2 * @brief モンスター情報のアップデート処理
7 #include "monster/monster-update.h"
8 #include "core/disturbance.h"
9 #include "core/player-redraw-types.h"
10 #include "core/player-update-types.h"
11 #include "core/window-redrawer.h"
12 #include "dungeon/dungeon-flag-types.h"
13 #include "dungeon/dungeon.h"
14 #include "floor/cave.h"
15 #include "game-option/birth-options.h"
16 #include "game-option/disturbance-options.h"
17 #include "grid/grid.h"
18 #include "mind/drs-types.h"
19 #include "monster-race/monster-race.h"
20 #include "monster-race/race-flags1.h"
21 #include "monster-race/race-flags2.h"
22 #include "monster-race/race-flags3.h"
23 #include "monster-race/race-flags7.h"
24 #include "monster-race/race-indice-types.h"
25 #include "monster/monster-flag-types.h"
26 #include "monster/monster-info.h"
27 #include "monster/monster-status.h"
28 #include "monster/smart-learn-types.h"
29 #include "player/eldritch-horror.h"
30 #include "player/player-move.h"
31 #include "player/player-status-flags.h"
32 #include "player/special-defense-types.h"
33 #include "status/element-resistance.h"
34 #include "system/floor-type-definition.h"
35 #include "target/projection-path-calculator.h"
38 typedef struct um_type {
50 * @brief 騎乗中のモンスター情報を更新する
51 * @param target_ptr プレーヤーへの参照ポインタ
52 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
53 * @param m_idx モンスターID
54 * @param oy 移動前の、モンスターのY座標
55 * @param ox 移動前の、モンスターのX座標
56 * @param ny 移動後の、モンスターのY座標
57 * @param ox 移動後の、モンスターのX座標
58 * @return アイテム等に影響を及ぼしたらTRUE
60 bool update_riding_monster(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox, POSITION ny, POSITION nx)
62 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
63 grid_type *g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
64 monster_type *y_ptr = &target_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
65 if (turn_flags_ptr->is_riding_mon)
66 return move_player_effect(target_ptr, ny, nx, MPE_DONT_PICKUP);
68 target_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
72 update_monster(target_ptr, g_ptr->m_idx, TRUE);
78 update_monster(target_ptr, m_idx, TRUE);
80 lite_spot(target_ptr, oy, ox);
81 lite_spot(target_ptr, ny, nx);
86 * @brief updateフィールドを更新する
87 * @param target_ptr プレーヤーへの参照ポインタ
88 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
91 void update_player_type(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_race *r_ptr)
93 if (turn_flags_ptr->do_view) {
94 target_ptr->update |= PU_FLOW;
95 target_ptr->window |= PW_OVERHEAD | PW_DUNGEON;
98 if (turn_flags_ptr->do_move
99 && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
100 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !target_ptr->phase_out))) {
101 target_ptr->update |= PU_MON_LITE;
106 * @brief モンスターのフラグを更新する
107 * @param target_ptr プレーヤーへの参照ポインタ
108 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
109 * @param m_ptr モンスターへの参照ポインタ
112 void update_monster_race_flags(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr)
114 monster_race *r_ptr = &r_info[m_ptr->r_idx];
115 if (!is_original_ap_and_seen(target_ptr, m_ptr))
118 if (turn_flags_ptr->did_open_door)
119 r_ptr->r_flags2 |= RF2_OPEN_DOOR;
121 if (turn_flags_ptr->did_bash_door)
122 r_ptr->r_flags2 |= RF2_BASH_DOOR;
124 if (turn_flags_ptr->did_take_item)
125 r_ptr->r_flags2 |= RF2_TAKE_ITEM;
127 if (turn_flags_ptr->did_kill_item)
128 r_ptr->r_flags2 |= RF2_KILL_ITEM;
130 if (turn_flags_ptr->did_move_body)
131 r_ptr->r_flags2 |= RF2_MOVE_BODY;
133 if (turn_flags_ptr->did_pass_wall)
134 r_ptr->r_flags2 |= RF2_PASS_WALL;
136 if (turn_flags_ptr->did_kill_wall)
137 r_ptr->r_flags2 |= RF2_KILL_WALL;
141 * @brief モンスターフラグの更新に基づき、モンスター表示を更新する
142 * @param monster_race_idx モンスターID
143 * @param window ウィンドウフラグ
144 * @param old_race_flags_ptr モンスターフラグへの参照ポインタ
147 void update_player_window(player_type *target_ptr, old_race_flags *old_race_flags_ptr)
150 r_ptr = &r_info[target_ptr->monster_race_idx];
151 if ((old_race_flags_ptr->old_r_flags1 != r_ptr->r_flags1) || (old_race_flags_ptr->old_r_flags2 != r_ptr->r_flags2)
152 || (old_race_flags_ptr->old_r_flags3 != r_ptr->r_flags3) || (old_race_flags_ptr->old_r_flags4 != r_ptr->r_flags4)
153 || (old_race_flags_ptr->old_r_flags5 != r_ptr->r_flags5) || (old_race_flags_ptr->old_r_flags6 != r_ptr->r_flags6)
154 || (old_race_flags_ptr->old_r_flagsr != r_ptr->r_flagsr) || (old_race_flags_ptr->old_r_blows0 != r_ptr->r_blows[0])
155 || (old_race_flags_ptr->old_r_blows1 != r_ptr->r_blows[1]) || (old_race_flags_ptr->old_r_blows2 != r_ptr->r_blows[2])
156 || (old_race_flags_ptr->old_r_blows3 != r_ptr->r_blows[3]) || (old_race_flags_ptr->old_r_cast_spell != r_ptr->r_cast_spell)) {
157 target_ptr->window |= PW_MONSTER;
161 static um_type *initialize_um_type(player_type *subject_ptr, um_type *um_ptr, MONSTER_IDX m_idx, bool full)
163 um_ptr->m_ptr = &subject_ptr->current_floor_ptr->m_list[m_idx];
164 um_ptr->do_disturb = disturb_move;
165 um_ptr->fy = um_ptr->m_ptr->fy;
166 um_ptr->fx = um_ptr->m_ptr->fx;
167 um_ptr->flag = FALSE;
168 um_ptr->easy = FALSE;
169 um_ptr->in_darkness = (d_info[subject_ptr->dungeon_idx].flags1 & DF1_DARKNESS) && !subject_ptr->see_nocto;
174 static POSITION decide_updated_distance(player_type *subject_ptr, um_type *um_ptr)
177 return um_ptr->m_ptr->cdis;
179 int dy = (subject_ptr->y > um_ptr->fy) ? (subject_ptr->y - um_ptr->fy) : (um_ptr->fy - subject_ptr->y);
180 int dx = (subject_ptr->x > um_ptr->fx) ? (subject_ptr->x - um_ptr->fx) : (um_ptr->fx - subject_ptr->x);
181 POSITION distance = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
188 um_ptr->m_ptr->cdis = distance;
192 static void update_smart_stupid_flags(monster_race *r_ptr)
194 if (r_ptr->flags2 & RF2_SMART)
195 r_ptr->r_flags2 |= RF2_SMART;
197 if (r_ptr->flags2 & RF2_STUPID)
198 r_ptr->r_flags2 |= RF2_STUPID;
202 * @brief WEIRD_MINDフラグ持ちのモンスターを1/10の確率でテレパシーに引っかける
203 * @param subject_ptr プレーヤーへの参照ポインタ
204 * @param um_ptr モンスター情報アップデート構造体への参照ポインタ
205 * @return WEIRD_MINDフラグがあるならTRUE
207 static bool update_weird_telepathy(player_type *subject_ptr, um_type *um_ptr)
209 monster_race *r_ptr = &r_info[um_ptr->m_ptr->r_idx];
210 if ((r_ptr->flags2 & RF2_WEIRD_MIND) == 0)
217 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image) {
218 r_ptr->r_flags2 |= RF2_WEIRD_MIND;
219 update_smart_stupid_flags(r_ptr);
225 static void update_telepathy_sight(player_type *subject_ptr, um_type *um_ptr)
227 monster_race *r_ptr = &r_info[um_ptr->m_ptr->r_idx];
228 if (subject_ptr->special_defense & KATA_MUSOU) {
230 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
231 update_smart_stupid_flags(r_ptr);
236 if (!subject_ptr->telepathy)
239 if (r_ptr->flags2 & RF2_EMPTY_MIND) {
240 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
241 r_ptr->r_flags2 |= RF2_EMPTY_MIND;
246 if (update_weird_telepathy(subject_ptr, um_ptr))
250 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
251 update_smart_stupid_flags(r_ptr);
254 static void update_specific_race_telepathy(player_type *subject_ptr, um_type *um_ptr)
256 monster_race *r_ptr = &r_info[um_ptr->m_ptr->r_idx];
257 if ((subject_ptr->esp_animal) && (r_ptr->flags3 & RF3_ANIMAL)) {
259 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
260 r_ptr->r_flags3 |= RF3_ANIMAL;
263 if ((subject_ptr->esp_undead) && (r_ptr->flags3 & RF3_UNDEAD)) {
265 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
266 r_ptr->r_flags3 |= RF3_UNDEAD;
269 if ((subject_ptr->esp_demon) && (r_ptr->flags3 & RF3_DEMON)) {
271 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
272 r_ptr->r_flags3 |= RF3_DEMON;
275 if ((subject_ptr->esp_orc) && (r_ptr->flags3 & RF3_ORC)) {
277 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
278 r_ptr->r_flags3 |= RF3_ORC;
281 if ((subject_ptr->esp_troll) && (r_ptr->flags3 & RF3_TROLL)) {
283 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
284 r_ptr->r_flags3 |= RF3_TROLL;
287 if ((subject_ptr->esp_giant) && (r_ptr->flags3 & RF3_GIANT)) {
289 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
290 r_ptr->r_flags3 |= RF3_GIANT;
293 if ((subject_ptr->esp_dragon) && (r_ptr->flags3 & RF3_DRAGON)) {
295 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
296 r_ptr->r_flags3 |= RF3_DRAGON;
299 if ((subject_ptr->esp_human) && (r_ptr->flags2 & RF2_HUMAN)) {
301 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
302 r_ptr->r_flags2 |= RF2_HUMAN;
305 if ((subject_ptr->esp_evil) && (r_ptr->flags3 & RF3_EVIL)) {
307 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
308 r_ptr->r_flags3 |= RF3_EVIL;
311 if ((subject_ptr->esp_good) && (r_ptr->flags3 & RF3_GOOD)) {
313 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
314 r_ptr->r_flags3 |= RF3_GOOD;
317 if ((subject_ptr->esp_nonliving) && ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING)) {
319 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
320 r_ptr->r_flags3 |= RF3_NONLIVING;
323 if ((subject_ptr->esp_unique) && (r_ptr->flags1 & RF1_UNIQUE)) {
325 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
326 r_ptr->r_flags1 |= RF1_UNIQUE;
330 static bool check_cold_blood(player_type *subject_ptr, um_type *um_ptr, const POSITION distance)
332 if (distance > subject_ptr->see_infra)
335 monster_race *r_ptr = &r_info[um_ptr->m_ptr->r_idx];
336 if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD)
344 static bool check_invisible(player_type *subject_ptr, um_type *um_ptr)
346 if (!player_can_see_bold(subject_ptr, um_ptr->fy, um_ptr->fx))
349 monster_race *r_ptr = &r_info[um_ptr->m_ptr->r_idx];
350 if (r_ptr->flags2 & RF2_INVISIBLE) {
351 if (subject_ptr->see_inv) {
364 * @brief テレパシー・赤外線視力・可視透明によってモンスターを感知できるかどうかの判定
365 * @param subject_ptr プレーヤーへの参照ポインタ
366 * @param um_ptr モンスター情報アップデート構造体への参照ポインタ
369 static void decide_sight_invisible_monster(player_type *subject_ptr, um_type *um_ptr)
371 POSITION distance = decide_updated_distance(subject_ptr, um_ptr);
372 monster_race *r_ptr = &r_info[um_ptr->m_ptr->r_idx];
373 if (distance > (um_ptr->in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT))
376 if (!um_ptr->in_darkness || (distance <= MAX_SIGHT / 4)) {
377 update_telepathy_sight(subject_ptr, um_ptr);
378 update_specific_race_telepathy(subject_ptr, um_ptr);
381 if (!player_has_los_bold(subject_ptr, um_ptr->fy, um_ptr->fx) || subject_ptr->blind)
384 if (subject_ptr->concent >= CONCENT_RADAR_THRESHOLD) {
389 bool do_cold_blood = check_cold_blood(subject_ptr, um_ptr, distance);
390 bool do_invisible = check_invisible(subject_ptr, um_ptr);
391 if (!um_ptr->flag || !is_original_ap(um_ptr->m_ptr) || subject_ptr->image)
395 r_ptr->r_flags2 |= RF2_INVISIBLE;
398 r_ptr->r_flags2 |= RF2_COLD_BLOOD;
402 * @brief 壁の向こうにいるモンスターへのテレパシー・赤外線視力による冷血動物以外の透明モンスター・可視透明能力による透明モンスター
404 * @param subject_ptr プレーヤーへの参照ポインタ
405 * @param um_ptr モンスター情報アップデート構造体への参照ポインタ
406 * @param m_idx フロアのモンスター番号
408 * @details 感知した結果、エルドリッチホラー持ちがいたら精神を破壊する
410 static void update_invisible_monster(player_type *subject_ptr, um_type *um_ptr, MONSTER_IDX m_idx)
412 if (um_ptr->m_ptr->ml)
415 um_ptr->m_ptr->ml = TRUE;
416 lite_spot(subject_ptr, um_ptr->fy, um_ptr->fx);
418 if (subject_ptr->health_who == m_idx)
419 subject_ptr->redraw |= PR_HEALTH;
421 if (subject_ptr->riding == m_idx)
422 subject_ptr->redraw |= PR_UHEALTH;
424 if (!subject_ptr->image) {
425 monster_race *r_ptr = &r_info[um_ptr->m_ptr->r_idx];
426 if ((um_ptr->m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
427 r_info[MON_KAGE].r_sights++;
428 else if (is_original_ap(um_ptr->m_ptr) && (r_ptr->r_sights < MAX_SHORT))
432 if (r_info[um_ptr->m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR)
433 sanity_blast(subject_ptr, um_ptr->m_ptr, FALSE);
436 && (projectable(subject_ptr, um_ptr->m_ptr->fy, um_ptr->m_ptr->fx, subject_ptr->y, subject_ptr->x)
437 && projectable(subject_ptr, subject_ptr->y, subject_ptr->x, um_ptr->m_ptr->fy, um_ptr->m_ptr->fx))) {
438 if (disturb_pets || is_hostile(um_ptr->m_ptr))
439 disturb(subject_ptr, TRUE, TRUE);
443 static void update_visible_monster(player_type *subject_ptr, um_type *um_ptr, MONSTER_IDX m_idx)
445 if (!um_ptr->m_ptr->ml)
448 um_ptr->m_ptr->ml = FALSE;
449 lite_spot(subject_ptr, um_ptr->fy, um_ptr->fx);
451 if (subject_ptr->health_who == m_idx)
452 subject_ptr->redraw |= PR_HEALTH;
454 if (subject_ptr->riding == m_idx)
455 subject_ptr->redraw |= PR_UHEALTH;
457 if (um_ptr->do_disturb && (disturb_pets || is_hostile(um_ptr->m_ptr)))
458 disturb(subject_ptr, TRUE, TRUE);
461 static bool update_clear_monster(player_type *subject_ptr, um_type *um_ptr)
466 if (!(um_ptr->m_ptr->mflag & MFLAG_VIEW)) {
467 um_ptr->m_ptr->mflag |= MFLAG_VIEW;
468 if (um_ptr->do_disturb && (disturb_pets || is_hostile(um_ptr->m_ptr)))
469 disturb(subject_ptr, TRUE, TRUE);
476 * @brief モンスターの各情報を更新する / This function updates the monster record of the given monster
477 * @param m_idx 更新するモンスター情報のID
478 * @param full プレイヤーとの距離更新を行うならばtrue
481 void update_monster(player_type *subject_ptr, MONSTER_IDX m_idx, bool full)
484 um_type *um_ptr = initialize_um_type(subject_ptr, &tmp_um, m_idx, full);
486 monster_race *ap_r_ptr = &r_info[um_ptr->m_ptr->ap_r_idx];
487 if (ap_r_ptr->r_tkills && ap_r_ptr->level >= subject_ptr->lev)
488 um_ptr->do_disturb = TRUE;
491 if (um_ptr->m_ptr->mflag2 & MFLAG2_MARK)
494 decide_sight_invisible_monster(subject_ptr, um_ptr);
496 update_invisible_monster(subject_ptr, um_ptr, m_idx);
498 update_visible_monster(subject_ptr, um_ptr, m_idx);
500 if (update_clear_monster(subject_ptr, um_ptr) || ((um_ptr->m_ptr->mflag & MFLAG_VIEW) == 0))
503 um_ptr->m_ptr->mflag &= ~(MFLAG_VIEW);
504 if (um_ptr->do_disturb && (disturb_pets || is_hostile(um_ptr->m_ptr)))
505 disturb(subject_ptr, TRUE, TRUE);
509 * todo モンスターの感知状況しか更新していないように見える。関数名変更を検討する
510 * @param player_ptr プレーヤーへの参照ポインタ
511 * @brief 単純に生存している全モンスターの更新処理を行う / This function simply updates all the (non-dead) monsters (see above).
512 * @param full 距離更新を行うならtrue
515 void update_monsters(player_type *player_ptr, bool full)
517 floor_type *floor_ptr = player_ptr->current_floor_ptr;
518 for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++) {
519 monster_type *m_ptr = &floor_ptr->m_list[i];
520 if (!monster_is_valid(m_ptr))
523 update_monster(player_ptr, i, full);
528 * @brief SMART(適格に攻撃を行う)モンスターの学習状況を更新する / Learn about an "observed" resistance.
529 * @param m_idx 更新を行う「モンスター情報ID
533 void update_smart_learn(player_type *player_ptr, MONSTER_IDX m_idx, int what)
535 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
536 monster_race *r_ptr = &r_info[m_ptr->r_idx];
537 if (!smart_learn || ((r_ptr->flags2 & RF2_STUPID) != 0) || (((r_ptr->flags2 & RF2_SMART) == 0) && (randint0(100) < 50)))
542 if (has_resist_acid(player_ptr))
543 m_ptr->smart |= SM_RES_ACID;
545 if (is_oppose_acid(player_ptr))
546 m_ptr->smart |= SM_OPP_ACID;
548 if (has_immune_acid(player_ptr))
549 m_ptr->smart |= SM_IMM_ACID;
553 if (has_resist_elec(player_ptr))
554 m_ptr->smart |= SM_RES_ELEC;
556 if (is_oppose_elec(player_ptr))
557 m_ptr->smart |= SM_OPP_ELEC;
559 if (has_immune_elec(player_ptr))
560 m_ptr->smart |= SM_IMM_ELEC;
564 if (has_resist_fire(player_ptr))
565 m_ptr->smart |= SM_RES_FIRE;
567 if (is_oppose_fire(player_ptr))
568 m_ptr->smart |= SM_OPP_FIRE;
570 if (has_immune_fire(player_ptr))
571 m_ptr->smart |= SM_IMM_FIRE;
575 if (has_resist_cold(player_ptr))
576 m_ptr->smart |= SM_RES_COLD;
578 if (is_oppose_cold(player_ptr))
579 m_ptr->smart |= SM_OPP_COLD;
581 if (has_immune_cold(player_ptr))
582 m_ptr->smart |= SM_IMM_COLD;
586 if (has_resist_pois(player_ptr))
587 m_ptr->smart |= SM_RES_POIS;
589 if (is_oppose_pois(player_ptr))
590 m_ptr->smart |= SM_OPP_POIS;
594 if (player_ptr->resist_neth)
595 m_ptr->smart |= SM_RES_NETH;
599 if (player_ptr->resist_lite)
600 m_ptr->smart |= SM_RES_LITE;
604 if (player_ptr->resist_dark)
605 m_ptr->smart |= SM_RES_DARK;
609 if (player_ptr->resist_fear)
610 m_ptr->smart |= SM_RES_FEAR;
614 if (has_resist_conf(player_ptr))
615 m_ptr->smart |= SM_RES_CONF;
619 if (player_ptr->resist_chaos)
620 m_ptr->smart |= SM_RES_CHAOS;
624 if (player_ptr->resist_disen)
625 m_ptr->smart |= SM_RES_DISEN;
629 if (player_ptr->resist_blind)
630 m_ptr->smart |= SM_RES_BLIND;
634 if (player_ptr->resist_nexus)
635 m_ptr->smart |= SM_RES_NEXUS;
639 if (player_ptr->resist_sound)
640 m_ptr->smart |= SM_RES_SOUND;
644 if (player_ptr->resist_shard)
645 m_ptr->smart |= SM_RES_SHARD;
649 if (player_ptr->free_act)
650 m_ptr->smart |= SM_IMM_FREE;
654 if (!player_ptr->msp)
655 m_ptr->smart |= SM_IMM_MANA;
659 if (player_ptr->reflect)
660 m_ptr->smart |= SM_IMM_REFLECT;