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モンスターの一時属性を含めた敵対属性の処理を関数にまとめて整理した.
[hengband/hengband.git] / src / melee2.c
1 /* File: melee2.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Monster spells and movement */
12
13 /*
14 * This file has several additions to it by Keldon Jones (keldon@umr.edu)
15 * to improve the general quality of the AI (version 0.1.1).
16 */
17
18 #include "angband.h"
19
20 #define SPEAK_CHANCE 8
21 #define GRINDNOISE 20
22 #define CYBERNOISE 20
23
24 /*
25  * Calculate the direction to the next enemy
26  */
27 static bool get_enemy_dir(int m_idx, int *mm)
28 {
29         int i;
30         int x = 0, y = 0;
31         int t_idx;
32         int start;
33         int plus = 1;
34
35         monster_type *m_ptr = &m_list[m_idx];
36         monster_race *r_ptr = &r_info[m_ptr->r_idx];
37
38         monster_type *t_ptr;
39
40         if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
41         {
42                 y = m_list[riding_t_m_idx].fy;
43                 x = m_list[riding_t_m_idx].fx;
44         }
45         else if (is_pet(m_ptr) && pet_t_m_idx)
46         {
47                 y = m_list[pet_t_m_idx].fy;
48                 x = m_list[pet_t_m_idx].fx;
49         }
50         else
51         {
52                 if (p_ptr->inside_battle)
53                 {
54                         start = randint1(m_max-1)+m_max;
55                         if(randint0(2)) plus = -1;
56                 }
57                 else start = m_max + 1;
58
59                 /* Scan thru all monsters */
60                 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
61                 {
62                         int dummy = (i % m_max);
63                         bool can_pass_wall;
64
65                         if (!dummy) continue;
66
67                         t_idx = dummy;
68                         t_ptr = &m_list[t_idx];
69
70                         /* The monster itself isn't a target */
71                         if (t_ptr == m_ptr) continue;
72
73                         /* Paranoia -- Skip dead monsters */
74                         if (!t_ptr->r_idx) continue;
75
76                         if (is_pet(m_ptr))
77                         {
78                                 /* Hack -- only fight away from player */
79                                 if (p_ptr->pet_follow_distance < 0)
80                                 {
81                                         /* No fighting near player */
82                                         if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
83                                         {
84                                                 continue;
85                                         }
86                                 }
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))
90                                 {
91                                         continue;
92                                 }
93
94                                 if (r_ptr->aaf < t_ptr->cdis) continue;
95                         }
96
97                         /* Monster must be 'an enemy' */
98                         if (!are_enemies(m_ptr, t_ptr)) continue;
99
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)));
101
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))
105                         {
106                                 continue;
107                         }
108                         if (can_pass_wall &&
109                                 !in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
110                         {
111                                 continue;
112                         }
113
114                         /* OK -- we've got a target */
115                         y = t_ptr->fy;
116                         x = t_ptr->fx;
117
118                         break;
119                 }
120                 if (!x && !y) return FALSE;
121         }
122
123         /* Extract the direction */
124         x -= m_ptr->fx;
125         y -= m_ptr->fy;
126
127         /* North */
128         if ((y < 0) && (x == 0))
129         {
130                 mm[0] = 8;
131                 mm[1] = 7;
132                 mm[2] = 9;
133         }
134         /* South */
135         else if ((y > 0) && (x == 0))
136         {
137                 mm[0] = 2;
138                 mm[1] = 1;
139                 mm[2] = 3;
140         }
141         /* East */
142         else if ((x > 0) && (y == 0))
143         {
144                 mm[0] = 6;
145                 mm[1] = 9;
146                 mm[2] = 3;
147         }
148         /* West */
149         else if ((x < 0) && (y == 0))
150         {
151                 mm[0] = 4;
152                 mm[1] = 7;
153                 mm[2] = 1;
154         }
155         /* North-West */
156         else if ((y < 0) && (x < 0))
157         {
158                 mm[0] = 7;
159                 mm[1] = 4;
160                 mm[2] = 8;
161         }
162         /* North-East */
163         else if ((y < 0) && (x > 0))
164         {
165                 mm[0] = 9;
166                 mm[1] = 6;
167                 mm[2] = 8;
168         }
169         /* South-West */
170         else if ((y > 0) && (x < 0))
171         {
172                 mm[0] = 1;
173                 mm[1] = 4;
174                 mm[2] = 2;
175         }
176         /* South-East */
177         else if ((y > 0) && (x > 0))
178         {
179                 mm[0] = 3;
180                 mm[1] = 6;
181                 mm[2] = 2;
182         }
183
184         /* Found a monster */
185         return TRUE;
186 }
187
188
189 /*
190  * Hack, based on mon_take_hit... perhaps all monster attacks on
191  * other monsters should use this?
192  */
193 void mon_take_hit_mon(int m_idx, int dam, bool *fear, cptr note, int who)
194 {
195         monster_type    *m_ptr = &m_list[m_idx];
196
197         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
198
199         char m_name[160];
200
201         bool seen = m_ptr->ml;
202
203         /* Can the player be aware of this attack? */
204         bool known = (m_ptr->cdis <= MAX_SIGHT);
205
206         /* Extract monster name */
207         monster_desc(m_name, m_ptr, 0);
208
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);
212
213         /* Wake it up */
214         m_ptr->csleep = 0;
215
216         if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 0);
217
218         if (m_ptr->invulner && randint0(PENETRATE_INVULNERABILITY))
219         {
220                 if (seen)
221                 {
222 #ifdef JP
223 msg_format("%^s¤Ï¥À¥á¡¼¥¸¤ò¼õ¤±¤Ê¤¤¡£", m_name);
224 #else
225                         msg_format("%^s is unharmed.", m_name);
226 #endif
227
228                 }
229
230                 return;
231         }
232
233         if (r_ptr->flagsr & RFR_RES_ALL)
234         {
235                 if(dam > 0)
236                 {
237                         dam /= 100;
238                         if((dam == 0) && one_in_(3)) dam = 1;
239                 }
240                 if (dam==0)
241                 {
242                         if (seen)
243                         {
244 #ifdef JP
245 msg_format("%^s¤Ï¥À¥á¡¼¥¸¤ò¼õ¤±¤Ê¤¤¡£", m_name);
246 #else
247                                 msg_format("%^s is unharmed.", m_name);
248 #endif
249
250                         }
251                         return;
252                 }
253         }
254
255         /* Hurt it */
256         m_ptr->hp -= dam;
257
258         /* It is dead now... or is it? */
259         if (m_ptr->hp < 0)
260         {
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)
265                 {
266                         m_ptr->hp = 1;
267                 }
268                 else
269                 {
270                         /* Make a sound */
271                         if (!monster_living(r_ptr))
272                         {
273                                 sound(SOUND_N_KILL);
274                         }
275                         else
276                         {
277                                 sound(SOUND_KILL);
278                         }
279
280                         if (known)
281                         {
282                                 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
283                                 /* Unseen death by normal attack */
284                                 if (!seen)
285                                 {
286                                         mon_fight = TRUE;
287                                 }
288                                 /* Death by special attack */
289                                 else if (note)
290                                 {
291 #ifdef JP
292 msg_format("%^s%s", m_name, note);
293 #else
294                                         msg_format("%^s%s", m_name, note);
295 #endif
296
297                                 }
298                                 /* Death by normal attack -- nonliving monster */
299                                 else if (!monster_living(r_ptr))
300                                 {
301 #ifdef JP
302 msg_format("%^s¤ÏÇ˲õ¤µ¤ì¤¿¡£", m_name);
303 #else
304                                         msg_format("%^s is destroyed.", m_name);
305 #endif
306
307                                 }
308                                 /* Death by normal attack -- living monster */
309                                 else
310                                 {
311 #ifdef JP
312 msg_format("%^s¤Ï»¦¤µ¤ì¤¿¡£", m_name);
313 #else
314                                         msg_format("%^s is killed.", m_name);
315 #endif
316
317                                 }
318                         }
319
320                         monster_gain_exp(who, m_ptr->r_idx);
321
322                         /* Generate treasure */
323                         monster_death(m_idx, FALSE);
324
325                         /* Delete the monster */
326                         delete_monster_idx(m_idx);
327
328                         /* Not afraid */
329                         (*fear) = FALSE;
330
331                         /* Monster is dead */
332                         return;
333                 }
334         }
335
336 #ifdef ALLOW_FEAR
337
338         /* Mega-Hack -- Pain cancels fear */
339         if (m_ptr->monfear && (dam > 0))
340         {
341                 int tmp = randint1(dam / 4);
342
343                 /* Cure a little fear */
344                 if (tmp < m_ptr->monfear)
345                 {
346                         /* Reduce fear */
347                         m_ptr->monfear -= tmp;
348                 }
349
350                 /* Cure all the fear */
351                 else
352                 {
353                         /* Cure fear */
354                         m_ptr->monfear = 0;
355
356                         /* No more fear */
357                         (*fear) = FALSE;
358                 }
359         }
360
361         /* Sometimes a monster gets scared by damage */
362         if (!m_ptr->monfear && !(r_ptr->flags3 & RF3_NO_FEAR))
363         {
364                 int             percentage;
365
366                 /* Percentage of fully healthy */
367                 percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
368
369                 /*
370                 * Run (sometimes) if at 10% or less of max hit points,
371                 * or (usually) when hit for half its current hit points
372                  */
373                 if (((percentage <= 10) && (randint0(10) < percentage)) ||
374                         ((dam >= m_ptr->hp) && (randint0(100) < 80)))
375                 {
376                         /* Hack -- note fear */
377                         (*fear) = TRUE;
378
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)));
383                 }
384         }
385
386 #endif /* ALLOW_FEAR */
387
388         if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
389         {
390                 if (is_pet(&m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
391                 {
392                         set_target(m_ptr, m_list[who].fy, m_list[who].fx);
393                 }
394         }
395
396         if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
397         {
398                 char m_name[80];
399
400                 /* Extract monster name */
401                 monster_desc(m_name, m_ptr, 0);
402
403                 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
404                 if (rakuba((dam > 200) ? 200 : dam, FALSE))
405                 {
406 #ifdef JP
407 msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name);
408 #else
409                                 msg_format("You have thrown off from %s!", m_name);
410 #endif
411                 }
412         }
413
414         /* Not dead yet */
415         return;
416 }
417
418
419 /*
420  * Returns whether a given monster will try to run from the player.
421  *
422  * Monsters will attempt to avoid very powerful players.  See below.
423  *
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.
428  *
429  * Note that this function is responsible for about one to five percent
430  * of the processor use in normal conditions...
431  */
432 static int mon_will_run(int m_idx)
433 {
434         monster_type *m_ptr = &m_list[m_idx];
435
436 #ifdef ALLOW_TERROR
437
438         monster_race *r_ptr = &r_info[m_ptr->r_idx];
439
440         u16b p_lev, m_lev;
441         u16b p_chp, p_mhp;
442         u16b m_chp, m_mhp;
443         u32b p_val, m_val;
444
445 #endif
446
447         /* Friends can be commanded to avoid the player */
448         if (is_pet(m_ptr))
449         {
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)));
453         }
454
455         /* Keep monsters from running too far away */
456         if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
457
458         /* All "afraid" monsters will run away */
459         if (m_ptr->monfear) return (TRUE);
460
461 #ifdef ALLOW_TERROR
462
463         /* Nearby monsters will not become terrified */
464         if (m_ptr->cdis <= 5) return (FALSE);
465
466         /* Examine player power (level) */
467         p_lev = p_ptr->lev;
468
469         /* Examine monster power (level plus morale) */
470         m_lev = r_ptr->level + (m_idx & 0x08) + 25;
471
472         /* Optimize extreme cases below */
473         if (m_lev > p_lev + 4) return (FALSE);
474         if (m_lev + 4 <= p_lev) return (TRUE);
475
476         /* Examine player health */
477         p_chp = p_ptr->chp;
478         p_mhp = p_ptr->mhp;
479
480         /* Examine monster health */
481         m_chp = m_ptr->hp;
482         m_mhp = m_ptr->maxhp;
483
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 */
487
488         /* Strong players scare strong monsters */
489         if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
490
491 #endif
492
493         /* Assume no terror */
494         return (FALSE);
495 }
496
497
498
499
500 /*
501  * Search spell castable grid
502  */
503 static bool get_moves_aux2(int m_idx, int *yp, int *xp)
504 {
505         int i, y, x, y1, x1, best = 999;
506
507         cave_type *c_ptr;
508         bool can_open_door = FALSE;
509         int now_cost;
510
511         monster_type *m_ptr = &m_list[m_idx];
512         monster_race *r_ptr = &r_info[m_ptr->r_idx];
513
514         /* Monster location */
515         y1 = m_ptr->fy;
516         x1 = m_ptr->fx;
517
518         /* Monster can already cast spell to player */
519         if (projectable(y1, x1, py, px)) return (FALSE);
520
521         /* Set current grid cost */
522         now_cost = cave[y1][x1].cost;
523         if (now_cost == 0) now_cost = 999;
524
525         /* Can monster bash or open doors? */
526         if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
527         {
528                 can_open_door = TRUE;
529         }
530
531         /* Check nearby grids, diagonals first */
532         for (i = 7; i >= 0; i--)
533         {
534                 int cost;
535
536                 /* Get the location */
537                 y = y1 + ddy_ddd[i];
538                 x = x1 + ddx_ddd[i];
539
540                 /* Ignore locations off of edge */
541                 if (!in_bounds2(y, x)) continue;
542
543                 /* Simply move to player */
544                 if (player_bold(y, x)) return (FALSE);
545
546                 c_ptr = &cave[y][x];
547
548                 cost = c_ptr->cost;
549
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)))
552                 {
553                         if (cost == 0) continue;
554                         if (!can_open_door && is_closed_door(c_ptr->feat)) continue;
555                 }
556
557                 /* Hack -- for kill or pass wall monster.. */
558                 if (cost == 0) cost = 998;
559
560                 if (now_cost < cost) continue;
561
562                 if (!projectable(y, x, py, px)) continue;
563
564                 /* Accept louder sounds */
565                 if (best < cost) continue;
566                 best = cost;
567
568                 (*yp) = y1 + ddy_ddd[i];
569                 (*xp) = x1 + ddx_ddd[i];
570         }
571
572         /* No legal move (?) */
573         if (best == 999) return (FALSE);
574
575         /* Success */
576         return (TRUE);
577 }
578
579
580 /*
581  * Choose the "best" direction for "flowing"
582  *
583  * Note that ghosts and rock-eaters are never allowed to "flow",
584  * since they should move directly towards the player.
585  *
586  * Prefer "non-diagonal" directions, but twiddle them a little
587  * to angle slightly towards the player's actual location.
588  *
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").
593  *
594  * Note that if "smell" is turned on, all monsters get vicious.
595  *
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.
601  */
602 static bool get_moves_aux(int m_idx, int *yp, int *xp, bool no_flow)
603 {
604         int i, y, x, y1, x1, best;
605
606         cave_type *c_ptr;
607         bool use_scent = FALSE;
608
609         monster_type *m_ptr = &m_list[m_idx];
610         monster_race *r_ptr = &r_info[m_ptr->r_idx];
611
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))
616         {
617                 /* Can move spell castable grid? */
618                 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
619         }
620
621         /* Monster can't flow */
622         if (no_flow) return (FALSE);
623
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);
628
629         /* Monster location */
630         y1 = m_ptr->fy;
631         x1 = m_ptr->fx;
632
633         /* Hack -- Player can see us, run towards him */
634         if (player_has_los_bold(y1, x1)) return (FALSE);
635
636         /* Monster grid */
637         c_ptr = &cave[y1][x1];
638
639         /* If we can hear noises, advance towards them */
640         if (c_ptr->cost)
641         {
642                 best = 999;
643         }
644
645         /* Otherwise, try to follow a scent trail */
646         else if (c_ptr->when)
647         {
648                 /* Too old smell */
649                 if (cave[py][px].when - c_ptr->when > 127) return (FALSE);
650
651                 use_scent = TRUE;
652                 best = 0;
653         }
654
655         /* Otherwise, advance blindly */
656         else
657         {
658                 return (FALSE);
659         }
660
661         /* Check nearby grids, diagonals first */
662         for (i = 7; i >= 0; i--)
663         {
664                 /* Get the location */
665                 y = y1 + ddy_ddd[i];
666                 x = x1 + ddx_ddd[i];
667
668                 /* Ignore locations off of edge */
669                 if (!in_bounds2(y, x)) continue;
670
671                 c_ptr = &cave[y][x];
672
673                 /* We're following a scent trail */
674                 if (use_scent)
675                 {
676                         int when = c_ptr->when;
677
678                         /* Accept younger scent */
679                         if (best > when) continue;
680                         best = when;
681                 }
682
683                 /* We're using sound */
684                 else
685                 {
686                         int cost;
687
688                         if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
689                                 cost = c_ptr->dist;
690                         else cost = c_ptr->cost;
691
692                         /* Accept louder sounds */
693                         if ((cost == 0) || (best < cost)) continue;
694                         best = cost;
695                 }
696
697                 /* Hack -- Save the "twiddled" location */
698                 (*yp) = py + 16 * ddy_ddd[i];
699                 (*xp) = px + 16 * ddx_ddd[i];
700         }
701
702         /* No legal move (?) */
703         if (best == 999 || best == 0) return (FALSE);
704
705         /* Success */
706         return (TRUE);
707 }
708
709
710 /*
711 * Provide a location to flee to, but give the player a wide berth.
712 *
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.
716 */
717 static bool get_fear_moves_aux(int m_idx, int *yp, int *xp)
718 {
719         int y, x, y1, x1, fy, fx, gy = 0, gx = 0;
720         int score = -1;
721         int i;
722
723         monster_type *m_ptr = &m_list[m_idx];
724
725         /* Monster location */
726         fy = m_ptr->fy;
727         fx = m_ptr->fx;
728
729         /* Desired destination */
730         y1 = fy - (*yp);
731         x1 = fx - (*xp);
732
733         /* Check nearby grids, diagonals first */
734         for (i = 7; i >= 0; i--)
735         {
736                 int dis, s;
737
738                 /* Get the location */
739                 y = fy + ddy_ddd[i];
740                 x = fx + ddx_ddd[i];
741
742                 /* Ignore locations off of edge */
743                 if (!in_bounds2(y, x)) continue;
744
745                 /* Don't move toward player */
746                 /* if (cave[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
747
748                 /* Calculate distance of this grid from our destination */
749                 dis = distance(y, x, y1, x1);
750
751                 /* Score this grid */
752                 s = 5000 / (dis + 3) - 500 / (cave[y][x].dist + 1);
753
754                 /* No negative scores */
755                 if (s < 0) s = 0;
756
757                 /* Ignore lower scores */
758                 if (s < score) continue;
759
760                 /* Save the score and time */
761                 score = s;
762
763                 /* Save the location */
764                 gy = y;
765                 gx = x;
766         }
767
768         /* No legal move (?) */
769         if (score == -1) return (FALSE);
770
771         /* Find deltas */
772         (*yp) = fy - gy;
773         (*xp) = fx - gx;
774
775         /* Success */
776         return (TRUE);
777 }
778
779 /*
780  * Hack -- Precompute a bunch of calls to distance() in find_safety() and
781  * find_hiding().
782  *
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.
786  *
787  * This is, of course, fairly unreadable, but it eliminates multiple loops
788  * from the previous version.
789  *
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
794  *
795  * Also, the storage needs could be halved by using bytes.  XXX XXX XXX
796  *
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
800  */
801
802
803 static sint d_off_y_0[] =
804 { 0 };
805
806 static sint d_off_x_0[] =
807 { 0 };
808
809
810 static sint d_off_y_1[] =
811 { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
812
813 static sint d_off_x_1[] =
814 { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
815
816
817 static sint d_off_y_2[] =
818 { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
819
820 static sint d_off_x_2[] =
821 { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
822
823
824 static sint d_off_y_3[] =
825 { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2,
826   3, 3, 3, 0 };
827
828 static sint d_off_x_3[] =
829 { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2,
830   -1, 0, 1, 0 };
831
832
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 };
836
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 };
840
841
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,
845   5, 0 };
846
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,
850   0, 1, 0 };
851
852
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,
856   5, 5, 6, 6, 6, 0 };
857
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 };
862
863
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 };
868
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,
873   1, 0 };
874
875
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,
880   8, 8, 8, 0 };
881
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,
886   2, 3, -1, 0, 1, 0 };
887
888
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 };
894
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 };
900
901
902 static sint *dist_offsets_y[10] =
903 {
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
906 };
907
908 static sint *dist_offsets_x[10] =
909 {
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
912 };
913
914 /*
915 * Choose a "safe" location near a monster for it to run toward.
916 *
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.
921 *
922 * This function may take lots of CPU time if lots of monsters are
923 * fleeing.
924 *
925 * Return TRUE if a safe location is available.
926 */
927 static bool find_safety(int m_idx, int *yp, int *xp)
928 {
929         monster_type *m_ptr = &m_list[m_idx];
930
931         int fy = m_ptr->fy;
932         int fx = m_ptr->fx;
933
934         int y, x, dy, dx, d, dis, i;
935         int gy = 0, gx = 0, gdis = 0;
936
937         sint *y_offsets;
938         sint *x_offsets;
939
940         cave_type *c_ptr;
941
942         /* Start with adjacent locations, spread further */
943         for (d = 1; d < 10; d++)
944         {
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];
948
949                 /* Check the locations */
950                 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
951                      dx != 0 || dy != 0;
952                      i++, dx = x_offsets[i], dy = y_offsets[i])
953                 {
954                         y = fy + dy;
955                         x = fx + dx;
956
957                         /* Skip illegal locations */
958                         if (!in_bounds(y, x)) continue;
959
960                         c_ptr = &cave[y][x];
961
962                         /* Skip locations in a wall */
963                         if (!cave_floor_grid(c_ptr)) continue;
964
965                         /* Check for "availability" (if monsters can flow) */
966                         if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
967                         {
968                                 /* Ignore grids very far from the player */
969                                 if (c_ptr->dist == 0) continue;
970
971                                 /* Ignore too-distant grids */
972                                 if (c_ptr->dist > cave[fy][fx].dist + 2 * d) continue;
973                         }
974                         
975                         /* Check for absence of shot (more or less) */
976                         if (!player_has_los_grid(c_ptr))
977                         {
978
979                                 /* Calculate distance from player */
980                                 dis = distance(y, x, py, px);
981
982                                 /* Remember if further than previous */
983                                 if (dis > gdis)
984                                 {
985                                         gy = y;
986                                         gx = x;
987                                         gdis = dis;
988                                 }
989                         }
990                 }
991
992                 /* Check for success */
993                 if (gdis > 0)
994                 {
995                         /* Good location */
996                         (*yp) = fy - gy;
997                         (*xp) = fx - gx;
998
999                         /* Found safe place */
1000                         return (TRUE);
1001                 }
1002         }
1003
1004         /* No safe place */
1005         return (FALSE);
1006 }
1007
1008
1009 /*
1010  * Choose a good hiding place near a monster for it to run toward.
1011  *
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.
1014  *
1015  * Return TRUE if a good location is available.
1016  */
1017 static bool find_hiding(int m_idx, int *yp, int *xp)
1018 {
1019         monster_type *m_ptr = &m_list[m_idx];
1020
1021         int fy = m_ptr->fy;
1022         int fx = m_ptr->fx;
1023
1024         int y, x, dy, dx, d, dis, i;
1025         int gy = 0, gx = 0, gdis = 999;
1026
1027         sint *y_offsets, *x_offsets;
1028         
1029         cave_type *c_ptr;
1030
1031         /* Start with adjacent locations, spread further */
1032         for (d = 1; d < 10; d++)
1033         {
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];
1037
1038                 /* Check the locations */
1039                 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
1040                      dx != 0 || dy != 0;
1041                      i++, dx = x_offsets[i], dy = y_offsets[i])
1042                 {
1043                         y = fy + dy;
1044                         x = fx + dx;
1045                         
1046                         /* Skip illegal locations */
1047                         if (!in_bounds(y, x)) continue;
1048
1049                         c_ptr = &cave[y][x];
1050
1051                         /* Skip occupied locations */
1052                         if (!cave_empty_grid(c_ptr)) continue;
1053
1054                         /* Check for hidden, available grid */
1055                         if (!player_has_los_grid(c_ptr) && clean_shot(fy, fx, y, x, FALSE))
1056                         {
1057                                 /* Calculate distance from player */
1058                                 dis = distance(y, x, py, px);
1059
1060                                 /* Remember if closer than previous */
1061                                 if (dis < gdis && dis >= 2)
1062                                 {
1063                                         gy = y;
1064                                         gx = x;
1065                                         gdis = dis;
1066                                 }
1067                         }
1068                 }
1069
1070                 /* Check for success */
1071                 if (gdis < 999)
1072                 {
1073                         /* Good location */
1074                         (*yp) = fy - gy;
1075                         (*xp) = fx - gx;
1076
1077                         /* Found good place */
1078                         return (TRUE);
1079                 }
1080         }
1081
1082         /* No good place */
1083         return (FALSE);
1084 }
1085
1086
1087 /*
1088  * Choose "logical" directions for monster movement
1089  */
1090 static bool get_moves(int m_idx, int *mm)
1091 {
1092         monster_type *m_ptr = &m_list[m_idx];
1093         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1094         int          y, ay, x, ax;
1095         int          move_val = 0;
1096         int          y2 = py;
1097         int          x2 = px;
1098         bool         done = FALSE;
1099         bool         will_run = mon_will_run(m_idx);
1100         cave_type    *c_ptr;
1101         bool         no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (cave[m_ptr->fy][m_ptr->fx].cost > 2));
1102         bool         can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || (p_ptr->pass_wall)));
1103
1104         /* Counter attack to an enemy monster */
1105         if (!will_run && m_ptr->target_y)
1106         {
1107                 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
1108
1109                 /* The monster must be an enemy, and in LOS */
1110                 if (t_m_idx &&
1111                     are_enemies(m_ptr, &m_list[t_m_idx]) &&
1112                     los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1113                 {
1114                         /* Extract the "pseudo-direction" */
1115                         y = m_ptr->fy - m_ptr->target_y;
1116                         x = m_ptr->fx - m_ptr->target_x;
1117                         done = TRUE;
1118                 }
1119         }
1120
1121         if (!done && !will_run && is_hostile(m_ptr) &&
1122             (r_ptr->flags1 & RF1_FRIENDS) &&
1123             (los(m_ptr->fy, m_ptr->fx, py, px) ||
1124             (cave[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1125         {
1126         /*
1127          * Animal packs try to get the player out of corridors
1128          * (...unless they can move through walls -- TY)
1129          */
1130                 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1131                          !(r_ptr->flags2 & RF2_KILL_WALL))
1132                 {
1133                         int i, room = 0;
1134
1135                         /* Count room grids next to player */
1136                         for (i = 0; i < 8; i++)
1137                         {
1138                                 int xx = px + ddx_ddd[i];
1139                                 int yy = py + ddy_ddd[i];
1140
1141                                 if (!in_bounds2(yy, xx)) continue;
1142
1143                                 c_ptr = &cave[yy][xx];
1144
1145                                 /* Check grid */
1146                                 if (((cave_floor_grid(c_ptr)) || ((c_ptr->feat & 0x60) == 0x60)) &&
1147                                          monster_can_cross_terrain(c_ptr->feat, r_ptr))
1148                                 {
1149                                         /* One more room grid */
1150                                         room++;
1151                                 }
1152                         }
1153                         if (cave[py][px].info & CAVE_ROOM) room -= 2;
1154                         if (!r_ptr->flags4 && !r_ptr->flags5 && !r_ptr->flags6) room -= 2;
1155
1156                         /* Not in a room and strong player */
1157                         if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1158                             (p_ptr->mhp + p_ptr->msp))
1159                         {
1160                                 /* Find hiding place */
1161                                 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1162                         }
1163                 }
1164
1165                 /* Monster groups try to surround the player */
1166                 if (!done && (cave[m_ptr->fy][m_ptr->fx].dist < 3))
1167                 {
1168                         int i;
1169
1170                         /* Find an empty square near the player to fill */
1171                         for (i = 0; i < 8; i++)
1172                         {
1173                                 /* Pick squares near player (semi-randomly) */
1174                                 y2 = py + ddy_ddd[(m_idx + i) & 7];
1175                                 x2 = px + ddx_ddd[(m_idx + i) & 7];
1176
1177                                 /* Already there? */
1178                                 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1179                                 {
1180                                         /* Attack the player */
1181                                         y2 = py;
1182                                         x2 = px;
1183
1184                                         break;
1185                                 }
1186
1187                                 if (!in_bounds2(y2, x2)) continue;
1188
1189                                 /* Ignore filled grids */
1190                                 c_ptr = &cave[y2][x2];
1191                                 if (!cave_empty_grid(c_ptr)) continue;
1192
1193                                 /* Try to fill this hole */
1194                                 break;
1195                         }
1196
1197                         /* Extract the new "pseudo-direction" */
1198                         y = m_ptr->fy - y2;
1199                         x = m_ptr->fx - x2;
1200
1201                         /* Done */
1202                         done = TRUE;
1203                 }
1204         }
1205
1206         if (!done)
1207         {
1208                 /* Flow towards the player */
1209                 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1210
1211                 /* Extract the "pseudo-direction" */
1212                 y = m_ptr->fy - y2;
1213                 x = m_ptr->fx - x2;
1214
1215                 /* Not done */
1216         }
1217
1218         /* Apply fear if possible and necessary */
1219         if (is_pet(m_ptr) && will_run)
1220         {
1221                 /* XXX XXX Not very "smart" */
1222                 y = (-y), x = (-x);
1223         }
1224         else
1225         {
1226                 if (!done && will_run)
1227                 {
1228                         int tmp_x = (-x);
1229                         int tmp_y = (-y);
1230
1231                         /* Try to find safe place */
1232                         if (find_safety(m_idx, &y, &x))
1233                         {
1234                                 /* Attempt to avoid the player */
1235                                 if (!no_flow)
1236                                 {
1237                                         /* Adjust movement */
1238                                         if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1239                                 }
1240                         }
1241
1242                         if (!done)
1243                         {
1244                                 /* This is not a very "smart" method XXX XXX */
1245                                 y = tmp_y;
1246                                 x = tmp_x;
1247                         }
1248                 }
1249         }
1250
1251
1252         /* Check for no move */
1253         if (!x && !y) return (FALSE);
1254
1255
1256         /* Extract the "absolute distances" */
1257         ax = ABS(x);
1258         ay = ABS(y);
1259
1260         /* Do something weird */
1261         if (y < 0) move_val += 8;
1262         if (x > 0) move_val += 4;
1263
1264         /* Prevent the diamond maneuvre */
1265         if (ay > (ax << 1)) move_val += 2;
1266         else if (ax > (ay << 1)) move_val++;
1267
1268         /* Extract some directions */
1269         switch (move_val)
1270         {
1271         case 0:
1272                 mm[0] = 9;
1273                 if (ay > ax)
1274                 {
1275                         mm[1] = 8;
1276                         mm[2] = 6;
1277                         mm[3] = 7;
1278                         mm[4] = 3;
1279                 }
1280                 else
1281                 {
1282                         mm[1] = 6;
1283                         mm[2] = 8;
1284                         mm[3] = 3;
1285                         mm[4] = 7;
1286                 }
1287                 break;
1288         case 1:
1289         case 9:
1290                 mm[0] = 6;
1291                 if (y < 0)
1292                 {
1293                         mm[1] = 3;
1294                         mm[2] = 9;
1295                         mm[3] = 2;
1296                         mm[4] = 8;
1297                 }
1298                 else
1299                 {
1300                         mm[1] = 9;
1301                         mm[2] = 3;
1302                         mm[3] = 8;
1303                         mm[4] = 2;
1304                 }
1305                 break;
1306         case 2:
1307         case 6:
1308                 mm[0] = 8;
1309                 if (x < 0)
1310                 {
1311                         mm[1] = 9;
1312                         mm[2] = 7;
1313                         mm[3] = 6;
1314                         mm[4] = 4;
1315                 }
1316                 else
1317                 {
1318                         mm[1] = 7;
1319                         mm[2] = 9;
1320                         mm[3] = 4;
1321                         mm[4] = 6;
1322                 }
1323                 break;
1324         case 4:
1325                 mm[0] = 7;
1326                 if (ay > ax)
1327                 {
1328                         mm[1] = 8;
1329                         mm[2] = 4;
1330                         mm[3] = 9;
1331                         mm[4] = 1;
1332                 }
1333                 else
1334                 {
1335                         mm[1] = 4;
1336                         mm[2] = 8;
1337                         mm[3] = 1;
1338                         mm[4] = 9;
1339                 }
1340                 break;
1341         case 5:
1342         case 13:
1343                 mm[0] = 4;
1344                 if (y < 0)
1345                 {
1346                         mm[1] = 1;
1347                         mm[2] = 7;
1348                         mm[3] = 2;
1349                         mm[4] = 8;
1350                 }
1351                 else
1352                 {
1353                         mm[1] = 7;
1354                         mm[2] = 1;
1355                         mm[3] = 8;
1356                         mm[4] = 2;
1357                 }
1358                 break;
1359         case 8:
1360                 mm[0] = 3;
1361                 if (ay > ax)
1362                 {
1363                         mm[1] = 2;
1364                         mm[2] = 6;
1365                         mm[3] = 1;
1366                         mm[4] = 9;
1367                 }
1368                 else
1369                 {
1370                         mm[1] = 6;
1371                         mm[2] = 2;
1372                         mm[3] = 9;
1373                         mm[4] = 1;
1374                 }
1375                 break;
1376         case 10:
1377         case 14:
1378                 mm[0] = 2;
1379                 if (x < 0)
1380                 {
1381                         mm[1] = 3;
1382                         mm[2] = 1;
1383                         mm[3] = 6;
1384                         mm[4] = 4;
1385                 }
1386                 else
1387                 {
1388                         mm[1] = 1;
1389                         mm[2] = 3;
1390                         mm[3] = 4;
1391                         mm[4] = 6;
1392                 }
1393                 break;
1394         case 12:
1395                 mm[0] = 1;
1396                 if (ay > ax)
1397                 {
1398                         mm[1] = 2;
1399                         mm[2] = 4;
1400                         mm[3] = 3;
1401                         mm[4] = 7;
1402                 }
1403                 else
1404                 {
1405                         mm[1] = 4;
1406                         mm[2] = 2;
1407                         mm[3] = 7;
1408                         mm[4] = 3;
1409                 }
1410                 break;
1411         }
1412
1413         /* Wants to move... */
1414         return (TRUE);
1415 }
1416
1417
1418 static int check_hit2(int power, int level, int ac, int stun)
1419 {
1420         int i, k;
1421
1422         /* Percentile dice */
1423         k = randint0(100);
1424
1425         if (stun && one_in_(2)) return FALSE;
1426
1427         /* Hack -- Always miss or hit */
1428         if (k < 10) return (k < 5);
1429
1430         /* Calculate the "attack quality" */
1431         i = (power + (level * 3));
1432
1433         /* Power and Level compete against Armor */
1434         if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1435
1436         /* Assume miss */
1437         return (FALSE);
1438 }
1439
1440
1441 /* Monster attacks monster */
1442 static bool monst_attack_monst(int m_idx, int t_idx)
1443 {
1444         monster_type    *m_ptr = &m_list[m_idx];
1445         monster_type    *t_ptr = &m_list[t_idx];
1446
1447         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1448         monster_race    *tr_ptr = &r_info[t_ptr->r_idx];
1449
1450         int             ap_cnt;
1451         int             ac, rlev, pt;
1452         char            m_name[80], t_name[80];
1453         char            temp[80];
1454         bool            blinked, heal_effect;
1455         bool            explode = FALSE, touched = FALSE, fear = FALSE;
1456         int             y_saver = t_ptr->fy;
1457         int             x_saver = t_ptr->fx;
1458
1459         bool see_m = m_ptr->ml;
1460         bool see_t = t_ptr->ml;
1461         bool see_either = see_m || see_t;
1462
1463         /* Can the player be aware of this attack? */
1464         bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1465         bool do_silly_attack = (one_in_(2) && p_ptr->image);
1466
1467         /* Cannot attack self */
1468         if (m_idx == t_idx) return FALSE;
1469
1470         /* Not allowed to attack */
1471         if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1472
1473         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1474
1475         /* Wake it up */
1476         t_ptr->csleep = 0;
1477
1478         /* Total armor */
1479         ac = tr_ptr->ac;
1480
1481         /* Extract the effective monster level */
1482         rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1483
1484         /* Get the monster name (or "it") */
1485         monster_desc(m_name, m_ptr, 0);
1486
1487         /* Get the monster name (or "it") */
1488         monster_desc(t_name, t_ptr, 0);
1489
1490         /* Assume no blink */
1491         blinked = FALSE;
1492
1493         if (!see_either && known)
1494         {
1495                 mon_fight = TRUE;
1496         }
1497
1498         if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 0);
1499
1500         /* Scan through all four blows */
1501         for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1502         {
1503                 bool obvious = FALSE;
1504
1505                 int power = 0;
1506                 int damage = 0;
1507
1508                 cptr act = NULL;
1509
1510                 /* Extract the attack infomation */
1511                 int effect = r_ptr->blow[ap_cnt].effect;
1512                 int method = r_ptr->blow[ap_cnt].method;
1513                 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1514                 int d_side = r_ptr->blow[ap_cnt].d_side;
1515
1516                 if (!m_ptr->r_idx) break;
1517
1518                 /* Stop attacking if the target dies! */
1519                 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1520                         break;
1521
1522                 /* Hack -- no more attacks */
1523                 if (!method) break;
1524
1525                 if (blinked) /* Stop! */
1526                 {
1527                         /* break; */
1528                 }
1529
1530                 if (method == RBM_SHOOT) continue;
1531
1532                 /* Extract the attack "power" */
1533                 power = mbe_info[effect].power;
1534
1535                 /* Monster hits */
1536                 if (!effect || check_hit2(power, rlev, ac, m_ptr->stunned))
1537                 {
1538                         /* Describe the attack method */
1539                         switch (method)
1540                         {
1541                         case RBM_HIT:
1542                                 {
1543 #ifdef JP
1544 act = "%s¤ò²¥¤Ã¤¿¡£";
1545 #else
1546                                         act = "hits %s.";
1547 #endif
1548
1549                                         touched = TRUE;
1550                                         break;
1551                                 }
1552
1553                         case RBM_TOUCH:
1554                                 {
1555 #ifdef JP
1556 act = "%s¤ò¿¨¤Ã¤¿¡£";
1557 #else
1558                                         act = "touches %s.";
1559 #endif
1560
1561                                         touched = TRUE;
1562                                         break;
1563                                 }
1564
1565                         case RBM_PUNCH:
1566                                 {
1567 #ifdef JP
1568 act = "%s¤ò¥Ñ¥ó¥Á¤·¤¿¡£";
1569 #else
1570                                         act = "punches %s.";
1571 #endif
1572
1573                                         touched = TRUE;
1574                                         break;
1575                                 }
1576
1577                         case RBM_KICK:
1578                                 {
1579 #ifdef JP
1580 act = "%s¤ò½³¤Ã¤¿¡£";
1581 #else
1582                                         act = "kicks %s.";
1583 #endif
1584
1585                                         touched = TRUE;
1586                                         break;
1587                                 }
1588
1589                         case RBM_CLAW:
1590                                 {
1591 #ifdef JP
1592 act = "%s¤ò¤Ò¤Ã¤«¤¤¤¿¡£";
1593 #else
1594                                         act = "claws %s.";
1595 #endif
1596
1597                                         touched = TRUE;
1598                                         break;
1599                                 }
1600
1601                         case RBM_BITE:
1602                                 {
1603 #ifdef JP
1604 act = "%s¤ò³ú¤ó¤À¡£";
1605 #else
1606                                         act = "bites %s.";
1607 #endif
1608
1609                                         touched = TRUE;
1610                                         break;
1611                                 }
1612
1613                         case RBM_STING:
1614                                 {
1615 #ifdef JP
1616 act = "%s¤ò»É¤·¤¿¡£";
1617 #else
1618                                         act = "stings %s.";
1619 #endif
1620
1621                                         touched = TRUE;
1622                                         break;
1623                                 }
1624
1625                         case RBM_SLASH:
1626                                 {
1627 #ifdef JP
1628 act = "%s¤ò»Â¤Ã¤¿¡£";
1629 #else
1630                                         act = "slashes %s.";
1631 #endif
1632
1633                                         break;
1634                                 }
1635
1636                         case RBM_BUTT:
1637                                 {
1638 #ifdef JP
1639 act = "%s¤ò³Ñ¤ÇÆͤ¤¤¿¡£";
1640 #else
1641                                         act = "butts %s.";
1642 #endif
1643
1644                                         touched = TRUE;
1645                                         break;
1646                                 }
1647
1648                         case RBM_CRUSH:
1649                                 {
1650 #ifdef JP
1651 act = "%s¤ËÂÎÅö¤ê¤·¤¿¡£";
1652 #else
1653                                         act = "crushes %s.";
1654 #endif
1655
1656                                         touched = TRUE;
1657                                         break;
1658                                 }
1659
1660                         case RBM_ENGULF:
1661                                 {
1662 #ifdef JP
1663 act = "%s¤ò°û¤ß¹þ¤ó¤À¡£";
1664 #else
1665                                         act = "engulfs %s.";
1666 #endif
1667
1668                                         touched = TRUE;
1669                                         break;
1670                                 }
1671
1672                         case RBM_CHARGE:
1673                                 {
1674 #ifdef JP
1675 act = "%s¤ËÀÁµá½ñ¤ò¤è¤³¤·¤¿¡£";
1676 #else
1677                                         act = "charges %s.";
1678 #endif
1679
1680                                         touched = TRUE;
1681                                         break;
1682                                 }
1683
1684                         case RBM_CRAWL:
1685                                 {
1686 #ifdef JP
1687 act = "%s¤ÎÂΤξå¤òÇ礤²ó¤Ã¤¿¡£";
1688 #else
1689                                         act = "crawls on %s.";
1690 #endif
1691
1692                                         touched = TRUE;
1693                                         break;
1694                                 }
1695
1696                         case RBM_DROOL:
1697                                 {
1698 #ifdef JP
1699 act = "%s¤Ë¤è¤À¤ì¤ò¤¿¤é¤·¤¿¡£";
1700 #else
1701                                         act = "drools on %s.";
1702 #endif
1703
1704                                         touched = FALSE;
1705                                         break;
1706                                 }
1707
1708                         case RBM_SPIT:
1709                                 {
1710 #ifdef JP
1711 act = "%s¤ËÂäòÅǤ¤¤¿¡£";
1712 #else
1713                                         act = "spits on %s.";
1714 #endif
1715
1716                                         touched = FALSE;
1717                                         break;
1718                                 }
1719
1720                         case RBM_EXPLODE:
1721                                 {
1722                                         if (see_either) disturb(1, 0);
1723 #ifdef JP
1724 act = "Çúȯ¤·¤¿¡£";
1725 #else
1726                                         act = "explodes.";
1727 #endif
1728
1729                                         explode = TRUE;
1730                                         touched = FALSE;
1731                                         break;
1732                                 }
1733
1734                         case RBM_GAZE:
1735                                 {
1736 #ifdef JP
1737 act = "%s¤ò¤Ë¤é¤ó¤À¡£";
1738 #else
1739                                         act = "gazes at %s.";
1740 #endif
1741
1742                                         touched = FALSE;
1743                                         break;
1744                                 }
1745
1746                         case RBM_WAIL:
1747                                 {
1748 #ifdef JP
1749 act = "%s¤Ëµã¤­¤Ä¤¤¤¿¡£";
1750 #else
1751                                         act = "wails at %s.";
1752 #endif
1753
1754                                         touched = FALSE;
1755                                         break;
1756                                 }
1757
1758                         case RBM_SPORE:
1759                                 {
1760 #ifdef JP
1761 act = "%s¤Ë˦»Ò¤òÈô¤Ð¤·¤¿¡£";
1762 #else
1763                                         act = "releases spores at %s.";
1764 #endif
1765
1766                                         touched = FALSE;
1767                                         break;
1768                                 }
1769
1770                         case RBM_XXX4:
1771                                 {
1772 #ifdef JP
1773 act = "%s¤ËXXX4¤òÈô¤Ð¤·¤¿¡£";
1774 #else
1775                                         act = "projects XXX4's at %s.";
1776 #endif
1777
1778                                         touched = FALSE;
1779                                         break;
1780                                 }
1781
1782                         case RBM_BEG:
1783                                 {
1784 #ifdef JP
1785 act = "%s¤Ë¶â¤ò¤»¤¬¤ó¤À¡£";
1786 #else
1787                                         act = "begs %s for money.";
1788 #endif
1789
1790                                         touched = FALSE;
1791                                         break;
1792                                 }
1793
1794                         case RBM_INSULT:
1795                                 {
1796 #ifdef JP
1797 act = "%s¤òÉî¿«¤·¤¿¡£";
1798 #else
1799                                         act = "insults %s.";
1800 #endif
1801
1802                                         touched = FALSE;
1803                                         break;
1804                                 }
1805
1806                         case RBM_MOAN:
1807                                 {
1808 #ifdef JP
1809 act = "%s¤Ë¤à¤«¤Ã¤Æ¤¦¤á¤¤¤¿¡£";
1810 #else
1811                                         act = "moans at %s.";
1812 #endif
1813
1814                                         touched = FALSE;
1815                                         break;
1816                                 }
1817
1818                         case RBM_SHOW:
1819                                 {
1820 #ifdef JP
1821 act = "%s¤Ë¤à¤«¤Ã¤Æ²Î¤Ã¤¿¡£";
1822 #else
1823                                         act = "sings to %s.";
1824 #endif
1825
1826                                         touched = FALSE;
1827                                         break;
1828                                 }
1829                         }
1830
1831                         /* Message */
1832                         if (act && see_either)
1833                         {
1834 #ifdef JP
1835                                 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1836                                 strfmt(temp, act, t_name);
1837                                 msg_format("%^s¤Ï%s", m_name, temp);
1838 #else
1839                                 if (do_silly_attack)
1840                                 {
1841                                         act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1842                                         strfmt(temp, "%s %s.", act, t_name);
1843                                 }
1844                                 else strfmt(temp, act, t_name);
1845                                 msg_format("%^s %s", m_name, temp);
1846 #endif
1847                         }
1848
1849                         /* Hack -- assume all attacks are obvious */
1850                         obvious = TRUE;
1851
1852                         /* Roll out the damage */
1853                         damage = damroll(d_dice, d_side);
1854
1855                         /* Assume no healing effect */
1856                         heal_effect = FALSE;
1857
1858                         pt = GF_MISSILE;
1859
1860                         /* Apply appropriate damage */
1861                         switch (effect)
1862                         {
1863                         case 0:
1864                                 {
1865                                         damage = 0;
1866                                         pt = 0;
1867                                         break;
1868                                 }
1869
1870                         case RBE_SUPERHURT:
1871                                 {
1872                                         if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13)) {
1873                                                 int tmp_damage = damage-(damage*((ac < 150) ? ac : 150)/250);
1874                                                 damage = MAX(damage, tmp_damage*2);
1875                                                 break;
1876                                         }
1877                                 }
1878                         case RBE_HURT:
1879                                 {
1880                                         damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1881                                         break;
1882                                 }
1883
1884                         case RBE_POISON:
1885                         case RBE_DISEASE:
1886                                 {
1887                                         pt = GF_POIS;
1888                                         break;
1889                                 }
1890
1891                         case RBE_UN_BONUS:
1892                         case RBE_UN_POWER:
1893                                 {
1894                                         pt = GF_DISENCHANT;
1895                                         break;
1896                                 }
1897
1898                         case RBE_EAT_FOOD:
1899                         case RBE_EAT_LITE:
1900                         case RBE_DR_MANA:
1901                                 {
1902                                         pt = damage = 0;
1903                                         break;
1904                                 }
1905
1906                         case RBE_EAT_ITEM:
1907                         case RBE_EAT_GOLD:
1908                                 {
1909                                         pt = damage = 0;
1910                                         if (one_in_(2)) blinked = TRUE;
1911                                         break;
1912                                 }
1913
1914                         case RBE_ACID:
1915                                 {
1916                                         pt = GF_ACID;
1917                                         break;
1918                                 }
1919
1920                         case RBE_ELEC:
1921                                 {
1922                                         pt = GF_ELEC;
1923                                         break;
1924                                 }
1925
1926                         case RBE_FIRE:
1927                                 {
1928                                         pt = GF_FIRE;
1929                                         break;
1930                                 }
1931
1932                         case RBE_COLD:
1933                                 {
1934                                         pt = GF_COLD;
1935                                         break;
1936                                 }
1937
1938                         case RBE_BLIND:
1939                                 {
1940                                         break;
1941                                 }
1942
1943                         case RBE_CONFUSE:
1944                                 {
1945                                         pt = GF_CONFUSION;
1946                                         break;
1947                                 }
1948
1949                         case RBE_TERRIFY:
1950                                 {
1951                                         pt = GF_TURN_ALL;
1952                                         break;
1953                                 }
1954
1955                         case RBE_PARALYZE:
1956                                 {
1957                                         pt = GF_OLD_SLEEP; /* sort of close... */
1958                                         break;
1959                                 }
1960
1961                         case RBE_LOSE_STR:
1962                         case RBE_LOSE_INT:
1963                         case RBE_LOSE_WIS:
1964                         case RBE_LOSE_DEX:
1965                         case RBE_LOSE_CON:
1966                         case RBE_LOSE_CHR:
1967                         case RBE_LOSE_ALL:
1968                                 {
1969                                         break;
1970                                 }
1971                         case RBE_SHATTER:
1972                                 {
1973                                         damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1974                                         if (damage > 23)
1975                                         {
1976                                                 earthquake(m_ptr->fy, m_ptr->fx, 8);
1977                                         }
1978                                         break;
1979                                 }
1980                         case RBE_EXP_10:
1981                         case RBE_EXP_20:
1982                         case RBE_EXP_40:
1983                         case RBE_EXP_80:
1984                                 {
1985                                         pt = GF_NETHER;
1986                                         break;
1987                                 }
1988                         case RBE_TIME:
1989                                 {
1990                                         pt = GF_TIME;
1991                                         break;
1992                                 }
1993                         case RBE_EXP_VAMP:
1994                                 {
1995                                         pt = GF_OLD_DRAIN;
1996                                         heal_effect = TRUE;
1997                                         break;
1998                                 }
1999
2000                         default:
2001                                 {
2002                                         pt = 0;
2003                                         break;
2004                                 }
2005                         }
2006
2007                         if (pt)
2008                         {
2009                                 /* Do damage if not exploding */
2010                                 if (!explode)
2011                                 {
2012                                         project(m_idx, 0, t_ptr->fy, t_ptr->fx,
2013                                                 (pt == GF_OLD_SLEEP ? r_ptr->level : damage), pt, PROJECT_KILL | PROJECT_STOP | PROJECT_MONSTER, -1);
2014                                 }
2015
2016                                 if (heal_effect)
2017                                 {
2018                                         if ((monster_living(tr_ptr)) && (damage > 2))
2019                                         {
2020                                                 bool did_heal = FALSE;
2021
2022                                                 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
2023
2024                                                 /* Heal */
2025                                                 m_ptr->hp += damroll(4, damage / 6);
2026                                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2027
2028                                                 /* Redraw (later) if needed */
2029                                                 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2030                                                 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2031
2032                                                 /* Special message */
2033                                                 if (see_m && did_heal)
2034                                                 {
2035 #ifdef JP
2036 msg_format("%s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
2037 #else
2038                                                         msg_format("%^s appears healthier.", m_name);
2039 #endif
2040
2041                                                 }
2042                                         }
2043                                 }
2044
2045                                 if (touched)
2046                                 {
2047                                         /* Aura fire */
2048                                         if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
2049                                         {
2050                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
2051                                                 {
2052                                                         if (see_either)
2053                                                         {
2054                                                                 blinked = FALSE;
2055 #ifdef JP
2056                                                                 msg_format("%^s¤ÏÆÍÁ³Ç®¤¯¤Ê¤Ã¤¿¡ª", m_name);
2057 #else
2058                                                                 msg_format("%^s is suddenly very hot!", m_name);
2059 #endif
2060
2061                                                                 if (see_t && is_original_ap(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
2062                                                         }
2063                                                         project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2064                                                                 damroll (1 + ((tr_ptr->level) / 26),
2065                                                                 1 + ((tr_ptr->level) / 17)),
2066                                                                 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_MONSTER, -1);
2067                                                 }
2068                                                 else
2069                                                 {
2070                                                         if (see_m && is_original_ap(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
2071                                                 }
2072                                         }
2073
2074                                         /* Aura cold */
2075                                         if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
2076                                         {
2077                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
2078                                                 {
2079                                                         if (see_either)
2080                                                         {
2081                                                                 blinked = FALSE;
2082 #ifdef JP
2083                                                                 msg_format("%^s¤ÏÆÍÁ³´¨¤¯¤Ê¤Ã¤¿¡ª", m_name);
2084 #else
2085                                                                 msg_format("%^s is suddenly very cold!", m_name);
2086 #endif
2087
2088                                                                 if (see_t && is_original_ap(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
2089                                                         }
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);
2094                                                 }
2095                                                 else
2096                                                 {
2097                                                         if (see_m && is_original_ap(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
2098                                                 }
2099                                         }
2100
2101                                         /* Aura elec */
2102                                         if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
2103                                         {
2104                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
2105                                                 {
2106                                                         if (see_either)
2107                                                         {
2108                                                                 blinked = FALSE;
2109 #ifdef JP
2110                                                                 msg_format("%^s¤ÏÅÅ·â¤ò¿©¤é¤Ã¤¿¡ª", m_name);
2111 #else
2112                                                                 msg_format("%^s gets zapped!", m_name);
2113 #endif
2114
2115                                                                 if (see_t && is_original_ap(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
2116                                                         }
2117                                                         project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2118                                                                 damroll (1 + ((tr_ptr->level) / 26),
2119                                                                 1 + ((tr_ptr->level) / 17)),
2120                                                                 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_MONSTER, -1);
2121                                                 }
2122                                                 else
2123                                                 {
2124                                                         if (see_m && is_original_ap(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
2125                                                 }
2126                                         }
2127                                 }
2128                         }
2129                 }
2130
2131                 /* Monster missed player */
2132                 else
2133                 {
2134                         /* Analyze failed attacks */
2135                         switch (method)
2136                         {
2137                         case RBM_HIT:
2138                         case RBM_TOUCH:
2139                         case RBM_PUNCH:
2140                         case RBM_KICK:
2141                         case RBM_CLAW:
2142                         case RBM_BITE:
2143                         case RBM_STING:
2144                         case RBM_SLASH:
2145                         case RBM_BUTT:
2146                         case RBM_CRUSH:
2147                         case RBM_ENGULF:
2148                         case RBM_CHARGE:
2149                                 {
2150                                         /* Visible monsters */
2151                                         if (see_m)
2152                                         {
2153                                                 /* Message */
2154 #ifdef JP
2155 msg_format("%s¤Ï%^s¤Î¹¶·â¤ò¤«¤ï¤·¤¿¡£", t_name,m_name);
2156 #else
2157                                                 msg_format("%^s misses %s.", m_name, t_name);
2158 #endif
2159
2160                                         }
2161
2162                                         break;
2163                                 }
2164                         }
2165                 }
2166
2167
2168                 /* Analyze "visible" monsters only */
2169                 if (see_m && !do_silly_attack)
2170                 {
2171                         /* Count "obvious" attacks (and ones that cause damage) */
2172                         if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
2173                         {
2174                                 /* Count attacks of this type */
2175                                 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
2176                                 {
2177                                         r_ptr->r_blows[ap_cnt]++;
2178                                 }
2179                         }
2180                 }
2181         }
2182
2183         if (explode)
2184         {
2185                 sound(SOUND_EXPLODE);
2186
2187                 /* Cancel Invulnerability */
2188                 if (m_ptr->invulner) m_ptr->invulner = 0;
2189
2190 #ifdef JP
2191 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_idx);
2192 #else
2193                 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, " explodes into tiny shreds.", m_idx);
2194 #endif
2195
2196
2197                 blinked = FALSE;
2198         }
2199
2200
2201         /* Blink away */
2202         if (blinked)
2203         {
2204                 if (see_m)
2205                 {
2206 #ifdef JP
2207 msg_print("Å¥ËÀ¤Ï¾Ð¤Ã¤Æƨ¤²¤¿¡ª");
2208 #else
2209                         msg_print("The thief flees laughing!");
2210 #endif
2211
2212                 }
2213                 else if (known)
2214                 {
2215                         mon_fight = TRUE;
2216                 }
2217
2218                 teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE);
2219         }
2220
2221         return TRUE;
2222 }
2223
2224
2225 /*
2226  * Process a monster
2227  *
2228  * The monster is known to be within 100 grids of the player
2229  *
2230  * In several cases, we directly update the monster lore
2231  *
2232  * Note that a monster is only allowed to "reproduce" if there
2233  * are a limited number of "reproducing" monsters on the current
2234  * level.  This should prevent the level from being "swamped" by
2235  * reproducing monsters.  It also allows a large mass of mice to
2236  * prevent a louse from multiplying, but this is a small price to
2237  * pay for a simple multiplication method.
2238  *
2239  * XXX Monster fear is slightly odd, in particular, monsters will
2240  * fixate on opening a door even if they cannot open it.  Actually,
2241  * the same thing happens to normal monsters when they hit a door
2242  *
2243  * XXX XXX XXX In addition, monsters which *cannot* open or bash
2244  * down a door will still stand there trying to open it...
2245  *
2246  * XXX Technically, need to check for monster in the way
2247  * combined with that monster being in a wall (or door?)
2248  *
2249  * A "direction" of "5" means "pick a random direction".
2250  */
2251 static void process_monster(int m_idx)
2252 {
2253         monster_type    *m_ptr = &m_list[m_idx];
2254         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
2255         monster_race    *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2256
2257         int             i, d, oy, ox, ny, nx;
2258
2259         int             mm[8];
2260
2261         cave_type       *c_ptr;
2262
2263         monster_type    *y_ptr;
2264
2265         bool            do_turn;
2266         bool            do_move;
2267         bool            do_view;
2268
2269         bool            did_open_door;
2270         bool            did_bash_door;
2271         bool            did_take_item;
2272         bool            did_kill_item;
2273         bool            did_move_body;
2274         bool            did_pass_wall;
2275         bool            did_kill_wall;
2276         bool            gets_angry = FALSE;
2277         bool            can_pass_wall;
2278         bool            aware = TRUE;
2279
2280         bool            fear;
2281
2282         if ((m_idx == p_ptr->riding) && !(r_ptr->flags7 & RF7_RIDING))
2283         {
2284                 if (rakuba(0, TRUE))
2285                 {
2286 #ifdef JP
2287                         msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2288 #else
2289                         char m_name[80];
2290                         monster_desc(m_name, &m_list[p_ptr->riding], 0);
2291                         msg_format("You have fallen from %s.", m_name);
2292 #endif
2293                 }
2294         }
2295
2296         if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !m_ptr->csleep)
2297         {
2298                 choose_new_monster(m_idx, FALSE, 0);
2299                 r_ptr = &r_info[m_ptr->r_idx];
2300         }
2301
2302         /* Players hidden in shadow are almost imperceptable. -LM- */
2303         if (p_ptr->special_defense & NINJA_S_STEALTH)
2304         {
2305                 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2306                 if (p_ptr->monlite) tmp /= 3;
2307                 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2308                 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2309                 /* Low-level monsters will find it difficult to locate the player. */
2310                 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
2311         }
2312
2313         /* Quantum monsters are odd */
2314         if (r_ptr->flags2 & (RF2_QUANTUM))
2315         {
2316                 /* Sometimes skip move */
2317                 if (!randint0(2)) return;
2318
2319                 /* Sometimes die */
2320                 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2321                 {
2322                         bool sad = FALSE;
2323
2324                         if (is_pet(m_ptr) && !(m_ptr->ml))
2325                                 sad = TRUE;
2326
2327                         if (m_ptr->ml)
2328                         {
2329                                 char m_name[80];
2330
2331                                 /* Acquire the monster name */
2332                                 monster_desc(m_name, m_ptr, 0);
2333
2334                                 /* Oops */
2335 #ifdef JP
2336 msg_format("%s¤Ï¾Ã¤¨µî¤Ã¤¿¡ª", m_name);
2337 #else
2338                                 msg_format("%^s disappears!", m_name);
2339 #endif
2340
2341                         }
2342
2343                         /* Generate treasure, etc */
2344                         monster_death(m_idx, FALSE);
2345
2346                         /* Delete the monster */
2347                         delete_monster_idx(m_idx);
2348
2349                         if (sad)
2350                         {
2351 #ifdef JP
2352 msg_print("¾¯¤·¤Î´ÖÈᤷ¤¤µ¤Ê¬¤Ë¤Ê¤Ã¤¿¡£");
2353 #else
2354                                 msg_print("You feel sad for a moment.");
2355 #endif
2356
2357                         }
2358
2359                         return;
2360                 }
2361         }
2362
2363         if (m_ptr->r_idx == MON_SHURYUUDAN)
2364 #ifdef JP
2365                 mon_take_hit_mon(m_idx, 1, &fear, "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_idx);
2366 #else
2367                 mon_take_hit_mon(m_idx, 1, &fear, " explodes into tiny shreds.", m_idx);
2368 #endif
2369
2370         if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE_7)) && !p_ptr->inside_battle)
2371         {
2372                 static int riding_pinch = 0;
2373
2374                 if (m_ptr->hp < m_ptr->maxhp/3)
2375                 {
2376                         char m_name[80];
2377                         monster_desc(m_name, m_ptr, 0);
2378
2379                         if (m_idx == p_ptr->riding && riding_pinch < 2)
2380                         {
2381 #ifdef JP
2382                                 msg_format("%s¤Ï½ý¤ÎÄˤµ¤Î;¤ê¤¢¤Ê¤¿¤Î«Çû¤«¤éƨ¤ì¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", m_name);
2383 #else
2384                                 msg_format("%^s seems to be in so much pain, and trying to escape from your restriction.", m_name);
2385 #endif
2386                                 riding_pinch++;
2387                                 disturb(1, 0);
2388                         }
2389                         else
2390                         {
2391                                 if (m_idx == p_ptr->riding)
2392                                 {
2393 #ifdef JP
2394                                         msg_format("%s¤Ï¤¢¤Ê¤¿¤Î«Çû¤«¤éæ½Ð¤·¤¿¡£", m_name);
2395 #else
2396                                         msg_format("%^s succeeded to escape from your restriction!", m_name);
2397 #endif
2398                                         if (rakuba(-1, FALSE))
2399                                         {
2400 #ifdef JP
2401                                                 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2402 #else
2403                                                 msg_print("You have fallen from riding pet.");
2404 #endif
2405                                         }
2406                                 }
2407
2408                                 if (m_ptr->ml)
2409                                 {
2410                                         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))
2411                                         {
2412 #ifdef JP
2413                                                 msg_format("%^s¡Ö¥Ô¥ó¥Á¤À¡ªÂàµÑ¤µ¤»¤Æ¤â¤é¤¦¡ª¡×", m_name);
2414 #else
2415                                                 msg_format("%^s says 'It is the pinch! I will retreat'.", m_name);
2416 #endif
2417                                         }
2418 #ifdef JP
2419                                         msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¡¦¥ì¥Ù¥ë¤Î´¬Êª¤òÆɤó¤À¡£", m_name);
2420                                         msg_format("%^s¤¬¾Ã¤¨µî¤Ã¤¿¡£", m_name);
2421 #else
2422                                         msg_format("%^s read a scroll of teleport level.", m_name);
2423                                         msg_format("%^s disappears.", m_name);
2424 #endif
2425                                 }
2426
2427                                 if (m_idx == p_ptr->riding && rakuba(-1, FALSE))
2428                                 {
2429 #ifdef JP
2430                                         msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2431 #else
2432                                         msg_print("You have fallen from riding pet.");
2433 #endif
2434                                 }
2435
2436                                 /* Check for quest completion */
2437                                 check_quest_completion(m_ptr);
2438
2439                                 delete_monster_idx(m_idx);
2440
2441                                 return;
2442                         }
2443                 }
2444                 else
2445                 {
2446                         /* Reset the counter */
2447                         if (m_idx == p_ptr->riding) riding_pinch = 0;
2448                 }
2449         }
2450
2451         /* Handle "sleep" - Still sleeping */
2452         if (m_ptr->csleep) return;
2453
2454         /* Handle "stun" */
2455         if (m_ptr->stunned)
2456         {
2457                 /* Sometimes skip move */
2458                 if (one_in_(2)) return;
2459         }
2460
2461         if (p_ptr->riding == m_idx)
2462         {
2463                 p_ptr->update |= (PU_BONUS);
2464         }
2465
2466         /* No one wants to be your friend if you're aggravating */
2467         if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2468                 gets_angry = TRUE;
2469
2470         /* Paranoia... no pet uniques outside wizard mode -- TY */
2471         if (is_pet(m_ptr) &&
2472             ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE_7)) &&
2473               monster_has_hostile_align(NULL, 10, -10, r_ptr))
2474              || (r_ptr->flagsr & RFR_RES_ALL)))
2475         {
2476                 gets_angry = TRUE;
2477         }
2478
2479         if (p_ptr->inside_battle) gets_angry = FALSE;
2480
2481         if (gets_angry)
2482         {
2483                 char m_name[80];
2484                 monster_desc(m_name, m_ptr, 0);
2485 #ifdef JP
2486 msg_format("%^s¤ÏÆÍÁ³Å¨¤Ë¤Þ¤ï¤Ã¤¿¡ª", m_name);
2487 #else
2488                 msg_format("%^s suddenly becomes hostile!", m_name);
2489 #endif
2490
2491                 set_hostile(m_ptr);
2492         }
2493
2494         /* Get the origin */
2495         oy = m_ptr->fy;
2496         ox = m_ptr->fx;
2497
2498
2499         /* Attempt to "multiply" if able and allowed */
2500         if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2501         {
2502                 int k, y, x;
2503
2504                 /* Count the adjacent monsters */
2505                 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2506                 {
2507                         for (x = ox - 1; x <= ox + 1; x++)
2508                         {
2509                                 /* Ignore locations off of edge */
2510                                 if (!in_bounds2(y, x)) continue;
2511
2512                                 if (cave[y][x].m_idx) k++;
2513                         }
2514                 }
2515
2516                 /* Hack -- multiply slower in crowded areas */
2517                 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2518                 {
2519                         /* Try to multiply */
2520                         if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2521                         {
2522                                 /* Take note if visible */
2523                                 if (m_ptr->ml && m_list[hack_m_idx_ii].ml && is_original_ap(m_ptr))
2524                                 {
2525                                         r_ptr->r_flags2 |= (RF2_MULTIPLY);
2526                                 }
2527
2528                                 /* Multiplying takes energy */
2529                                 return;
2530                         }
2531                 }
2532         }
2533
2534
2535         if (r_ptr->flags6 & RF6_SPECIAL)
2536         {
2537                 /* Hack -- Ohmu scatters molds! */
2538                 if (m_ptr->r_idx == MON_OHMU)
2539                 {
2540                         if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2541                         {
2542                                 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2543                                 {
2544                                         int  k, count = 0;
2545                                         int  rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2546                                         u32b p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2547
2548                                         for (k = 0; k < 6; k++)
2549                                         {
2550                                                 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_BIZARRE1, (PM_ALLOW_GROUP | p_mode)))
2551                                                 {
2552                                                         if (m_list[hack_m_idx_ii].ml) count++;
2553                                                 }
2554                                         }
2555
2556                                         if (count && m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2557                                 }
2558                         }
2559                 }
2560         }
2561
2562
2563         if (!p_ptr->inside_battle)
2564         {
2565                 /* Hack! "Cyber" monster makes noise... */
2566                 if (m_ptr->ap_r_idx == MON_CYBER &&
2567                     one_in_(CYBERNOISE) &&
2568                     !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2569                 {
2570                         if (disturb_minor) disturb(FALSE, FALSE);
2571 #ifdef JP
2572 msg_print("½Å¸ü¤Ê­²»¤¬Ê¹¤³¤¨¤¿¡£");
2573 #else
2574                         msg_print("You hear heavy steps.");
2575 #endif
2576
2577                 }
2578
2579                 /* Some monsters can speak */
2580                 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2581                         one_in_(SPEAK_CHANCE) &&
2582                         player_has_los_bold(oy, ox))
2583                 {
2584                         char m_name[80];
2585                         char monmessage[1024];
2586                         cptr filename;
2587
2588                         /* Acquire the monster name/poss */
2589                         if (m_ptr->ml)
2590                                 monster_desc(m_name, m_ptr, 0);
2591                         else
2592 #ifdef JP
2593 strcpy(m_name, "¤½¤ì");
2594 #else
2595                                 strcpy(m_name, "It");
2596 #endif
2597
2598
2599                         /* Select the file for monster quotes */
2600                         if (m_ptr->monfear)
2601 #ifdef JP
2602 filename = "monfear_j.txt";
2603 #else
2604                                 filename = "monfear.txt";
2605 #endif
2606
2607                         else if (is_pet(m_ptr))
2608 #ifdef JP
2609 filename = "monpet_j.txt";
2610 #else
2611                                 filename = "monpet.txt";
2612 #endif
2613
2614                         else if (is_friendly(m_ptr))
2615 #ifdef JP
2616 filename = "monfrien_j.txt";
2617 #else
2618                                 filename = "monfrien.txt";
2619 #endif
2620
2621                         else
2622 #ifdef JP
2623                                 filename = "monspeak_j.txt";
2624 #else
2625                                 filename = "monspeak.txt";
2626 #endif
2627
2628
2629                         /* Get the monster line */
2630                         if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2631                         {
2632                                 /* Say something */
2633 #ifdef JP
2634 msg_format("%^s%s", m_name, monmessage);
2635 #else
2636                                 msg_format("%^s %s", m_name, monmessage);
2637 #endif
2638
2639                         }
2640                 }
2641         }
2642
2643         /* Try to cast spell occasionally */
2644         if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2645         {
2646                 bool counterattack = FALSE;
2647
2648                 /* Give priority to counter attack? */
2649                 if (m_ptr->target_y)
2650                 {
2651                         int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
2652
2653                         /* The monster must be an enemy, and projectable */
2654                         if (t_m_idx &&
2655                             are_enemies(m_ptr, &m_list[t_m_idx]) &&
2656                             projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2657                         {
2658                                 counterattack = TRUE;
2659                         }
2660                 }
2661
2662                 if (!counterattack)
2663                 {
2664                         /* Attempt to cast a spell */
2665                         if (aware && make_attack_spell(m_idx)) return;
2666
2667                         /*
2668                          * Attempt to cast a spell at an enemy other than the player
2669                          * (may slow the game a smidgeon, but I haven't noticed.)
2670                          */
2671                         if (monst_spell_monst(m_idx)) return;
2672                 }
2673                 else
2674                 {
2675                         /* Attempt to do counter attack at first */
2676                         if (monst_spell_monst(m_idx)) return;
2677
2678                         if (aware && make_attack_spell(m_idx)) return;
2679                 }
2680         }
2681
2682         can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || (p_ptr->pass_wall)));
2683
2684         /* Hack -- Assume no movement */
2685         mm[0] = mm[1] = mm[2] = mm[3] = 0;
2686         mm[4] = mm[5] = mm[6] = mm[7] = 0;
2687
2688
2689         /* Confused -- 100% random */
2690         if (m_ptr->confused || !aware)
2691         {
2692                 /* Try four "random" directions */
2693                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2694         }
2695
2696         /* 75% random movement */
2697         else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2698                  (randint0(100) < 75))
2699         {
2700                 /* Memorize flags */
2701                 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2702
2703                 /* Try four "random" directions */
2704                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2705         }
2706
2707         /* 50% random movement */
2708         else if ((r_ptr->flags1 & RF1_RAND_50) &&
2709                                 (randint0(100) < 50))
2710         {
2711                 /* Memorize flags */
2712                 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2713
2714                 /* Try four "random" directions */
2715                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2716         }
2717
2718         /* 25% random movement */
2719         else if ((r_ptr->flags1 & RF1_RAND_25) &&
2720                                 (randint0(100) < 25))
2721         {
2722                 /* Memorize flags */
2723                 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2724
2725                 /* Try four "random" directions */
2726                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2727         }
2728
2729         /* Can't reach player - find something else to hit */
2730         else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2731         {
2732                 /* Try four "random" directions */
2733                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2734
2735                 /* Look for an enemy */
2736 #if 0  /* Hack - Too slow.  Mimic pits are horrible with this on. */
2737                 get_enemy_dir(m_idx, mm);
2738 #endif /* 0 */
2739         }
2740
2741         /* Pets will follow the player */
2742         else if (is_pet(m_ptr))
2743         {
2744                 /* Are we trying to avoid the player? */
2745                 bool avoid = ((p_ptr->pet_follow_distance < 0) &&
2746                                                   (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2747
2748                 /* Do we want to find the player? */
2749                 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2750
2751                 /* Should we find the player if we can't find a monster? */
2752                 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2753
2754                 /* by default, move randomly */
2755                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2756
2757                 /* Look for an enemy */
2758                 if (!get_enemy_dir(m_idx, mm))
2759                 {
2760                         /* Find the player if necessary */
2761                         if (avoid || lonely || distant)
2762                         {
2763                                 /* Remember the leash length */
2764                                 int dis = p_ptr->pet_follow_distance;
2765
2766                                 /* Hack -- adjust follow distance temporarily */
2767                                 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2768                                 {
2769                                         p_ptr->pet_follow_distance = PET_SEEK_DIST;
2770                                 }
2771
2772                                 /* Find the player */
2773                                 get_moves(m_idx, mm);
2774
2775                                 /* Restore the leash */
2776                                 p_ptr->pet_follow_distance = dis;
2777                         }
2778                 }
2779         }
2780
2781         /* Friendly monster movement */
2782         else if (!is_hostile(m_ptr))
2783         {
2784                 /* by default, move randomly */
2785                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2786
2787                 /* Look for an enemy */
2788                 get_enemy_dir(m_idx, mm);
2789         }
2790         /* Normal movement */
2791         else
2792         {
2793                 /* Logical moves, may do nothing */
2794                 if (!get_moves(m_idx, mm)) return;
2795         }
2796
2797         /* Assume nothing */
2798         do_turn = FALSE;
2799         do_move = FALSE;
2800         do_view = FALSE;
2801
2802         /* Assume nothing */
2803         did_open_door = FALSE;
2804         did_bash_door = FALSE;
2805         did_take_item = FALSE;
2806         did_kill_item = FALSE;
2807         did_move_body = FALSE;
2808         did_pass_wall = FALSE;
2809         did_kill_wall = FALSE;
2810
2811
2812         /* Take a zero-terminated array of "directions" */
2813         for (i = 0; mm[i]; i++)
2814         {
2815                 /* Get the direction */
2816                 d = mm[i];
2817
2818                 /* Hack -- allow "randomized" motion */
2819                 if (d == 5) d = ddd[randint0(8)];
2820
2821                 /* Get the destination */
2822                 ny = oy + ddy[d];
2823                 nx = ox + ddx[d];
2824
2825                 /* Ignore locations off of edge */
2826                 if (!in_bounds2(ny, nx)) continue;
2827
2828                 /* Access that cave grid */
2829                 c_ptr = &cave[ny][nx];
2830
2831                 /* Access that cave grid's contents */
2832                 y_ptr = &m_list[c_ptr->m_idx];
2833
2834                 /* Floor is open? */
2835                 if (cave_floor_grid(c_ptr))
2836                 {
2837                         /* Go ahead and move */
2838                         do_move = TRUE;
2839                 }
2840
2841                 /* Hack -- player 'in' wall */
2842                 else if (player_bold(ny, nx))
2843                 {
2844                         do_move = TRUE;
2845                 }
2846
2847                 else if (c_ptr->m_idx)
2848                 {
2849                         /* Possibly a monster to attack */
2850                         do_move = TRUE;
2851                 }
2852
2853                 /* Permanent wall */
2854                 else if ((c_ptr->feat >= FEAT_PERM_EXTRA) &&
2855                         (c_ptr->feat <= FEAT_PERM_SOLID))
2856                 {
2857                         do_move = FALSE;
2858                 }
2859
2860                 /* Hack -- semi-transparent terrains are no obstacle */
2861                 else if (c_ptr->feat == FEAT_TREES)
2862                 {
2863                         do_move = TRUE;
2864                 }
2865
2866                 /* Hack -- semi-transparent terrains are no obstacle */
2867                 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)))))
2868                 {
2869                         do_move = TRUE;
2870                 }
2871
2872
2873                 /* Monster moves through walls (and doors) */
2874                 else if (can_pass_wall)
2875                 {
2876                         /* Pass through walls/doors/rubble */
2877                         do_move = TRUE;
2878
2879                         /* Monster went through a wall */
2880                         did_pass_wall = TRUE;
2881                 }
2882
2883                 /* Monster destroys walls (and doors) */
2884                 else if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding))
2885                 {
2886                         /* Eat through walls/doors/rubble */
2887                         do_move = TRUE;
2888
2889                         /* Monster destroyed a wall */
2890                         did_kill_wall = TRUE;
2891
2892                         if (one_in_(GRINDNOISE))
2893                         {
2894 #ifdef JP
2895 msg_print("¥®¥·¥®¥·¤¤¤¦²»¤¬Ê¹¤³¤¨¤ë¡£");
2896 #else
2897                                 msg_print("There is a grinding sound.");
2898 #endif
2899
2900                         }
2901
2902                         /* Forget the wall */
2903                         c_ptr->info &= ~(CAVE_MARK);
2904
2905                         /* Notice */
2906                         cave_set_feat(ny, nx, floor_type[randint0(100)]);
2907
2908                         /* Note changes to viewable region */
2909                         if (player_has_los_bold(ny, nx)) do_view = TRUE;
2910                 }
2911
2912                 /* Handle doors and secret doors */
2913                 else if (is_closed_door(c_ptr->feat))
2914                 {
2915                         bool may_bash = TRUE;
2916
2917                         /* Assume no move allowed */
2918                         do_move = FALSE;
2919
2920                         /* Creature can open doors. */
2921                         if ((r_ptr->flags2 & RF2_OPEN_DOOR) &&
2922                                  (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2923                         {
2924                                 /* Closed doors */
2925                                 if (c_ptr->feat == FEAT_DOOR_HEAD)
2926                                 {
2927                                         /* The door is open */
2928                                         did_open_door = TRUE;
2929
2930                                         /* Do not bash the door */
2931                                         may_bash = FALSE;
2932
2933                                         /* Assume no move allowed */
2934                                         do_move = TRUE;
2935                                 }
2936
2937                                 /* Locked doors (not jammed) */
2938                                 else if (c_ptr->feat < FEAT_DOOR_HEAD + 0x08)
2939                                 {
2940                                         int k;
2941
2942                                         /* Door power */
2943                                         k = ((c_ptr->feat - FEAT_DOOR_HEAD) & 0x07);
2944
2945                                         /* Try to unlock it XXX XXX XXX */
2946                                         if (randint0(m_ptr->hp / 10) > k)
2947                                         {
2948                                                 /* Unlock the door */
2949                                                 cave_set_feat(ny, nx, FEAT_DOOR_HEAD + 0x00);
2950
2951                                                 /* Do not bash the door */
2952                                                 may_bash = FALSE;
2953                                         }
2954                                 }
2955                         }
2956
2957                         /* Stuck doors -- attempt to bash them down if allowed */
2958                         if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) &&
2959                                 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2960                         {
2961                                 int k;
2962
2963                                 /* Door power */
2964                                 k = ((c_ptr->feat - FEAT_DOOR_HEAD) & 0x07);
2965
2966                                 /* Attempt to Bash XXX XXX XXX */
2967                                 if (randint0(m_ptr->hp / 10) > k)
2968                                 {
2969                                         /* Message */
2970 #ifdef JP
2971 msg_print("¥É¥¢¤ò᤭³«¤±¤ë²»¤¬¤·¤¿¡ª");
2972 #else
2973                                         msg_print("You hear a door burst open!");
2974 #endif
2975
2976
2977                                         /* Disturb (sometimes) */
2978                                         if (disturb_minor) disturb(0, 0);
2979
2980                                         /* The door was bashed open */
2981                                         did_bash_door = TRUE;
2982
2983                                         /* Hack -- fall into doorway */
2984                                         do_move = TRUE;
2985                                 }
2986                         }
2987
2988
2989                         /* Deal with doors in the way */
2990                         if (did_open_door || did_bash_door)
2991                         {
2992                                 /* Break down the door */
2993                                 if (did_bash_door && (randint0(100) < 50))
2994                                 {
2995                                         cave_set_feat(ny, nx, FEAT_BROKEN);
2996                                 }
2997
2998                                 /* Open the door */
2999                                 else
3000                                 {
3001                                         cave_set_feat(ny, nx, FEAT_OPEN);
3002                                 }
3003
3004                                 /* Handle viewable doors */
3005                                 if (player_has_los_bold(ny, nx)) do_view = TRUE;
3006                         }
3007                 }
3008
3009                 /* Hack -- check for Glyph of Warding */
3010                 if (do_move && is_glyph_grid(c_ptr) &&
3011                     !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
3012                 {
3013                         /* Assume no move allowed */
3014                         do_move = FALSE;
3015
3016                         /* Break the ward */
3017                         if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
3018                         {
3019                                 /* Describe observable breakage */
3020                                 if (c_ptr->info & CAVE_MARK)
3021                                 {
3022 #ifdef JP
3023 msg_print("¼é¤ê¤Î¥ë¡¼¥ó¤¬²õ¤ì¤¿¡ª");
3024 #else
3025                                         msg_print("The rune of protection is broken!");
3026 #endif
3027
3028                                 }
3029
3030                                 /* Forget the rune */
3031                                 c_ptr->info &= ~(CAVE_MARK);
3032
3033                                 /* Break the rune */
3034                                 c_ptr->info &= ~(CAVE_OBJECT);
3035                                 c_ptr->mimic = 0;
3036
3037                                 /* Allow movement */
3038                                 do_move = TRUE;
3039
3040                                 /* Notice */
3041                                 note_spot(ny, nx);
3042                         }
3043                 }
3044                 else if (do_move && is_explosive_rune_grid(c_ptr) &&
3045                          !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
3046                 {
3047                         /* Assume no move allowed */
3048                         do_move = FALSE;
3049
3050                         /* Break the ward */
3051                         if (!is_pet(m_ptr))
3052                         {
3053                                 /* Break the ward */
3054                                 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
3055                                 {
3056                                         /* Describe observable breakage */
3057                                         if (c_ptr->info & CAVE_MARK)
3058                                         {
3059 #ifdef JP
3060 msg_print("¥ë¡¼¥ó¤¬Çúȯ¤·¤¿¡ª");
3061 #else
3062                                                 msg_print("The rune explodes!");
3063 #endif
3064
3065                                                 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);
3066                                         }
3067                                 }
3068                                 else
3069                                 {
3070 #ifdef JP
3071 msg_print("Çúȯ¤Î¥ë¡¼¥ó¤Ï²ò½ü¤µ¤ì¤¿¡£");
3072 #else
3073                                         msg_print("An explosive rune was disarmed.");
3074 #endif
3075                                 }
3076
3077                                 /* Forget the rune */
3078                                 c_ptr->info &= ~(CAVE_MARK);
3079
3080                                 /* Break the rune */
3081                                 c_ptr->info &= ~(CAVE_OBJECT);
3082                                 c_ptr->mimic = 0;
3083
3084                                 note_spot(ny, nx);
3085                                 lite_spot(ny, nx);
3086
3087                                 if (!m_ptr->r_idx) return;
3088                                 /* Allow movement */
3089                                 do_move = TRUE;
3090                         }
3091                 }
3092
3093                 /* The player is in the way */
3094                 if (do_move && player_bold(ny, nx))
3095                 {
3096                         /* Some monsters never attack */
3097                         if (r_ptr->flags1 & RF1_NEVER_BLOW)
3098                         {
3099                                 /* Hack -- memorize lack of attacks */
3100                                 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
3101
3102                                 /* Do not move */
3103                                 do_move = FALSE;
3104                         }
3105
3106                         /* In anti-melee dungeon, stupid or confused monster takes useless turn */
3107                         if (do_move && (d_info[dungeon_type].flags1 & DF1_NO_MELEE))
3108                         {
3109                                 if (!m_ptr->confused)
3110                                 {
3111                                         if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
3112                                         else
3113                                         {
3114                                                 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
3115                                         }
3116                                 }
3117                         }
3118
3119                         /* The player is in the way.  Attack him. */
3120                         if (do_move)
3121                         {
3122                                 if (!p_ptr->riding || one_in_(2))
3123                                 {
3124                                         /* Do the attack */
3125                                         (void)make_attack_normal(m_idx);
3126
3127                                         /* Do not move */
3128                                         do_move = FALSE;
3129
3130                                         /* Took a turn */
3131                                         do_turn = TRUE;
3132                                 }
3133                         }
3134
3135                         if ((c_ptr->feat >= FEAT_PATTERN_START) &&
3136                                 (c_ptr->feat <= FEAT_PATTERN_XTRA2) &&
3137                                 !do_turn && !(r_ptr->flags7 & RF7_CAN_FLY))
3138                         {
3139                                 do_move = FALSE;
3140                         }
3141                 }
3142
3143                 /* A monster is in the way */
3144                 if (do_move && c_ptr->m_idx)
3145                 {
3146                         monster_race *z_ptr = &r_info[y_ptr->r_idx];
3147
3148                         /* Assume no movement */
3149                         do_move = FALSE;
3150
3151                         /* Attack 'enemies' */
3152                         if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
3153                                  (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
3154                                  cave_floor_grid(c_ptr) &&
3155                                  (c_ptr->m_idx != p_ptr->riding)) ||
3156                                 are_enemies(m_ptr, y_ptr) || m_ptr->confused)
3157                         {
3158                                 do_move = FALSE;
3159
3160                                 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
3161                                 {
3162                                         if (r_ptr->flags2 & RF2_KILL_BODY)
3163                                         {
3164                                                 if (is_original_ap(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
3165                                         }
3166
3167                                         /* attack */
3168                                         if (y_ptr->r_idx && (y_ptr->hp >= 0))
3169                                         {
3170                                                 if (monst_attack_monst(m_idx, c_ptr->m_idx)) return;
3171
3172                                                 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
3173                                                 else if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3174                                                 {
3175                                                         if (m_ptr->confused) return;
3176                                                         else if (r_ptr->flags2 & RF2_STUPID)
3177                                                         {
3178                                                                 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
3179                                                                 return;
3180                                                         }
3181                                                 }
3182                                         }
3183                                 }
3184                         }
3185
3186                         /* Push past weaker monsters (unless leaving a wall) */
3187                         else if ((r_ptr->flags2 & RF2_MOVE_BODY) &&
3188                                 (r_ptr->mexp > z_ptr->mexp) && cave_floor_grid(c_ptr) &&
3189                                 (cave_floor_grid(&cave[m_ptr->fy][m_ptr->fx])) &&
3190                                  (c_ptr->m_idx != p_ptr->riding))
3191                         {
3192                                 /* Allow movement */
3193                                 do_move = TRUE;
3194
3195                                 /* Monster pushed past another monster */
3196                                 did_move_body = TRUE;
3197
3198                                 /* XXX XXX XXX Message */
3199                         }
3200                 }
3201
3202                 /*
3203                  * Check if monster can cross terrain
3204                  * This is checked after the normal attacks
3205                  * to allow monsters to attack an enemy,
3206                  * even if it can't enter the terrain.
3207                  */
3208                 if (do_move && !monster_can_cross_terrain(c_ptr->feat, r_ptr))
3209                 {
3210                         /* Assume no move allowed */
3211                         do_move = FALSE;
3212                 }
3213
3214                 /* Some monsters never move */
3215                 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
3216                 {
3217                         /* Hack -- memorize lack of attacks */
3218                         if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3219
3220                         /* Do not move */
3221                         do_move = FALSE;
3222                 }
3223
3224                 if (m_idx == p_ptr->riding)
3225                 {
3226                         if (!p_ptr->riding_ryoute && !(m_list[p_ptr->riding].monfear)) do_move = FALSE;
3227                 }
3228
3229                 /* Creature has been allowed move */
3230                 if (do_move)
3231                 {
3232                         s16b this_o_idx, next_o_idx;
3233
3234                         /* Take a turn */
3235                         do_turn = TRUE;
3236
3237                         /* Hack -- Update the old location */
3238                         cave[oy][ox].m_idx = c_ptr->m_idx;
3239
3240                         if (c_ptr->feat == FEAT_TREES)
3241                         {
3242                                 if (r_ptr->flags2 & RF2_KILL_WALL)
3243                                 {
3244                                         cave_set_feat(ny, nx, FEAT_GRASS);
3245
3246                                 }
3247                                 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3248                                 {
3249                                         m_ptr->energy_need += ENERGY_NEED();
3250                                 }
3251                         }
3252
3253                         /* Mega-Hack -- move the old monster, if any */
3254                         if (c_ptr->m_idx)
3255                         {
3256                                 /* Move the old monster */
3257                                 y_ptr->fy = oy;
3258                                 y_ptr->fx = ox;
3259
3260                                 /* Update the old monster */
3261                                 update_mon(c_ptr->m_idx, TRUE);
3262
3263                                 /* Wake up the moved monster */
3264                                 m_list[c_ptr->m_idx].csleep = 0;
3265                         }
3266
3267                         /* Hack -- Update the new location */
3268                         c_ptr->m_idx = m_idx;
3269
3270                         /* Move the monster */
3271                         m_ptr->fy = ny;
3272                         m_ptr->fx = nx;
3273
3274                         /* Update the monster */
3275                         update_mon(m_idx, TRUE);
3276
3277                         if (p_ptr->riding == m_idx)
3278                         {
3279                                 py = ny;
3280                                 px = nx;
3281                         }
3282
3283                         /* Redraw the old grid */
3284                         lite_spot(oy, ox);
3285
3286                         /* Redraw the new grid */
3287                         lite_spot(ny, nx);
3288
3289                         if (p_ptr->riding == m_idx)
3290                         {
3291                                 verify_panel();
3292
3293                                 /* Update stuff */
3294                                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
3295
3296                                 /* Update the monsters */
3297                                 p_ptr->update |= (PU_DISTANCE);
3298
3299                                 /* Update sub-windows */
3300                                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3301                         }
3302
3303                         /* Possible disturb */
3304                         if (m_ptr->ml &&
3305                             (disturb_move ||
3306                              (disturb_near && (m_ptr->mflag & MFLAG_VIEW)) ||
3307                              (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3308                         {
3309                                 /* Disturb */
3310                                 if (is_hostile(m_ptr))
3311                                         disturb(0, 0);
3312                         }
3313
3314                         /* Scan all objects in the grid */
3315                         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3316                         {
3317                                 object_type *o_ptr;
3318
3319                                 /* Acquire object */
3320                                 o_ptr = &o_list[this_o_idx];
3321
3322                                 /* Acquire next object */
3323                                 next_o_idx = o_ptr->next_o_idx;
3324
3325                                 /* Skip gold */
3326                                 if (o_ptr->tval == TV_GOLD) continue;
3327
3328                                 /*
3329                                  * Skip "real" corpses and statues, to avoid extreme
3330                                  * silliness like a novice rogue pockets full of statues
3331                                  * and corpses.
3332                                  */
3333                                 if ((o_ptr->tval == TV_CORPSE) ||
3334                                     (o_ptr->tval == TV_STATUE)) continue;
3335
3336                                 /* Take or Kill objects on the floor */
3337                                 if ((r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3338                                          (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS)))
3339                                 {
3340                                         u32b flgs[TR_FLAG_SIZE];
3341
3342                                         u32b flg2 = 0L;
3343                                         u32b flg3 = 0L;
3344
3345                                         char m_name[80];
3346                                         char o_name[MAX_NLEN];
3347
3348                                         /* Extract some flags */
3349                                         object_flags(o_ptr, flgs);
3350
3351                                         /* Acquire the object name */
3352                                         object_desc(o_name, o_ptr, TRUE, 3);
3353
3354                                         /* Acquire the monster name */
3355                                         monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
3356
3357                                         /* React to objects that hurt the monster */
3358                                         if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3359                                         if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3360                                         if (have_flag(flgs, TR_SLAY_TROLL))  flg3 |= (RF3_TROLL);
3361                                         if (have_flag(flgs, TR_KILL_TROLL))  flg3 |= (RF3_TROLL);
3362                                         if (have_flag(flgs, TR_KILL_GIANT))  flg3 |= (RF3_GIANT);
3363                                         if (have_flag(flgs, TR_SLAY_GIANT))  flg3 |= (RF3_GIANT);
3364                                         if (have_flag(flgs, TR_SLAY_ORC))    flg3 |= (RF3_ORC);
3365                                         if (have_flag(flgs, TR_KILL_ORC))    flg3 |= (RF3_ORC);
3366                                         if (have_flag(flgs, TR_SLAY_DEMON))  flg3 |= (RF3_DEMON);
3367                                         if (have_flag(flgs, TR_KILL_DEMON))  flg3 |= (RF3_DEMON);
3368                                         if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3369                                         if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3370                                         if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3371                                         if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3372                                         if (have_flag(flgs, TR_SLAY_EVIL))   flg3 |= (RF3_EVIL);
3373                                         if (have_flag(flgs, TR_KILL_EVIL))   flg3 |= (RF3_EVIL);
3374                                         if (have_flag(flgs, TR_SLAY_HUMAN))  flg2 |= (RF2_HUMAN);
3375                                         if (have_flag(flgs, TR_KILL_HUMAN))  flg2 |= (RF2_HUMAN);
3376
3377                                         /* The object cannot be picked up by the monster */
3378                                         if (artifact_p(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
3379                                                 (o_ptr->art_name))
3380                                         {
3381                                                 /* Only give a message for "take_item" */
3382                                                 if ((r_ptr->flags2 & (RF2_TAKE_ITEM)) && (r_ptr->flags2 & (RF2_STUPID)))
3383                                                 {
3384                                                         /* Take note */
3385                                                         did_take_item = TRUE;
3386
3387                                                         /* Describe observable situations */
3388                                                         if (m_ptr->ml && player_can_see_bold(ny, nx))
3389                                                         {
3390                                                                 /* Dump a message */
3391 #ifdef JP
3392 msg_format("%^s¤Ï%s¤ò½¦¤ª¤¦¤È¤·¤¿¤¬¡¢¤À¤á¤À¤Ã¤¿¡£", m_name, o_name);
3393 #else
3394 msg_format("%^s tries to pick up %s, but fails.", m_name, o_name);
3395 #endif
3396                                                         }
3397                                                 }
3398                                         }
3399
3400                                         /* Pick up the item */
3401                                         else if (r_ptr->flags2 & RF2_TAKE_ITEM)
3402                                         {
3403                                                 /* Take note */
3404                                                 did_take_item = TRUE;
3405
3406                                                 /* Describe observable situations */
3407                                                 if (player_can_see_bold(ny, nx))
3408                                                 {
3409                                                         /* Dump a message */
3410 #ifdef JP
3411 msg_format("%^s¤¬%s¤ò½¦¤Ã¤¿¡£", m_name, o_name);
3412 #else
3413                                                         msg_format("%^s picks up %s.", m_name, o_name);
3414 #endif
3415
3416                                                 }
3417
3418                                                 /* Excise the object */
3419                                                 excise_object_idx(this_o_idx);
3420
3421                                                 /* Forget mark */
3422                                                 o_ptr->marked = 0;
3423
3424                                                 /* Forget location */
3425                                                 o_ptr->iy = o_ptr->ix = 0;
3426
3427                                                 /* Memorize monster */
3428                                                 o_ptr->held_m_idx = m_idx;
3429
3430                                                 /* Build a stack */
3431                                                 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3432
3433                                                 /* Carry object */
3434                                                 m_ptr->hold_o_idx = this_o_idx;
3435                                         }
3436
3437                                         /* Destroy the item if not a pet */
3438                                         else if (!is_pet(m_ptr))
3439                                         {
3440                                                 /* Take note */
3441                                                 did_kill_item = TRUE;
3442
3443                                                 /* Describe observable situations */
3444                                                 if (player_has_los_bold(ny, nx))
3445                                                 {
3446                                                         /* Dump a message */
3447 #ifdef JP
3448 msg_format("%^s¤¬%s¤òÇ˲õ¤·¤¿¡£", m_name, o_name);
3449 #else
3450                                                         msg_format("%^s destroys %s.", m_name, o_name);
3451 #endif
3452
3453                                                 }
3454
3455                                                 /* Delete the object */
3456                                                 delete_object_idx(this_o_idx);
3457                                         }
3458                                 }
3459                         }
3460                 }
3461
3462                 /* Stop when done */
3463                 if (do_turn) break;
3464         }
3465
3466         /*
3467          *  Forward movements failed, but now received LOS attack!
3468          *  Try to flow by smell.
3469          */
3470         if (p_ptr->no_flowed && i > 2 &&  m_ptr->target_y)
3471                 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3472
3473         /* If we haven't done anything, try casting a spell again */
3474         if (!do_turn && !do_move && !m_ptr->monfear && !(p_ptr->riding == m_idx) && aware)
3475         {
3476                 /* Try to cast spell again */
3477                 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3478                 {
3479                         if (make_attack_spell(m_idx)) return;
3480                 }
3481         }
3482
3483
3484         /* Notice changes in view */
3485         if (do_view)
3486         {
3487                 /* Update some things */
3488                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
3489
3490                 /* Window stuff */
3491                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3492         }
3493
3494         /* Notice changes in view */
3495         if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3496                 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3497         {
3498                 /* Update some things */
3499                 p_ptr->update |= (PU_MON_LITE);
3500         }
3501
3502         /* Learn things from observable monster */
3503         if (m_ptr->ml && is_original_ap(m_ptr))
3504         {
3505                 /* Monster opened a door */
3506                 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3507
3508                 /* Monster bashed a door */
3509                 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3510
3511                 /* Monster tried to pick something up */
3512                 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3513
3514                 /* Monster tried to crush something */
3515                 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3516
3517                 /* Monster pushed past another monster */
3518                 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3519
3520                 /* Monster passed through a wall */
3521                 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3522
3523                 /* Monster destroyed a wall */
3524                 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3525         }
3526
3527
3528         /* Hack -- get "bold" if out of options */
3529         if (!do_turn && !do_move && m_ptr->monfear && aware)
3530         {
3531                 /* No longer afraid */
3532                 m_ptr->monfear = 0;
3533
3534                 /* Message if seen */
3535                 if (m_ptr->ml)
3536                 {
3537                         char m_name[80];
3538
3539                         /* Acquire the monster name */
3540                         monster_desc(m_name, m_ptr, 0);
3541
3542                         /* Dump a message */
3543 #ifdef JP
3544 msg_format("%^s¤ÏÀ襤¤ò·è°Õ¤·¤¿¡ª", m_name);
3545 #else
3546                         msg_format("%^s turns to fight!", m_name);
3547 #endif
3548
3549                         /* Redraw (later) if needed */
3550                         if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3551
3552                         chg_virtue(V_COMPASSION, -1);
3553                 }
3554
3555                 /* XXX XXX XXX Actually do something now (?) */
3556         }
3557 }
3558
3559 /*
3560  * Process all the "live" monsters, once per game turn.
3561  *
3562  * During each game turn, we scan through the list of all the "live" monsters,
3563  * (backwards, so we can excise any "freshly dead" monsters), energizing each
3564  * monster, and allowing fully energized monsters to move, attack, pass, etc.
3565  *
3566  * Note that monsters can never move in the monster array (except when the
3567  * "compact_monsters()" function is called by "dungeon()" or "save_player()").
3568  *
3569  * This function is responsible for at least half of the processor time
3570  * on a normal system with a "normal" amount of monsters and a player doing
3571  * normal things.
3572  *
3573  * When the player is resting, virtually 90% of the processor time is spent
3574  * in this function, and its children, "process_monster()" and "make_move()".
3575  *
3576  * Most of the rest of the time is spent in "update_view()" and "lite_spot()",
3577  * especially when the player is running.
3578  *
3579  * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"
3580  * monsters while they are still being "born".  A monster is "fresh" only
3581  * during the turn in which it is created, and we use the "hack_m_idx" to
3582  * determine if the monster is yet to be processed during the current turn.
3583  *
3584  * Note the special "MFLAG_NICE" flag, which allows the player to get one
3585  * move before any "nasty" monsters get to use their spell attacks.
3586  *
3587  * Note that when the "knowledge" about the currently tracked monster
3588  * changes (flags, attacks, spells), we induce a redraw of the monster
3589  * recall window.
3590  */
3591 void process_monsters(void)
3592 {
3593         int             i;
3594         int             fx, fy;
3595
3596         bool            test;
3597
3598         monster_type    *m_ptr;
3599         monster_race    *r_ptr;
3600
3601         int             old_monster_race_idx;
3602
3603         u32b    old_r_flags1 = 0L;
3604         u32b    old_r_flags2 = 0L;
3605         u32b    old_r_flags3 = 0L;
3606         u32b    old_r_flags4 = 0L;
3607         u32b    old_r_flags5 = 0L;
3608         u32b    old_r_flags6 = 0L;
3609         u32b    old_r_flagsr = 0L;
3610
3611         byte    old_r_blows0 = 0;
3612         byte    old_r_blows1 = 0;
3613         byte    old_r_blows2 = 0;
3614         byte    old_r_blows3 = 0;
3615
3616         byte    old_r_cast_spell = 0;
3617
3618         int speed;
3619
3620         /* Clear monster fighting indicator */
3621         mon_fight = FALSE;
3622
3623         /* Memorize old race */
3624         old_monster_race_idx = p_ptr->monster_race_idx;
3625
3626         /* Acquire knowledge */
3627         if (p_ptr->monster_race_idx)
3628         {
3629                 /* Acquire current monster */
3630                 r_ptr = &r_info[p_ptr->monster_race_idx];
3631
3632                 /* Memorize flags */
3633                 old_r_flags1 = r_ptr->r_flags1;
3634                 old_r_flags2 = r_ptr->r_flags2;
3635                 old_r_flags3 = r_ptr->r_flags3;
3636                 old_r_flags4 = r_ptr->r_flags4;
3637                 old_r_flags5 = r_ptr->r_flags5;
3638                 old_r_flags6 = r_ptr->r_flags6;
3639                 old_r_flagsr = r_ptr->r_flagsr;
3640
3641                 /* Memorize blows */
3642                 old_r_blows0 = r_ptr->r_blows[0];
3643                 old_r_blows1 = r_ptr->r_blows[1];
3644                 old_r_blows2 = r_ptr->r_blows[2];
3645                 old_r_blows3 = r_ptr->r_blows[3];
3646
3647                 /* Memorize castings */
3648                 old_r_cast_spell = r_ptr->r_cast_spell;
3649         }
3650
3651
3652         /* Process the monsters (backwards) */
3653         for (i = m_max - 1; i >= 1; i--)
3654         {
3655                 /* Access the monster */
3656                 m_ptr = &m_list[i];
3657                 r_ptr = &r_info[m_ptr->r_idx];
3658
3659                 /* Handle "leaving" */
3660                 if (p_ptr->leaving) break;
3661
3662                 /* Ignore "dead" monsters */
3663                 if (!m_ptr->r_idx) continue;
3664
3665                 if (p_ptr->wild_mode) continue;
3666
3667
3668                 /* Handle "fresh" monsters */
3669                 if (m_ptr->mflag & MFLAG_BORN)
3670                 {
3671                         /* No longer "fresh" */
3672                         m_ptr->mflag &= ~(MFLAG_BORN);
3673
3674                         /* Skip */
3675                         continue;
3676                 }
3677
3678                 /* Hack -- Require proximity */
3679                 if (m_ptr->cdis >= AAF_LIMIT) continue;
3680
3681
3682                 /* Access the location */
3683                 fx = m_ptr->fx;
3684                 fy = m_ptr->fy;
3685
3686                 /* Flow by smell is allowed */
3687                 if (!p_ptr->no_flowed)
3688                 {
3689                         m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3690                 }
3691
3692                 /* Assume no move */
3693                 test = FALSE;
3694
3695                 /* Handle "sensing radius" */
3696                 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3697                 {
3698                         /* We can "sense" the player */
3699                         test = TRUE;
3700                 }
3701
3702                 /* Handle "sight" and "aggravation" */
3703                 else if ((m_ptr->cdis <= MAX_SIGHT) &&
3704                         (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3705                 {
3706                         /* We can "see" or "feel" the player */
3707                         test = TRUE;
3708                 }
3709
3710 #if 0 /* (cave[py][px].when == cave[fy][fx].when) is always FALSE... */
3711                 /* Hack -- Monsters can "smell" the player from far away */
3712                 /* Note that most monsters have "aaf" of "20" or so */
3713                 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3714                         (cave_floor_bold(py, px) || (cave[py][px].feat == FEAT_TREES)) &&
3715                         (cave[py][px].when == cave[fy][fx].when) &&
3716                         (cave[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3717                         (cave[fy][fx].dist < r_ptr->aaf))
3718                 {
3719                         /* We can "smell" the player */
3720                         test = TRUE;
3721                 }
3722 #endif
3723                 else if (m_ptr->target_y) test = TRUE;
3724
3725                 /* Do nothing */
3726                 if (!test) continue;
3727
3728
3729                 if (p_ptr->riding == i)
3730                         speed = p_ptr->pspeed;
3731                 else
3732                 {
3733                         speed = m_ptr->mspeed;
3734
3735                         /* Monsters move quickly in Nightmare mode */
3736                         if (ironman_nightmare) speed += 5;
3737
3738                         if (m_ptr->fast) speed += 10;
3739                         if (m_ptr->slow) speed -= 10;
3740                 }
3741
3742                 /* Give this monster some energy */
3743                 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3744
3745                 /* Not enough energy to move */
3746                 if (m_ptr->energy_need > 0) continue;
3747
3748                 /* Use up "some" energy */
3749                 m_ptr->energy_need += ENERGY_NEED();
3750
3751
3752                 /* Save global index */
3753                 hack_m_idx = i;
3754
3755                 /* Process the monster */
3756                 process_monster(i);
3757
3758                 reset_target(m_ptr);
3759
3760                 /* Give up flow_by_smell when it might useless */
3761                 if (p_ptr->no_flowed && one_in_(3))
3762                         m_ptr->mflag2 |= MFLAG2_NOFLOW;
3763
3764                 /* Hack -- notice death or departure */
3765                 if (!p_ptr->playing || p_ptr->is_dead) break;
3766
3767                 /* Notice leaving */
3768                 if (p_ptr->leaving) break;
3769         }
3770
3771         /* Reset global index */
3772         hack_m_idx = 0;
3773
3774
3775         /* Tracking a monster race (the same one we were before) */
3776         if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3777         {
3778                 /* Acquire monster race */
3779                 r_ptr = &r_info[p_ptr->monster_race_idx];
3780
3781                 /* Check for knowledge change */
3782                 if ((old_r_flags1 != r_ptr->r_flags1) ||
3783                         (old_r_flags2 != r_ptr->r_flags2) ||
3784                         (old_r_flags3 != r_ptr->r_flags3) ||
3785                         (old_r_flags4 != r_ptr->r_flags4) ||
3786                         (old_r_flags5 != r_ptr->r_flags5) ||
3787                         (old_r_flags6 != r_ptr->r_flags6) ||
3788                         (old_r_flagsr != r_ptr->r_flagsr) ||
3789                         (old_r_blows0 != r_ptr->r_blows[0]) ||
3790                         (old_r_blows1 != r_ptr->r_blows[1]) ||
3791                         (old_r_blows2 != r_ptr->r_blows[2]) ||
3792                         (old_r_blows3 != r_ptr->r_blows[3]) ||
3793                         (old_r_cast_spell != r_ptr->r_cast_spell))
3794                 {
3795                         /* Window stuff */
3796                         p_ptr->window |= (PW_MONSTER);
3797                 }
3798         }
3799 }
3800
3801
3802
3803 bool process_the_world(int num, int who, bool vs_player)
3804 {
3805         monster_type *m_ptr = &m_list[hack_m_idx];  /* the world monster */
3806
3807         if(world_monster) return (FALSE);
3808
3809         if(vs_player)
3810         {
3811                 char m_name[80];
3812                 monster_desc(m_name, m_ptr, 0);
3813
3814                 if (who == 1)
3815 #ifdef JP
3816                         msg_print("¡Ö¡Ø¥¶¡¦¥ï¡¼¥ë¥É¡Ù¡ª»þ¤Ï»ß¤Þ¤Ã¤¿¡ª¡×");
3817 #else
3818                         msg_format("%s yells 'The World! Time has stopped!'", m_name);
3819 #endif
3820                 else if (who == 3)
3821 #ifdef JP
3822                         msg_print("¡Ö»þ¤è¡ª¡×");
3823 #else
3824                         msg_format("%s yells 'Time!'", m_name);
3825 #endif
3826                 else msg_print("hek!");
3827
3828                 msg_print(NULL);
3829         }
3830
3831         world_monster = TRUE;
3832
3833         if (vs_player) do_cmd_redraw();
3834
3835         while(num--)
3836         {
3837                 if(!m_ptr->r_idx) break;
3838                 process_monster(hack_m_idx);
3839
3840                 reset_target(m_ptr);
3841
3842                 /* Notice stuff */
3843                 if (p_ptr->notice) notice_stuff();
3844
3845                 /* Update stuff */
3846                 if (p_ptr->update) update_stuff();
3847
3848                 /* Redraw stuff */
3849                 if (p_ptr->redraw) redraw_stuff();
3850
3851                 /* Redraw stuff */
3852                 if (p_ptr->window) window_stuff();
3853
3854                 /* Delay */
3855                 if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
3856         }
3857
3858         /* Redraw map */
3859         p_ptr->redraw |= (PR_MAP);
3860
3861         /* Update monsters */
3862         p_ptr->update |= (PU_MONSTERS);
3863
3864         /* Window stuff */
3865         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3866
3867         world_monster = FALSE;
3868         if (vs_player || los(py, px, m_ptr->fy, m_ptr->fx))
3869         {
3870 #ifdef JP
3871                 msg_print("¡Ö»þ¤ÏÆ°¤­¤À¤¹¡Ä¡×");
3872 #else
3873                 msg_print("You feel time flowing around you once more.");
3874 #endif
3875                 msg_print(NULL);
3876         }
3877
3878         handle_stuff();
3879
3880         return (TRUE);
3881 }
3882
3883
3884 void monster_gain_exp(int m_idx, int s_idx)
3885 {
3886         monster_type *m_ptr = &m_list[m_idx];
3887         monster_race *r_ptr = &r_info[m_ptr->r_idx];
3888         monster_race *s_ptr = &r_info[s_idx];
3889         int new_exp;
3890
3891         if (p_ptr->inside_battle) return;
3892
3893         if (!r_ptr->next_exp) return;
3894
3895         new_exp = s_ptr->mexp * s_ptr->level / (r_ptr->level + 2);
3896         if (m_idx == p_ptr->riding) new_exp = (new_exp + 1) / 2;
3897         if (!dun_level) new_exp /= 5;
3898         m_ptr->exp += new_exp;
3899         if (m_ptr->mflag2 & MFLAG2_CHAMELEON) return;
3900
3901         if (m_ptr->exp >= r_ptr->next_exp)
3902         {
3903                 char m_name[80];
3904                 int old_hp = m_ptr->hp;
3905                 int old_maxhp = m_ptr->max_maxhp;
3906                 int old_r_idx = m_ptr->r_idx;
3907                 byte old_sub_align = m_ptr->sub_align;
3908
3909                 /* Hack -- Reduce the racial counter of previous monster */
3910                 real_r_ptr(m_ptr)->cur_num--;
3911
3912                 monster_desc(m_name, m_ptr, 0);
3913                 m_ptr->r_idx = r_ptr->next_r_idx;
3914
3915                 /* Count the monsters on the level */
3916                 real_r_ptr(m_ptr)->cur_num++;
3917
3918                 m_ptr->ap_r_idx = m_ptr->r_idx;
3919                 r_ptr = &r_info[m_ptr->r_idx];
3920
3921                 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
3922                 {
3923                         m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
3924                 }
3925                 else
3926                 {
3927                         m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
3928                 }
3929                 if (ironman_nightmare)
3930                 {
3931                         u32b hp = m_ptr->max_maxhp * 2L;
3932
3933                         m_ptr->max_maxhp = (s16b)MIN(30000, hp);
3934                 }
3935                 m_ptr->maxhp = m_ptr->max_maxhp;
3936                 m_ptr->hp = old_hp * m_ptr->maxhp / old_maxhp;
3937
3938                 /* Extract the monster base speed */
3939                 m_ptr->mspeed = get_mspeed(r_ptr);
3940
3941                 /* Sub-alignment of a monster */
3942                 if (!is_pet(m_ptr) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
3943                         m_ptr->sub_align = old_sub_align;
3944                 else
3945                 {
3946                         m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3947                         if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
3948                         if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
3949                 }
3950
3951                 m_ptr->exp = 0;
3952
3953                 if (is_pet(m_ptr) || m_ptr->ml)
3954                 {
3955 #ifdef JP
3956                         msg_format("%s¤Ï%s¤Ë¿Ê²½¤·¤¿¡£", m_name, r_name + r_ptr->name);
3957 #else
3958                         msg_format("%^s evolved into %s.", m_name, r_name + r_ptr->name);
3959 #endif
3960                         r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
3961                 }
3962                 update_mon(m_idx, FALSE);
3963                 lite_spot(m_ptr->fy, m_ptr->fx);
3964         }
3965         if (m_idx == p_ptr->riding) p_ptr->update |= PU_BONUS;
3966 }