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;
201 static void update_telepathy_sight(player_type *subject_ptr, um_type *um_ptr)
203 monster_race *r_ptr = &r_info[um_ptr->m_ptr->r_idx];
204 if (subject_ptr->special_defense & KATA_MUSOU) {
206 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
207 update_smart_stupid_flags(r_ptr);
212 if (!subject_ptr->telepathy)
215 if (r_ptr->flags2 & RF2_EMPTY_MIND) {
216 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
217 r_ptr->r_flags2 |= RF2_EMPTY_MIND;
222 if (r_ptr->flags2 & RF2_WEIRD_MIND) {
223 const int weird_telepathy_possibility = 10;
224 if (one_in_(weird_telepathy_possibility)) {
226 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image) {
227 r_ptr->r_flags2 |= RF2_WEIRD_MIND;
228 update_smart_stupid_flags(r_ptr);
236 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
237 update_smart_stupid_flags(r_ptr);
241 * @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
242 * @param m_idx 更新するモンスター情報のID
243 * @param full プレイヤーとの距離更新を行うならばtrue
246 void update_monster(player_type *subject_ptr, MONSTER_IDX m_idx, bool full)
249 um_type *um_ptr = initialize_um_type(subject_ptr, &tmp_um, m_idx, full);
251 monster_race *ap_r_ptr = &r_info[um_ptr->m_ptr->ap_r_idx];
252 if (ap_r_ptr->r_tkills && ap_r_ptr->level >= subject_ptr->lev)
253 um_ptr->do_disturb = TRUE;
256 if (um_ptr->m_ptr->mflag2 & MFLAG2_MARK)
259 POSITION distance = decide_updated_distance(subject_ptr, um_ptr);
260 monster_race *r_ptr = &r_info[um_ptr->m_ptr->r_idx];
261 if (distance <= (um_ptr->in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT)) {
262 if (!um_ptr->in_darkness || (distance <= MAX_SIGHT / 4)) {
263 update_telepathy_sight(subject_ptr, um_ptr);
264 if ((subject_ptr->esp_animal) && (r_ptr->flags3 & RF3_ANIMAL)) {
266 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
267 r_ptr->r_flags3 |= RF3_ANIMAL;
270 if ((subject_ptr->esp_undead) && (r_ptr->flags3 & RF3_UNDEAD)) {
272 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
273 r_ptr->r_flags3 |= RF3_UNDEAD;
276 if ((subject_ptr->esp_demon) && (r_ptr->flags3 & RF3_DEMON)) {
278 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
279 r_ptr->r_flags3 |= RF3_DEMON;
282 if ((subject_ptr->esp_orc) && (r_ptr->flags3 & RF3_ORC)) {
284 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
285 r_ptr->r_flags3 |= RF3_ORC;
288 if ((subject_ptr->esp_troll) && (r_ptr->flags3 & RF3_TROLL)) {
290 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
291 r_ptr->r_flags3 |= RF3_TROLL;
294 if ((subject_ptr->esp_giant) && (r_ptr->flags3 & RF3_GIANT)) {
296 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
297 r_ptr->r_flags3 |= RF3_GIANT;
300 if ((subject_ptr->esp_dragon) && (r_ptr->flags3 & RF3_DRAGON)) {
302 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
303 r_ptr->r_flags3 |= RF3_DRAGON;
306 if ((subject_ptr->esp_human) && (r_ptr->flags2 & RF2_HUMAN)) {
308 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
309 r_ptr->r_flags2 |= RF2_HUMAN;
312 if ((subject_ptr->esp_evil) && (r_ptr->flags3 & RF3_EVIL)) {
314 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
315 r_ptr->r_flags3 |= RF3_EVIL;
318 if ((subject_ptr->esp_good) && (r_ptr->flags3 & RF3_GOOD)) {
320 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
321 r_ptr->r_flags3 |= RF3_GOOD;
324 if ((subject_ptr->esp_nonliving) && ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING)) {
326 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
327 r_ptr->r_flags3 |= RF3_NONLIVING;
330 if ((subject_ptr->esp_unique) && (r_ptr->flags1 & RF1_UNIQUE)) {
332 if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
333 r_ptr->r_flags1 |= RF1_UNIQUE;
337 if (player_has_los_bold(subject_ptr, um_ptr->fy, um_ptr->fx) && !subject_ptr->blind) {
338 bool do_invisible = FALSE;
339 bool do_cold_blood = FALSE;
340 if (subject_ptr->concent >= CONCENT_RADAR_THRESHOLD) {
345 if (distance <= subject_ptr->see_infra)
346 if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD) {
347 do_cold_blood = TRUE;
353 if (player_can_see_bold(subject_ptr, um_ptr->fy, um_ptr->fx))
354 if (r_ptr->flags2 & RF2_INVISIBLE) {
356 if (subject_ptr->see_inv) {
365 if (um_ptr->flag && is_original_ap(um_ptr->m_ptr) && !subject_ptr->image) {
367 r_ptr->r_flags2 |= RF2_INVISIBLE;
370 r_ptr->r_flags2 |= RF2_COLD_BLOOD;
375 /* The monster is now visible */
377 if (!um_ptr->m_ptr->ml) {
378 um_ptr->m_ptr->ml = TRUE;
379 lite_spot(subject_ptr, um_ptr->fy, um_ptr->fx);
381 if (subject_ptr->health_who == m_idx)
382 subject_ptr->redraw |= PR_HEALTH;
384 if (subject_ptr->riding == m_idx)
385 subject_ptr->redraw |= PR_UHEALTH;
387 if (!subject_ptr->image) {
388 if ((um_ptr->m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
389 r_info[MON_KAGE].r_sights++;
390 else if (is_original_ap(um_ptr->m_ptr) && (r_ptr->r_sights < MAX_SHORT))
394 if (r_info[um_ptr->m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR)
395 sanity_blast(subject_ptr, um_ptr->m_ptr, FALSE);
398 && (projectable(subject_ptr, um_ptr->m_ptr->fy, um_ptr->m_ptr->fx, subject_ptr->y, subject_ptr->x)
399 && projectable(subject_ptr, subject_ptr->y, subject_ptr->x, um_ptr->m_ptr->fy, um_ptr->m_ptr->fx))) {
400 if (disturb_pets || is_hostile(um_ptr->m_ptr))
401 disturb(subject_ptr, TRUE, TRUE);
406 /* The monster is not visible */
408 if (um_ptr->m_ptr->ml) {
409 um_ptr->m_ptr->ml = FALSE;
410 lite_spot(subject_ptr, um_ptr->fy, um_ptr->fx);
412 if (subject_ptr->health_who == m_idx)
413 subject_ptr->redraw |= PR_HEALTH;
415 if (subject_ptr->riding == m_idx)
416 subject_ptr->redraw |= PR_UHEALTH;
418 if (um_ptr->do_disturb && (disturb_pets || is_hostile(um_ptr->m_ptr)))
419 disturb(subject_ptr, TRUE, TRUE);
423 /* The monster is now easily visible */
425 if (!(um_ptr->m_ptr->mflag & MFLAG_VIEW)) {
426 um_ptr->m_ptr->mflag |= MFLAG_VIEW;
427 if (um_ptr->do_disturb && (disturb_pets || is_hostile(um_ptr->m_ptr)))
428 disturb(subject_ptr, TRUE, TRUE);
434 /* The monster is not easily visible */
436 if (!(um_ptr->m_ptr->mflag & MFLAG_VIEW))
439 /* Mark as not easily visible */
440 um_ptr->m_ptr->mflag &= ~(MFLAG_VIEW);
442 if (um_ptr->do_disturb) {
443 if (disturb_pets || is_hostile(um_ptr->m_ptr))
444 disturb(subject_ptr, TRUE, TRUE);
449 * @param player_ptr プレーヤーへの参照ポインタ
450 * @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).
451 * @param full 距離更新を行うならtrue
454 void update_monsters(player_type *player_ptr, bool full)
456 floor_type *floor_ptr = player_ptr->current_floor_ptr;
457 for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++) {
458 monster_type *m_ptr = &floor_ptr->m_list[i];
459 if (!monster_is_valid(m_ptr))
461 update_monster(player_ptr, i, full);
466 * @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.
467 * @param m_idx 更新を行う「モンスター情報ID
471 void update_smart_learn(player_type *player_ptr, MONSTER_IDX m_idx, int what)
473 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
474 monster_race *r_ptr = &r_info[m_ptr->r_idx];
476 if (!smart_learn || ((r_ptr->flags2 & RF2_STUPID) != 0) || (((r_ptr->flags2 & RF2_SMART) == 0) && (randint0(100) < 50)))
481 if (player_ptr->resist_acid)
482 m_ptr->smart |= SM_RES_ACID;
484 if (is_oppose_acid(player_ptr))
485 m_ptr->smart |= SM_OPP_ACID;
487 if (is_immune_acid(player_ptr))
488 m_ptr->smart |= SM_IMM_ACID;
492 if (player_ptr->resist_elec)
493 m_ptr->smart |= SM_RES_ELEC;
495 if (is_oppose_elec(player_ptr))
496 m_ptr->smart |= SM_OPP_ELEC;
498 if (is_immune_elec(player_ptr))
499 m_ptr->smart |= SM_IMM_ELEC;
503 if (player_ptr->resist_fire)
504 m_ptr->smart |= SM_RES_FIRE;
506 if (is_oppose_fire(player_ptr))
507 m_ptr->smart |= SM_OPP_FIRE;
509 if (is_immune_fire(player_ptr))
510 m_ptr->smart |= SM_IMM_FIRE;
514 if (player_ptr->resist_cold)
515 m_ptr->smart |= SM_RES_COLD;
517 if (is_oppose_cold(player_ptr))
518 m_ptr->smart |= SM_OPP_COLD;
520 if (is_immune_cold(player_ptr))
521 m_ptr->smart |= SM_IMM_COLD;
525 if (player_ptr->resist_pois)
526 m_ptr->smart |= SM_RES_POIS;
528 if (is_oppose_pois(player_ptr))
529 m_ptr->smart |= SM_OPP_POIS;
533 if (player_ptr->resist_neth)
534 m_ptr->smart |= SM_RES_NETH;
538 if (player_ptr->resist_lite)
539 m_ptr->smart |= SM_RES_LITE;
543 if (player_ptr->resist_dark)
544 m_ptr->smart |= SM_RES_DARK;
548 if (player_ptr->resist_fear)
549 m_ptr->smart |= SM_RES_FEAR;
553 if (player_ptr->resist_conf)
554 m_ptr->smart |= SM_RES_CONF;
558 if (player_ptr->resist_chaos)
559 m_ptr->smart |= SM_RES_CHAOS;
563 if (player_ptr->resist_disen)
564 m_ptr->smart |= SM_RES_DISEN;
568 if (player_ptr->resist_blind)
569 m_ptr->smart |= SM_RES_BLIND;
573 if (player_ptr->resist_nexus)
574 m_ptr->smart |= SM_RES_NEXUS;
578 if (player_ptr->resist_sound)
579 m_ptr->smart |= SM_RES_SOUND;
583 if (player_ptr->resist_shard)
584 m_ptr->smart |= SM_RES_SHARD;
588 if (player_ptr->free_act)
589 m_ptr->smart |= SM_IMM_FREE;
593 if (!player_ptr->msp)
594 m_ptr->smart |= SM_IMM_MANA;
598 if (player_ptr->reflect)
599 m_ptr->smart |= SM_IMM_REFLECT;