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/special-defense-types.h"
32 #include "player/player-status-flags.h"
33 #include "status/element-resistance.h"
34 #include "system/floor-type-definition.h"
35 #include "target/projection-path-calculator.h"
38 * @brief 騎乗中のモンスター情報を更新する
39 * @param target_ptr プレーヤーへの参照ポインタ
40 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
41 * @param m_idx モンスターID
42 * @param oy 移動前の、モンスターのY座標
43 * @param ox 移動前の、モンスターのX座標
44 * @param ny 移動後の、モンスターのY座標
45 * @param ox 移動後の、モンスターのX座標
46 * @return アイテム等に影響を及ぼしたらTRUE
48 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)
50 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
52 g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
54 y_ptr = &target_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
55 if (turn_flags_ptr->is_riding_mon)
56 return move_player_effect(target_ptr, ny, nx, MPE_DONT_PICKUP);
58 target_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
63 update_monster(target_ptr, g_ptr->m_idx, TRUE);
69 update_monster(target_ptr, m_idx, TRUE);
71 lite_spot(target_ptr, oy, ox);
72 lite_spot(target_ptr, ny, nx);
78 * @brief updateフィールドを更新する
79 * @param target_ptr プレーヤーへの参照ポインタ
80 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
83 void update_player_type(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_race *r_ptr)
85 if (turn_flags_ptr->do_view)
87 target_ptr->update |= (PU_FLOW);
88 target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
91 if (turn_flags_ptr->do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
92 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !target_ptr->phase_out)))
94 target_ptr->update |= (PU_MON_LITE);
100 * @brief モンスターのフラグを更新する
101 * @param target_ptr プレーヤーへの参照ポインタ
102 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
103 * @param m_ptr モンスターへの参照ポインタ
106 void update_monster_race_flags(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr)
108 monster_race *r_ptr = &r_info[m_ptr->r_idx];
109 if (!is_original_ap_and_seen(target_ptr, m_ptr)) return;
111 if (turn_flags_ptr->did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
112 if (turn_flags_ptr->did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
113 if (turn_flags_ptr->did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
114 if (turn_flags_ptr->did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
115 if (turn_flags_ptr->did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
116 if (turn_flags_ptr->did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
117 if (turn_flags_ptr->did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
122 * @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
123 * @param monster_race_idx モンスターID
124 * @param window ウィンドウフラグ
125 * @param old_race_flags_ptr モンスターフラグへの参照ポインタ
128 void update_player_window(player_type *target_ptr, old_race_flags *old_race_flags_ptr)
131 r_ptr = &r_info[target_ptr->monster_race_idx];
132 if ((old_race_flags_ptr->old_r_flags1 != r_ptr->r_flags1) ||
133 (old_race_flags_ptr->old_r_flags2 != r_ptr->r_flags2) ||
134 (old_race_flags_ptr->old_r_flags3 != r_ptr->r_flags3) ||
135 (old_race_flags_ptr->old_r_flags4 != r_ptr->r_flags4) ||
136 (old_race_flags_ptr->old_r_flags5 != r_ptr->r_flags5) ||
137 (old_race_flags_ptr->old_r_flags6 != r_ptr->r_flags6) ||
138 (old_race_flags_ptr->old_r_flagsr != r_ptr->r_flagsr) ||
139 (old_race_flags_ptr->old_r_blows0 != r_ptr->r_blows[0]) ||
140 (old_race_flags_ptr->old_r_blows1 != r_ptr->r_blows[1]) ||
141 (old_race_flags_ptr->old_r_blows2 != r_ptr->r_blows[2]) ||
142 (old_race_flags_ptr->old_r_blows3 != r_ptr->r_blows[3]) ||
143 (old_race_flags_ptr->old_r_cast_spell != r_ptr->r_cast_spell))
145 target_ptr->window |= (PW_MONSTER);
150 * @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
151 * @param m_idx 更新するモンスター情報のID
152 * @param full プレイヤーとの距離更新を行うならばtrue
155 void update_monster(player_type *subject_ptr, MONSTER_IDX m_idx, bool full)
157 monster_type *m_ptr = &subject_ptr->current_floor_ptr->m_list[m_idx];
158 monster_race *r_ptr = &r_info[m_ptr->r_idx];
160 bool do_disturb = disturb_move;
162 POSITION fy = m_ptr->fy;
163 POSITION fx = m_ptr->fx;
167 bool in_darkness = (d_info[subject_ptr->dungeon_idx].flags1 & DF1_DARKNESS) && !subject_ptr->see_nocto;
169 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
170 if (ap_r_ptr->r_tkills && ap_r_ptr->level >= subject_ptr->lev)
176 int dy = (subject_ptr->y > fy) ? (subject_ptr->y - fy) : (fy - subject_ptr->y);
177 int dx = (subject_ptr->x > fx) ? (subject_ptr->x - fx) : (fx - subject_ptr->x);
179 distance = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
185 m_ptr->cdis = distance;
187 distance = m_ptr->cdis;
190 if (m_ptr->mflag2 & (MFLAG2_MARK))
193 if (distance <= (in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT)) {
194 if (!in_darkness || (distance <= MAX_SIGHT / 4)) {
195 if (subject_ptr->special_defense & KATA_MUSOU) {
197 if (is_original_ap(m_ptr) && !subject_ptr->image) {
198 if (r_ptr->flags2 & (RF2_SMART))
199 r_ptr->r_flags2 |= (RF2_SMART);
200 if (r_ptr->flags2 & (RF2_STUPID))
201 r_ptr->r_flags2 |= (RF2_STUPID);
203 } else if (subject_ptr->telepathy) {
204 if (r_ptr->flags2 & (RF2_EMPTY_MIND)) {
205 if (is_original_ap(m_ptr) && !subject_ptr->image)
206 r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
207 } else if (r_ptr->flags2 & (RF2_WEIRD_MIND)) {
208 if ((m_idx % 10) == 5) {
210 if (is_original_ap(m_ptr) && !subject_ptr->image) {
211 r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
212 if (r_ptr->flags2 & (RF2_SMART))
213 r_ptr->r_flags2 |= (RF2_SMART);
214 if (r_ptr->flags2 & (RF2_STUPID))
215 r_ptr->r_flags2 |= (RF2_STUPID);
220 if (is_original_ap(m_ptr) && !subject_ptr->image) {
221 if (r_ptr->flags2 & (RF2_SMART))
222 r_ptr->r_flags2 |= (RF2_SMART);
223 if (r_ptr->flags2 & (RF2_STUPID))
224 r_ptr->r_flags2 |= (RF2_STUPID);
229 if ((subject_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL))) {
231 if (is_original_ap(m_ptr) && !subject_ptr->image)
232 r_ptr->r_flags3 |= (RF3_ANIMAL);
235 if ((subject_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD))) {
237 if (is_original_ap(m_ptr) && !subject_ptr->image)
238 r_ptr->r_flags3 |= (RF3_UNDEAD);
241 if ((subject_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON))) {
243 if (is_original_ap(m_ptr) && !subject_ptr->image)
244 r_ptr->r_flags3 |= (RF3_DEMON);
247 if ((subject_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC))) {
249 if (is_original_ap(m_ptr) && !subject_ptr->image)
250 r_ptr->r_flags3 |= (RF3_ORC);
253 if ((subject_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL))) {
255 if (is_original_ap(m_ptr) && !subject_ptr->image)
256 r_ptr->r_flags3 |= (RF3_TROLL);
259 if ((subject_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT))) {
261 if (is_original_ap(m_ptr) && !subject_ptr->image)
262 r_ptr->r_flags3 |= (RF3_GIANT);
265 if ((subject_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON))) {
267 if (is_original_ap(m_ptr) && !subject_ptr->image)
268 r_ptr->r_flags3 |= (RF3_DRAGON);
271 if ((subject_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN))) {
273 if (is_original_ap(m_ptr) && !subject_ptr->image)
274 r_ptr->r_flags2 |= (RF2_HUMAN);
277 if ((subject_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL))) {
279 if (is_original_ap(m_ptr) && !subject_ptr->image)
280 r_ptr->r_flags3 |= (RF3_EVIL);
283 if ((subject_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD))) {
285 if (is_original_ap(m_ptr) && !subject_ptr->image)
286 r_ptr->r_flags3 |= (RF3_GOOD);
289 if ((subject_ptr->esp_nonliving) && ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING)) {
291 if (is_original_ap(m_ptr) && !subject_ptr->image)
292 r_ptr->r_flags3 |= (RF3_NONLIVING);
295 if ((subject_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE))) {
297 if (is_original_ap(m_ptr) && !subject_ptr->image)
298 r_ptr->r_flags1 |= (RF1_UNIQUE);
302 if (player_has_los_bold(subject_ptr, fy, fx) && !subject_ptr->blind) {
303 bool do_invisible = FALSE;
304 bool do_cold_blood = FALSE;
306 if (subject_ptr->concent >= CONCENT_RADAR_THRESHOLD) {
310 if (distance <= subject_ptr->see_infra) {
311 if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD) {
312 do_cold_blood = TRUE;
318 if (player_can_see_bold(subject_ptr, fy, fx)) {
319 if (r_ptr->flags2 & (RF2_INVISIBLE)) {
321 if (subject_ptr->see_inv) {
330 if (is_original_ap(m_ptr) && !subject_ptr->image) {
332 r_ptr->r_flags2 |= (RF2_INVISIBLE);
334 r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
340 /* The monster is now visible */
344 lite_spot(subject_ptr, fy, fx);
346 if (subject_ptr->health_who == m_idx)
347 subject_ptr->redraw |= (PR_HEALTH);
348 if (subject_ptr->riding == m_idx)
349 subject_ptr->redraw |= (PR_UHEALTH);
351 if (!subject_ptr->image) {
352 if ((m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
353 r_info[MON_KAGE].r_sights++;
354 else if (is_original_ap(m_ptr) && (r_ptr->r_sights < MAX_SHORT))
358 if (r_info[m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR) {
359 sanity_blast(subject_ptr, m_ptr, FALSE);
363 && (projectable(subject_ptr, m_ptr->fy, m_ptr->fx, subject_ptr->y, subject_ptr->x)
364 && projectable(subject_ptr, subject_ptr->y, subject_ptr->x, m_ptr->fy, m_ptr->fx))) {
365 if (disturb_pets || is_hostile(m_ptr))
366 disturb(subject_ptr, TRUE, TRUE);
371 /* The monster is not visible */
375 lite_spot(subject_ptr, fy, fx);
377 if (subject_ptr->health_who == m_idx)
378 subject_ptr->redraw |= (PR_HEALTH);
379 if (subject_ptr->riding == m_idx)
380 subject_ptr->redraw |= (PR_UHEALTH);
382 if (disturb_pets || is_hostile(m_ptr))
383 disturb(subject_ptr, TRUE, TRUE);
388 /* The monster is now easily visible */
390 if (!(m_ptr->mflag & (MFLAG_VIEW))) {
391 m_ptr->mflag |= (MFLAG_VIEW);
393 if (disturb_pets || is_hostile(m_ptr))
394 disturb(subject_ptr, TRUE, TRUE);
401 /* The monster is not easily visible */
403 if (!(m_ptr->mflag & (MFLAG_VIEW)))
406 /* Mark as not easily visible */
407 m_ptr->mflag &= ~(MFLAG_VIEW);
410 if (disturb_pets || is_hostile(m_ptr))
411 disturb(subject_ptr, TRUE, TRUE);
416 * @param player_ptr プレーヤーへの参照ポインタ
417 * @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).
418 * @param full 距離更新を行うならtrue
421 void update_monsters(player_type *player_ptr, bool full)
423 floor_type *floor_ptr = player_ptr->current_floor_ptr;
424 for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++) {
425 monster_type *m_ptr = &floor_ptr->m_list[i];
426 if (!monster_is_valid(m_ptr))
428 update_monster(player_ptr, i, full);
433 * @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.
434 * @param m_idx 更新を行う「モンスター情報ID
438 void update_smart_learn(player_type *player_ptr, MONSTER_IDX m_idx, int what)
440 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
441 monster_race *r_ptr = &r_info[m_ptr->r_idx];
445 if (r_ptr->flags2 & (RF2_STUPID))
447 if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50))
452 if (player_ptr->resist_acid)
453 m_ptr->smart |= (SM_RES_ACID);
454 if (is_oppose_acid(player_ptr))
455 m_ptr->smart |= (SM_OPP_ACID);
456 if (has_immune_acid(player_ptr))
457 m_ptr->smart |= (SM_IMM_ACID);
461 if (player_ptr->resist_elec)
462 m_ptr->smart |= (SM_RES_ELEC);
463 if (is_oppose_elec(player_ptr))
464 m_ptr->smart |= (SM_OPP_ELEC);
465 if (has_immune_elec(player_ptr))
466 m_ptr->smart |= (SM_IMM_ELEC);
470 if (player_ptr->resist_fire)
471 m_ptr->smart |= (SM_RES_FIRE);
472 if (is_oppose_fire(player_ptr))
473 m_ptr->smart |= (SM_OPP_FIRE);
474 if (has_immune_fire(player_ptr))
475 m_ptr->smart |= (SM_IMM_FIRE);
479 if (player_ptr->resist_cold)
480 m_ptr->smart |= (SM_RES_COLD);
481 if (is_oppose_cold(player_ptr))
482 m_ptr->smart |= (SM_OPP_COLD);
483 if (has_immune_cold(player_ptr))
484 m_ptr->smart |= (SM_IMM_COLD);
488 if (player_ptr->resist_pois)
489 m_ptr->smart |= (SM_RES_POIS);
490 if (is_oppose_pois(player_ptr))
491 m_ptr->smart |= (SM_OPP_POIS);
495 if (player_ptr->resist_neth)
496 m_ptr->smart |= (SM_RES_NETH);
500 if (player_ptr->resist_lite)
501 m_ptr->smart |= (SM_RES_LITE);
505 if (player_ptr->resist_dark)
506 m_ptr->smart |= (SM_RES_DARK);
510 if (player_ptr->resist_fear)
511 m_ptr->smart |= (SM_RES_FEAR);
515 if (player_ptr->resist_conf)
516 m_ptr->smart |= (SM_RES_CONF);
520 if (player_ptr->resist_chaos)
521 m_ptr->smart |= (SM_RES_CHAOS);
525 if (player_ptr->resist_disen)
526 m_ptr->smart |= (SM_RES_DISEN);
530 if (player_ptr->resist_blind)
531 m_ptr->smart |= (SM_RES_BLIND);
535 if (player_ptr->resist_nexus)
536 m_ptr->smart |= (SM_RES_NEXUS);
540 if (player_ptr->resist_sound)
541 m_ptr->smart |= (SM_RES_SOUND);
545 if (player_ptr->resist_shard)
546 m_ptr->smart |= (SM_RES_SHARD);
550 if (player_ptr->free_act)
551 m_ptr->smart |= (SM_IMM_FREE);
555 if (!player_ptr->msp)
556 m_ptr->smart |= (SM_IMM_MANA);
560 if (player_ptr->reflect)
561 m_ptr->smart |= (SM_IMM_REFLECT);