2 * @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
5 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
6 * This software may be copied and distributed for educational, research,\n
7 * and not for profit purposes provided that this copyright and statement\n
8 * are included in all such copies. Other copyrights may also apply.\n
9 * 2014 Deskull rearranged comment for Doxygen.\n
11 * This file has several additions to it by Keldon Jones (keldon@umr.edu)
12 * to improve the general quality of the AI (version 0.1.1).
15 #include "monster/monster-processor.h"
16 #include "cmd-io/cmd-dump.h"
17 #include "core/player-update-types.h"
18 #include "core/speed-table.h"
19 #include "floor/cave.h"
20 #include "floor/floor.h"
21 #include "game-option/play-record-options.h"
22 #include "grid/feature.h"
23 #include "grid/grid.h"
24 #include "io/write-diary.h"
25 #include "melee/melee-postprocess.h"
26 #include "melee/melee-spell.h"
27 #include "monster-floor/monster-direction.h"
28 #include "monster-floor/monster-generator.h"
29 #include "monster-floor/monster-move.h"
30 #include "monster-floor/monster-remover.h"
31 #include "monster-floor/monster-runaway.h"
32 #include "monster-floor/monster-summon.h"
33 #include "monster-floor/place-monster-types.h"
34 #include "monster-floor/quantum-effect.h"
35 #include "monster-race/monster-race.h"
36 #include "monster-race/race-flags-ability2.h"
37 #include "monster-race/race-flags-resistance.h"
38 #include "monster-race/race-flags1.h"
39 #include "monster-race/race-flags2.h"
40 #include "monster-race/race-flags7.h"
41 #include "monster-race/race-indice-types.h"
42 #include "monster/monster-describer.h"
43 #include "monster/monster-description-types.h"
44 #include "monster/monster-flag-types.h"
45 #include "monster/monster-info.h"
46 #include "monster/monster-list.h"
47 #include "monster/monster-processor-util.h"
48 #include "monster/monster-status.h"
49 #include "monster/monster-update.h"
50 #include "monster/monster-util.h"
51 #include "mspell/mspell-attack.h"
52 #include "mspell/mspell-judgement.h"
53 #include "object-enchant/trc-types.h"
54 #include "pet/pet-fall-off.h"
55 #include "player/avatar.h"
56 #include "player/player-move.h"
57 #include "player/special-defense-types.h"
58 #include "spell-realm/spells-hex.h"
59 #include "spell/spells-summon.h"
60 #include "system/floor-type-definition.h"
61 #include "system/monster-type-definition.h"
62 #include "view/display-messages.h"
64 void decide_drop_from_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon);
65 bool process_stealth(player_type *target_ptr, MONSTER_IDX m_idx);
66 bool vanish_summoned_children(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
67 bool awake_monster(player_type *target_ptr, MONSTER_IDX m_idx);
68 void process_angar(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
69 bool explode_grenade(player_type *target_ptr, MONSTER_IDX m_idx);
70 bool decide_monster_multiplication(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox);
71 void process_special(player_type *target_ptr, MONSTER_IDX m_idx);
72 bool cast_spell(player_type *target_ptr, MONSTER_IDX m_idx, bool aware);
74 bool process_monster_fear(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx);
76 void sweep_monster_process(player_type *target_ptr);
77 bool decide_process_continue(player_type *target_ptr, monster_type *m_ptr);
80 * @brief モンスター単体の1ターン行動処理メインルーチン /
82 * @param target_ptr プレーヤーへの参照ポインタ
83 * @param m_idx 行動モンスターの参照ID
86 * The monster is known to be within 100 grids of the player\n
88 * In several cases, we directly update the monster lore\n
90 * Note that a monster is only allowed to "reproduce" if there\n
91 * are a limited number of "reproducing" monsters on the current\n
92 * level. This should prevent the level from being "swamped" by\n
93 * reproducing monsters. It also allows a large mass of mice to\n
94 * prevent a louse from multiplying, but this is a small price to\n
95 * pay for a simple multiplication method.\n
97 * XXX Monster fear is slightly odd, in particular, monsters will\n
98 * fixate on opening a door even if they cannot open it. Actually,\n
99 * the same thing happens to normal monsters when they hit a door\n
101 * In addition, monsters which *cannot* open or bash\n
102 * down a door will still stand there trying to open it...\n
104 * XXX Technically, need to check for monster in the way\n
105 * combined with that monster being in a wall (or door?)\n
107 * A "direction" of "5" means "pick a random direction".\n
109 void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
111 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
112 monster_race *r_ptr = &r_info[m_ptr->r_idx];
113 turn_flags tmp_flags;
114 turn_flags *turn_flags_ptr = init_turn_flags(target_ptr->riding, m_idx, &tmp_flags);
115 turn_flags_ptr->see_m = is_seen(target_ptr, m_ptr);
117 decide_drop_from_monster(target_ptr, m_idx, turn_flags_ptr->is_riding_mon);
118 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !monster_csleep_remaining(m_ptr)) {
119 choose_new_monster(target_ptr, m_idx, FALSE, 0);
120 r_ptr = &r_info[m_ptr->r_idx];
123 turn_flags_ptr->aware = process_stealth(target_ptr, m_idx);
124 if (vanish_summoned_children(target_ptr, m_idx, turn_flags_ptr->see_m))
126 if (process_quantum_effect(target_ptr, m_idx, turn_flags_ptr->see_m))
128 if (explode_grenade(target_ptr, m_idx))
130 if (runaway_monster(target_ptr, turn_flags_ptr, m_idx))
132 if (!awake_monster(target_ptr, m_idx))
135 if (monster_stunned_remaining(m_ptr)) {
140 if (turn_flags_ptr->is_riding_mon) {
141 target_ptr->update |= (PU_BONUS);
144 process_angar(target_ptr, m_idx, turn_flags_ptr->see_m);
146 POSITION oy = m_ptr->fy;
147 POSITION ox = m_ptr->fx;
148 if (decide_monster_multiplication(target_ptr, m_idx, oy, ox))
151 process_special(target_ptr, m_idx);
152 process_speak_sound(target_ptr, m_idx, oy, ox, turn_flags_ptr->aware);
153 if (cast_spell(target_ptr, m_idx, turn_flags_ptr->aware))
157 mm[0] = mm[1] = mm[2] = mm[3] = 0;
158 mm[4] = mm[5] = mm[6] = mm[7] = 0;
160 if (!decide_monster_movement_direction(target_ptr, mm, m_idx, turn_flags_ptr->aware))
164 if (!process_monster_movement(target_ptr, turn_flags_ptr, m_idx, mm, oy, ox, &count))
168 * Forward movements failed, but now received LOS attack!
169 * Try to flow by smell.
171 if (target_ptr->no_flowed && count > 2 && m_ptr->target_y)
172 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
174 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) {
175 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell) {
176 if (make_attack_spell(target_ptr, m_idx))
181 update_player_type(target_ptr, turn_flags_ptr, r_ptr);
182 update_monster_race_flags(target_ptr, turn_flags_ptr, m_ptr);
184 if (!process_monster_fear(target_ptr, turn_flags_ptr, m_idx))
188 chg_virtue(target_ptr, V_COMPASSION, -1);
193 * @param target_ptr プレーヤーへの参照ポインタ
194 * @param m_idx モンスターID
195 * @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
197 bool process_stealth(player_type *target_ptr, MONSTER_IDX m_idx)
199 if ((target_ptr->special_defense & NINJA_S_STEALTH) == 0)
202 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
203 monster_race *r_ptr = &r_info[m_ptr->r_idx];
204 int tmp = target_ptr->lev * 6 + (target_ptr->skill_stl + 10) * 4;
205 if (target_ptr->monlite)
207 if (target_ptr->cursed & TRC_AGGRAVATE)
209 if (r_ptr->level > (target_ptr->lev * target_ptr->lev / 20 + 10))
211 return (randint0(tmp) <= (r_ptr->level + 20));
215 * @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
216 * @param target_ptr プレーヤーへの参照ポインタ
217 * @param m_idx モンスターID
218 * @param is_riding_mon 騎乗中であればTRUE
221 void decide_drop_from_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon)
223 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
224 monster_race *r_ptr = &r_info[m_ptr->r_idx];
225 if (!is_riding_mon || ((r_ptr->flags7 & RF7_RIDING) != 0))
228 if (process_fall_off_horse(target_ptr, 0, TRUE)) {
230 msg_print("地面に落とされた。");
232 GAME_TEXT m_name[MAX_NLEN];
233 monster_desc(target_ptr, m_name, &target_ptr->current_floor_ptr->m_list[target_ptr->riding], 0);
234 msg_format("You have fallen from %s.", m_name);
240 * @brief 召喚の親元が消滅した時、子供も消滅させる
241 * @param target_ptr プレーヤーへの参照ポインタ
242 * @param m_idx モンスターID
243 * @param see_m モンスターが視界内にいたらTRUE
244 * @return 召喚モンスターが消滅したらTRUE
246 bool vanish_summoned_children(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
248 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
249 if ((m_ptr->parent_m_idx == 0) || (target_ptr->current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx > 0))
253 GAME_TEXT m_name[MAX_NLEN];
254 monster_desc(target_ptr, m_name, m_ptr, 0);
255 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
258 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname) {
259 GAME_TEXT m_name[MAX_NLEN];
260 monster_desc(target_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
261 exe_write_diary(target_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
264 delete_monster_idx(target_ptr, m_idx);
269 * @brief 寝ているモンスターの起床を判定する
270 * @param target_ptr プレーヤーへの参照ポインタ
271 * @param m_idx モンスターID
272 * @return 寝たままならFALSE、起きているor起きたらTRUE
274 bool awake_monster(player_type *target_ptr, MONSTER_IDX m_idx)
276 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
277 monster_race *r_ptr = &r_info[m_ptr->r_idx];
278 if (!monster_csleep_remaining(m_ptr))
280 if (!(target_ptr->cursed & TRC_AGGRAVATE))
283 (void)set_monster_csleep(target_ptr, m_idx, 0);
285 GAME_TEXT m_name[MAX_NLEN];
286 monster_desc(target_ptr, m_name, m_ptr, 0);
287 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
290 if (is_original_ap_and_seen(target_ptr, m_ptr) && (r_ptr->r_wake < MAX_UCHAR)) {
298 * @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)
299 * @param target_ptr プレーヤーへの参照ポインタ
300 * @param m_idx モンスターID
301 * @param see_m モンスターが視界内にいたらTRUE
304 void process_angar(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
306 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
307 monster_race *r_ptr = &r_info[m_ptr->r_idx];
308 bool gets_angry = FALSE;
309 if (is_friendly(m_ptr) && (target_ptr->cursed & TRC_AGGRAVATE))
313 && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && monster_has_hostile_align(target_ptr, NULL, 10, -10, r_ptr))
314 || (r_ptr->flagsr & RFR_RES_ALL))) {
318 if (target_ptr->phase_out || !gets_angry)
321 if (is_pet(m_ptr) || see_m) {
322 GAME_TEXT m_name[MAX_NLEN];
323 monster_desc(target_ptr, m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
324 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
327 set_hostile(target_ptr, m_ptr);
332 * @param target_ptr プレーヤーへの参照ポインタ
333 * @param m_idx モンスターID
336 bool explode_grenade(player_type *target_ptr, MONSTER_IDX m_idx)
338 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
339 if (m_ptr->r_idx != MON_GRENADE)
343 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);
348 * @brief モンスター依存の特別な行動を取らせる
349 * @param target_ptr プレーヤーへの参照ポインタ
350 * @param m_idx モンスターID
353 void process_special(player_type *target_ptr, MONSTER_IDX m_idx)
355 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
356 monster_race *r_ptr = &r_info[m_ptr->r_idx];
357 if ((r_ptr->a_ability_flags2 & RF6_SPECIAL) == 0)
359 if (m_ptr->r_idx != MON_OHMU)
361 if (target_ptr->current_floor_ptr->inside_arena || target_ptr->phase_out)
363 if ((r_ptr->freq_spell == 0) || !(randint1(100) <= r_ptr->freq_spell))
367 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
368 BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
370 for (int k = 0; k < A_MAX; k++) {
371 if (summon_specific(target_ptr, m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode))) {
372 if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml)
377 if (count && is_original_ap_and_seen(target_ptr, m_ptr))
378 r_ptr->r_flags6 |= (RF6_SPECIAL);
382 * @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)
383 * @param target_ptr プレーヤーへの参照ポインタ
384 * @param m_idx モンスターID
385 * @param oy 分裂元モンスターのY座標
386 * @param ox 分裂元モンスターのX座標
387 * @return 実際に分裂したらTRUEを返す
389 bool decide_monster_multiplication(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox)
391 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
392 monster_race *r_ptr = &r_info[m_ptr->r_idx];
393 if (((r_ptr->flags2 & RF2_MULTIPLY) == 0) || (target_ptr->current_floor_ptr->num_repro >= MAX_REPRO))
397 for (POSITION y = oy - 1; y <= oy + 1; y++) {
398 for (POSITION x = ox - 1; x <= ox + 1; x++) {
399 if (!in_bounds2(target_ptr->current_floor_ptr, y, x))
401 if (target_ptr->current_floor_ptr->grid_array[y][x].m_idx)
406 if (multiply_barrier(target_ptr, m_idx))
409 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ))) {
410 if (multiply_monster(target_ptr, m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0))) {
411 if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(target_ptr, m_ptr)) {
412 r_ptr->r_flags2 |= (RF2_MULTIPLY);
423 * @brief モンスターに魔法を試行させる
424 * @param target_ptr プレーヤーへの参照ポインタ
425 * @param m_idx モンスターID
426 * @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
427 * @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
429 bool cast_spell(player_type *target_ptr, MONSTER_IDX m_idx, bool aware)
431 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
432 monster_race *r_ptr = &r_info[m_ptr->r_idx];
433 if ((r_ptr->freq_spell == 0) || (randint1(100) > r_ptr->freq_spell))
436 bool counterattack = FALSE;
437 if (m_ptr->target_y) {
438 MONSTER_IDX t_m_idx = target_ptr->current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
439 if (t_m_idx && are_enemies(target_ptr, m_ptr, &target_ptr->current_floor_ptr->m_list[t_m_idx])
440 && projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x)) {
441 counterattack = TRUE;
446 if (monst_spell_monst(target_ptr, m_idx))
448 if (aware && make_attack_spell(target_ptr, m_idx))
451 if (aware && make_attack_spell(target_ptr, m_idx))
453 if (monst_spell_monst(target_ptr, m_idx))
461 * @brief モンスターの恐怖状態を処理する
462 * @param target_ptr プレーヤーへの参照ポインタ
463 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
464 * @param m_idx モンスターID
465 * @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
466 * @return モンスターが戦いを決意したらTRUE
468 bool process_monster_fear(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx)
470 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
471 bool is_battle_determined = !turn_flags_ptr->do_turn && !turn_flags_ptr->do_move && monster_fear_remaining(m_ptr) && turn_flags_ptr->aware;
472 if (!is_battle_determined)
475 (void)set_monster_monfear(target_ptr, m_idx, 0);
476 if (!turn_flags_ptr->see_m)
479 GAME_TEXT m_name[MAX_NLEN];
480 monster_desc(target_ptr, m_name, m_ptr, 0);
481 msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
486 * @brief 全モンスターのターン管理メインルーチン /
487 * Process all the "live" monsters, once per game turn.
490 * During each game current game turn, we scan through the list of all the "live" monsters,\n
491 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
492 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
494 * Note that monsters can never move in the monster array (except when the\n
495 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
497 * This function is responsible for at least half of the processor time\n
498 * on a normal system with a "normal" amount of monsters and a player doing\n
501 * When the player is resting, virtually 90% of the processor time is spent\n
502 * in this function, and its children, "process_monster()" and "make_move()".\n
504 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
505 * especially when the player is running.\n
507 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
508 * monsters while they are still being "born". A monster is "fresh" only\n
509 * during the game turn in which it is created, and we use the "hack_m_idx" to\n
510 * determine if the monster is yet to be processed during the game turn.\n
512 * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
513 * move before any "nasty" monsters get to use their spell attacks.\n
515 * Note that when the "knowledge" about the currently tracked monster\n
516 * changes (flags, attacks, spells), we induce a redraw of the monster\n
519 void process_monsters(player_type *target_ptr)
521 old_race_flags tmp_flags;
522 old_race_flags *old_race_flags_ptr = init_old_race_flags(&tmp_flags);
524 floor_type *floor_ptr = target_ptr->current_floor_ptr;
525 floor_ptr->monster_noise = FALSE;
527 MONRACE_IDX old_monster_race_idx = target_ptr->monster_race_idx;
528 save_old_race_flags(target_ptr->monster_race_idx, old_race_flags_ptr);
529 sweep_monster_process(target_ptr);
532 if (!target_ptr->monster_race_idx || (target_ptr->monster_race_idx != old_monster_race_idx))
535 update_player_window(target_ptr, old_race_flags_ptr);
539 * @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
540 * @param target_ptr プレーヤーへの参照ポインタ
542 void sweep_monster_process(player_type *target_ptr)
544 floor_type *floor_ptr = target_ptr->current_floor_ptr;
545 for (MONSTER_IDX i = floor_ptr->m_max - 1; i >= 1; i--) {
547 m_ptr = &floor_ptr->m_list[i];
549 if (target_ptr->leaving)
551 if (!monster_is_valid(m_ptr))
553 if (target_ptr->wild_mode)
556 if (m_ptr->mflag & MFLAG_BORN) {
557 m_ptr->mflag &= ~(MFLAG_BORN);
561 if (m_ptr->cdis >= AAF_LIMIT)
563 if (!decide_process_continue(target_ptr, m_ptr))
566 SPEED speed = (target_ptr->riding == i) ? target_ptr->pspeed : decide_monster_speed(m_ptr);
567 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
568 if (m_ptr->energy_need > 0)
571 m_ptr->energy_need += ENERGY_NEED();
573 process_monster(target_ptr, i);
576 if (target_ptr->no_flowed && one_in_(3))
577 m_ptr->mflag2 |= MFLAG2_NOFLOW;
579 if (!target_ptr->playing || target_ptr->is_dead)
581 if (target_ptr->leaving)
587 * @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)
588 * @param target_ptr プレーヤーへの参照ポインタ
589 * @param m_ptr モンスターへの参照ポインタ
590 * @return 後続処理が必要ならTRUE
592 bool decide_process_continue(player_type *target_ptr, monster_type *m_ptr)
595 r_ptr = &r_info[m_ptr->r_idx];
596 if (!target_ptr->no_flowed) {
597 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
600 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
603 if ((m_ptr->cdis <= MAX_SIGHT || target_ptr->phase_out) && (player_has_los_bold(target_ptr, m_ptr->fy, m_ptr->fx) || (target_ptr->cursed & TRC_AGGRAVATE)))