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-race/race-flags-ability2.h"
24 #include "monster-race/race-flags-resistance.h"
25 #include "monster-race/race-flags1.h"
26 #include "monster-race/race-flags2.h"
27 #include "monster-race/race-flags7.h"
28 #include "monster-race/race-indice-types.h"
29 #include "monster/monster-describer.h"
30 #include "monster/monster-description-types.h"
31 #include "monster/monster-direction.h"
32 #include "monster/monster-flag-types.h"
33 #include "monster/monster-generator.h"
34 #include "monster/monster-info.h"
35 #include "monster/monster-move.h"
36 #include "monster/monster-processor-util.h"
37 #include "monster/monster-runaway.h"
38 #include "monster/monster-status.h"
39 #include "monster/monster-update.h"
40 #include "monster/monster-util.h"
41 #include "monster/monster2.h"
42 #include "monster/place-monster-types.h"
43 #include "monster/quantum-effect.h"
44 #include "mspell/monster-spell.h"
45 #include "object-enchant/trc-types.h"
46 #include "pet/pet-fall-off.h"
47 #include "player/avatar.h"
48 #include "player/player-move.h"
49 #include "spell-realm/spells-hex.h"
50 #include "spell/spells-summon.h"
51 #include "util/util.h"
53 void decide_drop_from_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon);
54 bool process_stealth(player_type *target_ptr, MONSTER_IDX m_idx);
55 bool vanish_summoned_children(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
56 bool awake_monster(player_type *target_ptr, MONSTER_IDX m_idx);
57 void process_angar(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
58 bool explode_grenade(player_type *target_ptr, MONSTER_IDX m_idx);
59 bool decide_monster_multiplication(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox);
60 void process_special(player_type *target_ptr, MONSTER_IDX m_idx);
61 bool cast_spell(player_type *target_ptr, MONSTER_IDX m_idx, bool aware);
63 bool process_monster_fear(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx);
65 void sweep_monster_process(player_type *target_ptr);
66 bool decide_process_continue(player_type *target_ptr, monster_type *m_ptr);
69 * @brief モンスター単体の1ターン行動処理メインルーチン /
71 * @param target_ptr プレーヤーへの参照ポインタ
72 * @param m_idx 行動モンスターの参照ID
75 * The monster is known to be within 100 grids of the player\n
77 * In several cases, we directly update the monster lore\n
79 * Note that a monster is only allowed to "reproduce" if there\n
80 * are a limited number of "reproducing" monsters on the current\n
81 * level. This should prevent the level from being "swamped" by\n
82 * reproducing monsters. It also allows a large mass of mice to\n
83 * prevent a louse from multiplying, but this is a small price to\n
84 * pay for a simple multiplication method.\n
86 * XXX Monster fear is slightly odd, in particular, monsters will\n
87 * fixate on opening a door even if they cannot open it. Actually,\n
88 * the same thing happens to normal monsters when they hit a door\n
90 * In addition, monsters which *cannot* open or bash\n
91 * down a door will still stand there trying to open it...\n
93 * XXX Technically, need to check for monster in the way\n
94 * combined with that monster being in a wall (or door?)\n
96 * A "direction" of "5" means "pick a random direction".\n
98 void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
100 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
101 monster_race *r_ptr = &r_info[m_ptr->r_idx];
102 turn_flags tmp_flags;
103 turn_flags *turn_flags_ptr = init_turn_flags(target_ptr->riding, m_idx, &tmp_flags);
104 turn_flags_ptr->see_m = is_seen(m_ptr);
106 decide_drop_from_monster(target_ptr, m_idx, turn_flags_ptr->is_riding_mon);
107 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !monster_csleep_remaining(m_ptr))
109 choose_new_monster(target_ptr, m_idx, FALSE, 0);
110 r_ptr = &r_info[m_ptr->r_idx];
113 turn_flags_ptr->aware = process_stealth(target_ptr, m_idx);
114 if (vanish_summoned_children(target_ptr, m_idx, turn_flags_ptr->see_m)) return;
115 if (process_quantum_effect(target_ptr, m_idx, turn_flags_ptr->see_m)) return;
116 if (explode_grenade(target_ptr, m_idx)) return;
117 if (runaway_monster(target_ptr, turn_flags_ptr, m_idx)) return;
118 if (!awake_monster(target_ptr, m_idx)) return;
120 if (monster_stunned_remaining(m_ptr))
122 if (one_in_(2)) return;
125 if (turn_flags_ptr->is_riding_mon)
127 target_ptr->update |= (PU_BONUS);
130 process_angar(target_ptr, m_idx, turn_flags_ptr->see_m);
132 POSITION oy = m_ptr->fy;
133 POSITION ox = m_ptr->fx;
134 if (decide_monster_multiplication(target_ptr, m_idx, oy, ox)) return;
136 process_special(target_ptr, m_idx);
137 process_speak_sound(target_ptr, m_idx, oy, ox, turn_flags_ptr->aware);
138 if (cast_spell(target_ptr, m_idx, turn_flags_ptr->aware)) return;
141 mm[0] = mm[1] = mm[2] = mm[3] = 0;
142 mm[4] = mm[5] = mm[6] = mm[7] = 0;
144 if (!decide_monster_movement_direction(target_ptr, mm, m_idx, turn_flags_ptr->aware)) return;
147 if (!process_monster_movement(target_ptr, turn_flags_ptr, m_idx, mm, oy, ox, &count)) return;
150 * Forward movements failed, but now received LOS attack!
151 * Try to flow by smell.
153 if (target_ptr->no_flowed && count > 2 && m_ptr->target_y)
154 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
156 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)
158 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
160 if (make_attack_spell(m_idx, target_ptr)) return;
164 update_player_type(target_ptr, turn_flags_ptr, r_ptr);
165 update_monster_race_flags(target_ptr, turn_flags_ptr, m_ptr);
167 if (!process_monster_fear(target_ptr, turn_flags_ptr, m_idx)) return;
169 if (m_ptr->ml) chg_virtue(target_ptr, V_COMPASSION, -1);
175 * @param target_ptr プレーヤーへの参照ポインタ
176 * @param m_idx モンスターID
177 * @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
179 bool process_stealth(player_type *target_ptr, MONSTER_IDX m_idx)
181 if ((target_ptr->special_defense & NINJA_S_STEALTH) == 0) return TRUE;
183 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
184 monster_race *r_ptr = &r_info[m_ptr->r_idx];
185 int tmp = target_ptr->lev * 6 + (target_ptr->skill_stl + 10) * 4;
186 if (target_ptr->monlite) tmp /= 3;
187 if (target_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
188 if (r_ptr->level > (target_ptr->lev * target_ptr->lev / 20 + 10)) tmp /= 3;
189 return (randint0(tmp) <= (r_ptr->level + 20));
194 * @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
195 * @param target_ptr プレーヤーへの参照ポインタ
196 * @param m_idx モンスターID
197 * @param is_riding_mon 騎乗中であればTRUE
200 void decide_drop_from_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon)
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 if (!is_riding_mon || ((r_ptr->flags7 & RF7_RIDING) != 0)) return;
206 if (process_fall_off_horse(target_ptr, 0, TRUE))
209 msg_print("地面に落とされた。");
211 GAME_TEXT m_name[MAX_NLEN];
212 monster_desc(target_ptr, m_name, &target_ptr->current_floor_ptr->m_list[target_ptr->riding], 0);
213 msg_format("You have fallen from %s.", m_name);
220 * @brief 召喚の親元が消滅した時、子供も消滅させる
221 * @param target_ptr プレーヤーへの参照ポインタ
222 * @param m_idx モンスターID
223 * @param see_m モンスターが視界内にいたらTRUE
224 * @return 召喚モンスターが消滅したらTRUE
226 bool vanish_summoned_children(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
228 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
229 if ((m_ptr->parent_m_idx == 0) || (target_ptr->current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx > 0))
234 GAME_TEXT m_name[MAX_NLEN];
235 monster_desc(target_ptr, m_name, m_ptr, 0);
236 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
239 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
241 GAME_TEXT m_name[MAX_NLEN];
242 monster_desc(target_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
243 exe_write_diary(target_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
246 delete_monster_idx(target_ptr, m_idx);
252 * @brief 寝ているモンスターの起床を判定する
253 * @param target_ptr プレーヤーへの参照ポインタ
254 * @param m_idx モンスターID
255 * @return 寝たままならFALSE、起きているor起きたらTRUE
257 bool awake_monster(player_type *target_ptr, MONSTER_IDX m_idx)
259 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
260 monster_race *r_ptr = &r_info[m_ptr->r_idx];
261 if (!monster_csleep_remaining(m_ptr)) return TRUE;
262 if (!(target_ptr->cursed & TRC_AGGRAVATE)) return FALSE;
264 (void)set_monster_csleep(target_ptr, m_idx, 0);
267 GAME_TEXT m_name[MAX_NLEN];
268 monster_desc(target_ptr, m_name, m_ptr, 0);
269 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
272 if (is_original_ap_and_seen(target_ptr, m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
282 * @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)
283 * @param target_ptr プレーヤーへの参照ポインタ
284 * @param m_idx モンスターID
285 * @param see_m モンスターが視界内にいたらTRUE
288 void process_angar(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
290 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
291 monster_race *r_ptr = &r_info[m_ptr->r_idx];
292 bool gets_angry = FALSE;
293 if (is_friendly(m_ptr) && (target_ptr->cursed & TRC_AGGRAVATE))
296 if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
297 monster_has_hostile_align(target_ptr, NULL, 10, -10, r_ptr)) || (r_ptr->flagsr & RFR_RES_ALL)))
302 if (target_ptr->phase_out || !gets_angry) return;
304 if (is_pet(m_ptr) || see_m)
306 GAME_TEXT m_name[MAX_NLEN];
307 monster_desc(target_ptr, m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
308 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
311 set_hostile(target_ptr, m_ptr);
317 * @param target_ptr プレーヤーへの参照ポインタ
318 * @param m_idx モンスターID
321 bool explode_grenade(player_type *target_ptr, MONSTER_IDX m_idx)
323 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
324 if (m_ptr->r_idx != MON_GRENADE) return FALSE;
327 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);
333 * @brief モンスター依存の特別な行動を取らせる
334 * @param target_ptr プレーヤーへの参照ポインタ
335 * @param m_idx モンスターID
338 void process_special(player_type *target_ptr, MONSTER_IDX m_idx)
340 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
341 monster_race *r_ptr = &r_info[m_ptr->r_idx];
342 if ((r_ptr->a_ability_flags2 & RF6_SPECIAL) == 0) return;
343 if (m_ptr->r_idx != MON_OHMU) return;
344 if (target_ptr->current_floor_ptr->inside_arena || target_ptr->phase_out) return;
345 if ((r_ptr->freq_spell == 0) || !(randint1(100) <= r_ptr->freq_spell)) return;
348 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
349 BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
351 for (int k = 0; k < A_MAX; k++)
353 if (summon_specific(target_ptr, m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
355 if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml) count++;
359 if (count && is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
364 * @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)
365 * @param target_ptr プレーヤーへの参照ポインタ
366 * @param m_idx モンスターID
367 * @param oy 分裂元モンスターのY座標
368 * @param ox 分裂元モンスターのX座標
369 * @return 実際に分裂したらTRUEを返す
371 bool decide_monster_multiplication(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox)
373 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
374 monster_race *r_ptr = &r_info[m_ptr->r_idx];
375 if (((r_ptr->flags2 & RF2_MULTIPLY) == 0) || (target_ptr->current_floor_ptr->num_repro >= MAX_REPRO))
379 for (POSITION y = oy - 1; y <= oy + 1; y++)
381 for (POSITION x = ox - 1; x <= ox + 1; x++)
383 if (!in_bounds2(target_ptr->current_floor_ptr, y, x)) continue;
384 if (target_ptr->current_floor_ptr->grid_array[y][x].m_idx) k++;
388 if (multiply_barrier(target_ptr, m_idx)) k = 8;
390 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
392 if (multiply_monster(target_ptr, m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
394 if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(target_ptr, m_ptr))
396 r_ptr->r_flags2 |= (RF2_MULTIPLY);
408 * @brief モンスターに魔法を試行させる
409 * @param target_ptr プレーヤーへの参照ポインタ
410 * @param m_idx モンスターID
411 * @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
412 * @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
414 bool cast_spell(player_type *target_ptr, MONSTER_IDX m_idx, bool aware)
416 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
417 monster_race *r_ptr = &r_info[m_ptr->r_idx];
418 if ((r_ptr->freq_spell == 0) || (randint1(100) > r_ptr->freq_spell))
421 bool counterattack = FALSE;
424 MONSTER_IDX t_m_idx = target_ptr->current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
425 if (t_m_idx && are_enemies(target_ptr, m_ptr, &target_ptr->current_floor_ptr->m_list[t_m_idx]) &&
426 projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
428 counterattack = TRUE;
434 if (monst_spell_monst(target_ptr, m_idx)) return TRUE;
435 if (aware && make_attack_spell(m_idx, target_ptr)) return TRUE;
439 if (aware && make_attack_spell(m_idx, target_ptr)) return TRUE;
440 if (monst_spell_monst(target_ptr, m_idx)) return TRUE;
448 * @brief モンスターの恐怖状態を処理する
449 * @param target_ptr プレーヤーへの参照ポインタ
450 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
451 * @param m_idx モンスターID
452 * @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
453 * @return モンスターが戦いを決意したらTRUE
455 bool process_monster_fear(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx)
457 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
458 bool is_battle_determined = !turn_flags_ptr->do_turn && !turn_flags_ptr->do_move && monster_fear_remaining(m_ptr) && turn_flags_ptr->aware;
459 if (!is_battle_determined) return FALSE;
461 (void)set_monster_monfear(target_ptr, m_idx, 0);
462 if (!turn_flags_ptr->see_m) return TRUE;
464 GAME_TEXT m_name[MAX_NLEN];
465 monster_desc(target_ptr, m_name, m_ptr, 0);
466 msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
472 * @brief 全モンスターのターン管理メインルーチン /
473 * Process all the "live" monsters, once per game turn.
476 * During each game current game turn, we scan through the list of all the "live" monsters,\n
477 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
478 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
480 * Note that monsters can never move in the monster array (except when the\n
481 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
483 * This function is responsible for at least half of the processor time\n
484 * on a normal system with a "normal" amount of monsters and a player doing\n
487 * When the player is resting, virtually 90% of the processor time is spent\n
488 * in this function, and its children, "process_monster()" and "make_move()".\n
490 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
491 * especially when the player is running.\n
493 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
494 * monsters while they are still being "born". A monster is "fresh" only\n
495 * during the game turn in which it is created, and we use the "hack_m_idx" to\n
496 * determine if the monster is yet to be processed during the game turn.\n
498 * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
499 * move before any "nasty" monsters get to use their spell attacks.\n
501 * Note that when the "knowledge" about the currently tracked monster\n
502 * changes (flags, attacks, spells), we induce a redraw of the monster\n
505 void process_monsters(player_type *target_ptr)
507 old_race_flags tmp_flags;
508 old_race_flags *old_race_flags_ptr = init_old_race_flags(&tmp_flags);
510 floor_type *floor_ptr = target_ptr->current_floor_ptr;
511 floor_ptr->monster_noise = FALSE;
513 MONRACE_IDX old_monster_race_idx = target_ptr->monster_race_idx;
514 save_old_race_flags(target_ptr->monster_race_idx, old_race_flags_ptr);
515 sweep_monster_process(target_ptr);
518 if (!target_ptr->monster_race_idx || (target_ptr->monster_race_idx != old_monster_race_idx))
521 update_player_window(target_ptr, old_race_flags_ptr);
526 * @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
527 * @param target_ptr プレーヤーへの参照ポインタ
529 void sweep_monster_process(player_type *target_ptr)
531 floor_type *floor_ptr = target_ptr->current_floor_ptr;
532 for (MONSTER_IDX i = floor_ptr->m_max - 1; i >= 1; i--)
535 m_ptr = &floor_ptr->m_list[i];
537 if (target_ptr->leaving) return;
538 if (!monster_is_valid(m_ptr)) continue;
539 if (target_ptr->wild_mode) continue;
541 if (m_ptr->mflag & MFLAG_BORN)
543 m_ptr->mflag &= ~(MFLAG_BORN);
547 if (m_ptr->cdis >= AAF_LIMIT) continue;
548 if (!decide_process_continue(target_ptr, m_ptr)) continue;
550 SPEED speed = (target_ptr->riding == i) ? target_ptr->pspeed : decide_monster_speed(m_ptr);
551 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
552 if (m_ptr->energy_need > 0) continue;
554 m_ptr->energy_need += ENERGY_NEED();
556 process_monster(target_ptr, i);
559 if (target_ptr->no_flowed && one_in_(3))
560 m_ptr->mflag2 |= MFLAG2_NOFLOW;
562 if (!target_ptr->playing || target_ptr->is_dead) return;
563 if (target_ptr->leaving) return;
569 * @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)
570 * @param target_ptr プレーヤーへの参照ポインタ
571 * @param m_ptr モンスターへの参照ポインタ
572 * @return 後続処理が必要ならTRUE
574 bool decide_process_continue(player_type *target_ptr, monster_type *m_ptr)
577 r_ptr = &r_info[m_ptr->r_idx];
578 if (!target_ptr->no_flowed)
580 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
583 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
586 if ((m_ptr->cdis <= MAX_SIGHT || target_ptr->phase_out) &&
587 (player_has_los_bold(target_ptr, m_ptr->fy, m_ptr->fx) || (target_ptr->cursed & TRC_AGGRAVATE)))