3846 r_ptr = &r_info[m_ptr->r_idx];
3847 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
3849 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
3853 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
3855 if (ironman_nightmare)
3857 u32b hp = m_ptr->max_maxhp * 2L;
3859 m_ptr->max_maxhp = (s16b)MIN(30000, hp);
3861 m_ptr->maxhp = m_ptr->max_maxhp;
3862 m_ptr->hp = old_hp * m_ptr->maxhp / old_maxhp;
3864 /* Extract the monster base speed */
3865 m_ptr->mspeed = get_mspeed(r_ptr);
3867 /* Sub-alignment of a monster */
3868 if (!is_pet(m_ptr) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
3869 m_ptr->sub_align = old_sub_align;
3872 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3873 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
3874 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
3879 if (is_pet(m_ptr) || m_ptr->ml)
3882 msg_format("%s¤Ï%s¤Ë¿Ê²½¤·¤¿¡£", m_name, r_name + r_ptr->name);
3884 msg_format("%^s evolved into %s.", m_name, r_name + r_ptr->name);
3886 r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
3888 update_mon(m_idx, FALSE);
3889 lite_spot(m_ptr->fy, m_ptr->fx);
3891 if (m_idx == p_ptr->riding) p_ptr->update |= PU_BONUS;