2 * @file monster-process.c
3 * @brief モンスターの特殊技能とターン経過処理 (移動等)/ Monster spells and movement for passaging a turn
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
12 * This file has several additions to it by Keldon Jones (keldon@umr.edu)
13 * to improve the general quality of the AI (version 0.1.1).
16 #include "monster/monster-processor.h"
17 #include "cmd-io/cmd-dump.h"
18 #include "core/speed-table.h"
19 #include "grid/feature.h"
20 #include "grid/grid.h"
21 #include "io/write-diary.h"
22 #include "melee/melee-postprocess.h"
23 #include "monster-floor/monster-direction.h"
24 #include "monster-floor/monster-generator.h"
25 #include "monster-floor/monster-move.h"
26 #include "monster-floor/monster-remover.h"
27 #include "monster-floor/monster-runaway.h"
28 #include "monster-floor/monster-summon.h"
29 #include "monster-floor/place-monster-types.h"
30 #include "monster-floor/quantum-effect.h"
31 #include "monster-race/race-flags-ability2.h"
32 #include "monster-race/race-flags-resistance.h"
33 #include "monster-race/race-flags1.h"
34 #include "monster-race/race-flags2.h"
35 #include "monster-race/race-flags7.h"
36 #include "monster-race/race-indice-types.h"
37 #include "monster/monster-describer.h"
38 #include "monster/monster-description-types.h"
39 #include "monster/monster-flag-types.h"
40 #include "monster/monster-info.h"
41 #include "monster/monster-list.h"
42 #include "monster/monster-processor-util.h"
43 #include "monster/monster-status.h"
44 #include "monster/monster-update.h"
45 #include "monster/monster-util.h"
46 #include "mspell/monster-spell.h"
47 #include "object-enchant/trc-types.h"
48 #include "pet/pet-fall-off.h"
49 #include "player/avatar.h"
50 #include "player/player-move.h"
51 #include "spell-realm/spells-hex.h"
52 #include "spell/spells-summon.h"
53 #include "util/util.h"
55 void decide_drop_from_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon);
56 bool process_stealth(player_type *target_ptr, MONSTER_IDX m_idx);
57 bool vanish_summoned_children(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
58 bool awake_monster(player_type *target_ptr, MONSTER_IDX m_idx);
59 void process_angar(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
60 bool explode_grenade(player_type *target_ptr, MONSTER_IDX m_idx);
61 bool decide_monster_multiplication(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox);
62 void process_special(player_type *target_ptr, MONSTER_IDX m_idx);
63 bool cast_spell(player_type *target_ptr, MONSTER_IDX m_idx, bool aware);
65 bool process_monster_fear(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx);
67 void sweep_monster_process(player_type *target_ptr);
68 bool decide_process_continue(player_type *target_ptr, monster_type *m_ptr);
71 * @brief モンスター単体の1ターン行動処理メインルーチン /
73 * @param target_ptr プレーヤーへの参照ポインタ
74 * @param m_idx 行動モンスターの参照ID
77 * The monster is known to be within 100 grids of the player\n
79 * In several cases, we directly update the monster lore\n
81 * Note that a monster is only allowed to "reproduce" if there\n
82 * are a limited number of "reproducing" monsters on the current\n
83 * level. This should prevent the level from being "swamped" by\n
84 * reproducing monsters. It also allows a large mass of mice to\n
85 * prevent a louse from multiplying, but this is a small price to\n
86 * pay for a simple multiplication method.\n
88 * XXX Monster fear is slightly odd, in particular, monsters will\n
89 * fixate on opening a door even if they cannot open it. Actually,\n
90 * the same thing happens to normal monsters when they hit a door\n
92 * In addition, monsters which *cannot* open or bash\n
93 * down a door will still stand there trying to open it...\n
95 * XXX Technically, need to check for monster in the way\n
96 * combined with that monster being in a wall (or door?)\n
98 * A "direction" of "5" means "pick a random direction".\n
100 void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
102 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
103 monster_race *r_ptr = &r_info[m_ptr->r_idx];
104 turn_flags tmp_flags;
105 turn_flags *turn_flags_ptr = init_turn_flags(target_ptr->riding, m_idx, &tmp_flags);
106 turn_flags_ptr->see_m = is_seen(m_ptr);
108 decide_drop_from_monster(target_ptr, m_idx, turn_flags_ptr->is_riding_mon);
109 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !monster_csleep_remaining(m_ptr))
111 choose_new_monster(target_ptr, m_idx, FALSE, 0);
112 r_ptr = &r_info[m_ptr->r_idx];
115 turn_flags_ptr->aware = process_stealth(target_ptr, m_idx);
116 if (vanish_summoned_children(target_ptr, m_idx, turn_flags_ptr->see_m)) return;
117 if (process_quantum_effect(target_ptr, m_idx, turn_flags_ptr->see_m)) return;
118 if (explode_grenade(target_ptr, m_idx)) return;
119 if (runaway_monster(target_ptr, turn_flags_ptr, m_idx)) return;
120 if (!awake_monster(target_ptr, m_idx)) return;
122 if (monster_stunned_remaining(m_ptr))
124 if (one_in_(2)) return;
127 if (turn_flags_ptr->is_riding_mon)
129 target_ptr->update |= (PU_BONUS);
132 process_angar(target_ptr, m_idx, turn_flags_ptr->see_m);
134 POSITION oy = m_ptr->fy;
135 POSITION ox = m_ptr->fx;
136 if (decide_monster_multiplication(target_ptr, m_idx, oy, ox)) return;
138 process_special(target_ptr, m_idx);
139 process_speak_sound(target_ptr, m_idx, oy, ox, turn_flags_ptr->aware);
140 if (cast_spell(target_ptr, m_idx, turn_flags_ptr->aware)) return;
143 mm[0] = mm[1] = mm[2] = mm[3] = 0;
144 mm[4] = mm[5] = mm[6] = mm[7] = 0;
146 if (!decide_monster_movement_direction(target_ptr, mm, m_idx, turn_flags_ptr->aware)) return;
149 if (!process_monster_movement(target_ptr, turn_flags_ptr, m_idx, mm, oy, ox, &count)) return;
152 * Forward movements failed, but now received LOS attack!
153 * Try to flow by smell.
155 if (target_ptr->no_flowed && count > 2 && m_ptr->target_y)
156 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
158 if (!turn_flags_ptr->do_turn && !turn_flags_ptr->do_move && !monster_fear_remaining(m_ptr) && !turn_flags_ptr->is_riding_mon && turn_flags_ptr->aware)
160 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
162 if (make_attack_spell(m_idx, target_ptr)) return;
166 update_player_type(target_ptr, turn_flags_ptr, r_ptr);
167 update_monster_race_flags(target_ptr, turn_flags_ptr, m_ptr);
169 if (!process_monster_fear(target_ptr, turn_flags_ptr, m_idx)) return;
171 if (m_ptr->ml) chg_virtue(target_ptr, V_COMPASSION, -1);
177 * @param target_ptr プレーヤーへの参照ポインタ
178 * @param m_idx モンスターID
179 * @return モンスターがプレーヤーに気付いているならばTRUE、超隠密状態ならばFALSE
181 bool process_stealth(player_type *target_ptr, MONSTER_IDX m_idx)
183 if ((target_ptr->special_defense & NINJA_S_STEALTH) == 0) return TRUE;
185 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
186 monster_race *r_ptr = &r_info[m_ptr->r_idx];
187 int tmp = target_ptr->lev * 6 + (target_ptr->skill_stl + 10) * 4;
188 if (target_ptr->monlite) tmp /= 3;
189 if (target_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
190 if (r_ptr->level > (target_ptr->lev * target_ptr->lev / 20 + 10)) tmp /= 3;
191 return (randint0(tmp) <= (r_ptr->level + 20));
196 * @brief 死亡したモンスターが乗馬中のモンスターだった場合に落馬処理を行う
197 * @param target_ptr プレーヤーへの参照ポインタ
198 * @param m_idx モンスターID
199 * @param is_riding_mon 騎乗中であればTRUE
202 void decide_drop_from_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon)
204 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
205 monster_race *r_ptr = &r_info[m_ptr->r_idx];
206 if (!is_riding_mon || ((r_ptr->flags7 & RF7_RIDING) != 0)) return;
208 if (process_fall_off_horse(target_ptr, 0, TRUE))
211 msg_print("地面に落とされた。");
213 GAME_TEXT m_name[MAX_NLEN];
214 monster_desc(target_ptr, m_name, &target_ptr->current_floor_ptr->m_list[target_ptr->riding], 0);
215 msg_format("You have fallen from %s.", m_name);
222 * @brief 召喚の親元が消滅した時、子供も消滅させる
223 * @param target_ptr プレーヤーへの参照ポインタ
224 * @param m_idx モンスターID
225 * @param see_m モンスターが視界内にいたらTRUE
226 * @return 召喚モンスターが消滅したらTRUE
228 bool vanish_summoned_children(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
230 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
231 if ((m_ptr->parent_m_idx == 0) || (target_ptr->current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx > 0))
236 GAME_TEXT m_name[MAX_NLEN];
237 monster_desc(target_ptr, m_name, m_ptr, 0);
238 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
241 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
243 GAME_TEXT m_name[MAX_NLEN];
244 monster_desc(target_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
245 exe_write_diary(target_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
248 delete_monster_idx(target_ptr, m_idx);
254 * @brief 寝ているモンスターの起床を判定する
255 * @param target_ptr プレーヤーへの参照ポインタ
256 * @param m_idx モンスターID
257 * @return 寝たままならFALSE、起きているor起きたらTRUE
259 bool awake_monster(player_type *target_ptr, MONSTER_IDX m_idx)
261 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
262 monster_race *r_ptr = &r_info[m_ptr->r_idx];
263 if (!monster_csleep_remaining(m_ptr)) return TRUE;
264 if (!(target_ptr->cursed & TRC_AGGRAVATE)) return FALSE;
266 (void)set_monster_csleep(target_ptr, m_idx, 0);
269 GAME_TEXT m_name[MAX_NLEN];
270 monster_desc(target_ptr, m_name, m_ptr, 0);
271 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
274 if (is_original_ap_and_seen(target_ptr, m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
284 * @brief モンスターの怒り状態を判定する (起こっていたら敵に回す)
285 * @param target_ptr プレーヤーへの参照ポインタ
286 * @param m_idx モンスターID
287 * @param see_m モンスターが視界内にいたらTRUE
290 void process_angar(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
292 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
293 monster_race *r_ptr = &r_info[m_ptr->r_idx];
294 bool gets_angry = FALSE;
295 if (is_friendly(m_ptr) && (target_ptr->cursed & TRC_AGGRAVATE))
298 if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
299 monster_has_hostile_align(target_ptr, NULL, 10, -10, r_ptr)) || (r_ptr->flagsr & RFR_RES_ALL)))
304 if (target_ptr->phase_out || !gets_angry) return;
306 if (is_pet(m_ptr) || see_m)
308 GAME_TEXT m_name[MAX_NLEN];
309 monster_desc(target_ptr, m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
310 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
313 set_hostile(target_ptr, m_ptr);
319 * @param target_ptr プレーヤーへの参照ポインタ
320 * @param m_idx モンスターID
323 bool explode_grenade(player_type *target_ptr, MONSTER_IDX m_idx)
325 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
326 if (m_ptr->r_idx != MON_GRENADE) return FALSE;
329 mon_take_hit_mon(target_ptr, m_idx, 1, &dead, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
335 * @brief モンスター依存の特別な行動を取らせる
336 * @param target_ptr プレーヤーへの参照ポインタ
337 * @param m_idx モンスターID
340 void process_special(player_type *target_ptr, MONSTER_IDX m_idx)
342 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
343 monster_race *r_ptr = &r_info[m_ptr->r_idx];
344 if ((r_ptr->a_ability_flags2 & RF6_SPECIAL) == 0) return;
345 if (m_ptr->r_idx != MON_OHMU) return;
346 if (target_ptr->current_floor_ptr->inside_arena || target_ptr->phase_out) return;
347 if ((r_ptr->freq_spell == 0) || !(randint1(100) <= r_ptr->freq_spell)) return;
350 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
351 BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
353 for (int k = 0; k < A_MAX; k++)
355 if (summon_specific(target_ptr, m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
357 if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml) count++;
361 if (count && is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
366 * @brief モンスターを分裂させるかどうかを決定する (分裂もさせる)
367 * @param target_ptr プレーヤーへの参照ポインタ
368 * @param m_idx モンスターID
369 * @param oy 分裂元モンスターのY座標
370 * @param ox 分裂元モンスターのX座標
371 * @return 実際に分裂したらTRUEを返す
373 bool decide_monster_multiplication(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox)
375 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
376 monster_race *r_ptr = &r_info[m_ptr->r_idx];
377 if (((r_ptr->flags2 & RF2_MULTIPLY) == 0) || (target_ptr->current_floor_ptr->num_repro >= MAX_REPRO))
381 for (POSITION y = oy - 1; y <= oy + 1; y++)
383 for (POSITION x = ox - 1; x <= ox + 1; x++)
385 if (!in_bounds2(target_ptr->current_floor_ptr, y, x)) continue;
386 if (target_ptr->current_floor_ptr->grid_array[y][x].m_idx) k++;
390 if (multiply_barrier(target_ptr, m_idx)) k = 8;
392 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
394 if (multiply_monster(target_ptr, m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
396 if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(target_ptr, m_ptr))
398 r_ptr->r_flags2 |= (RF2_MULTIPLY);
410 * @brief モンスターに魔法を試行させる
411 * @param target_ptr プレーヤーへの参照ポインタ
412 * @param m_idx モンスターID
413 * @param aware モンスターがプレーヤーに気付いているならばTRUE、超隠密状態ならばFALSE
414 * @return 魔法を唱えられなければ強制的にFALSE、その後モンスターが実際に魔法を唱えればTRUE
416 bool cast_spell(player_type *target_ptr, MONSTER_IDX m_idx, bool aware)
418 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
419 monster_race *r_ptr = &r_info[m_ptr->r_idx];
420 if ((r_ptr->freq_spell == 0) || (randint1(100) > r_ptr->freq_spell))
423 bool counterattack = FALSE;
426 MONSTER_IDX t_m_idx = target_ptr->current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
427 if (t_m_idx && are_enemies(target_ptr, m_ptr, &target_ptr->current_floor_ptr->m_list[t_m_idx]) &&
428 projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
430 counterattack = TRUE;
436 if (monst_spell_monst(target_ptr, m_idx)) return TRUE;
437 if (aware && make_attack_spell(m_idx, target_ptr)) return TRUE;
441 if (aware && make_attack_spell(m_idx, target_ptr)) return TRUE;
442 if (monst_spell_monst(target_ptr, m_idx)) return TRUE;
450 * @brief モンスターの恐怖状態を処理する
451 * @param target_ptr プレーヤーへの参照ポインタ
452 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
453 * @param m_idx モンスターID
454 * @param aware モンスターがプレーヤーに気付いているならばTRUE、超隠密状態ならばFALSE
455 * @return モンスターが戦いを決意したらTRUE
457 bool process_monster_fear(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx)
459 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
460 bool is_battle_determined = !turn_flags_ptr->do_turn && !turn_flags_ptr->do_move && monster_fear_remaining(m_ptr) && turn_flags_ptr->aware;
461 if (!is_battle_determined) return FALSE;
463 (void)set_monster_monfear(target_ptr, m_idx, 0);
464 if (!turn_flags_ptr->see_m) return TRUE;
466 GAME_TEXT m_name[MAX_NLEN];
467 monster_desc(target_ptr, m_name, m_ptr, 0);
468 msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
474 * @brief 全モンスターのターン管理メインルーチン /
475 * Process all the "live" monsters, once per game turn.
478 * During each game current game turn, we scan through the list of all the "live" monsters,\n
479 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
480 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
482 * Note that monsters can never move in the monster array (except when the\n
483 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
485 * This function is responsible for at least half of the processor time\n
486 * on a normal system with a "normal" amount of monsters and a player doing\n
489 * When the player is resting, virtually 90% of the processor time is spent\n
490 * in this function, and its children, "process_monster()" and "make_move()".\n
492 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
493 * especially when the player is running.\n
495 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
496 * monsters while they are still being "born". A monster is "fresh" only\n
497 * during the game turn in which it is created, and we use the "hack_m_idx" to\n
498 * determine if the monster is yet to be processed during the game turn.\n
500 * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
501 * move before any "nasty" monsters get to use their spell attacks.\n
503 * Note that when the "knowledge" about the currently tracked monster\n
504 * changes (flags, attacks, spells), we induce a redraw of the monster\n
507 void process_monsters(player_type *target_ptr)
509 old_race_flags tmp_flags;
510 old_race_flags *old_race_flags_ptr = init_old_race_flags(&tmp_flags);
512 floor_type *floor_ptr = target_ptr->current_floor_ptr;
513 floor_ptr->monster_noise = FALSE;
515 MONRACE_IDX old_monster_race_idx = target_ptr->monster_race_idx;
516 save_old_race_flags(target_ptr->monster_race_idx, old_race_flags_ptr);
517 sweep_monster_process(target_ptr);
520 if (!target_ptr->monster_race_idx || (target_ptr->monster_race_idx != old_monster_race_idx))
523 update_player_window(target_ptr, old_race_flags_ptr);
528 * @brief フロア内のモンスターについてターン終了時の処理を繰り返す
529 * @param target_ptr プレーヤーへの参照ポインタ
531 void sweep_monster_process(player_type *target_ptr)
533 floor_type *floor_ptr = target_ptr->current_floor_ptr;
534 for (MONSTER_IDX i = floor_ptr->m_max - 1; i >= 1; i--)
537 m_ptr = &floor_ptr->m_list[i];
539 if (target_ptr->leaving) return;
540 if (!monster_is_valid(m_ptr)) continue;
541 if (target_ptr->wild_mode) continue;
543 if (m_ptr->mflag & MFLAG_BORN)
545 m_ptr->mflag &= ~(MFLAG_BORN);
549 if (m_ptr->cdis >= AAF_LIMIT) continue;
550 if (!decide_process_continue(target_ptr, m_ptr)) continue;
552 SPEED speed = (target_ptr->riding == i) ? target_ptr->pspeed : decide_monster_speed(m_ptr);
553 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
554 if (m_ptr->energy_need > 0) continue;
556 m_ptr->energy_need += ENERGY_NEED();
558 process_monster(target_ptr, i);
561 if (target_ptr->no_flowed && one_in_(3))
562 m_ptr->mflag2 |= MFLAG2_NOFLOW;
564 if (!target_ptr->playing || target_ptr->is_dead) return;
565 if (target_ptr->leaving) return;
571 * @brief 後続のモンスター処理が必要かどうか判定する (要調査)
572 * @param target_ptr プレーヤーへの参照ポインタ
573 * @param m_ptr モンスターへの参照ポインタ
574 * @return 後続処理が必要ならTRUE
576 bool decide_process_continue(player_type *target_ptr, monster_type *m_ptr)
579 r_ptr = &r_info[m_ptr->r_idx];
580 if (!target_ptr->no_flowed)
582 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
585 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
588 if ((m_ptr->cdis <= MAX_SIGHT || target_ptr->phase_out) &&
589 (player_has_los_bold(target_ptr, m_ptr->fy, m_ptr->fx) || (target_ptr->cursed & TRC_AGGRAVATE)))