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 "status/element-resistance.h"
33 #include "system/floor-type-definition.h"
34 #include "target/projection-path-calculator.h"
37 * @brief 騎乗中のモンスター情報を更新する
38 * @param target_ptr プレーヤーへの参照ポインタ
39 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
40 * @param m_idx モンスターID
41 * @param oy 移動前の、モンスターのY座標
42 * @param ox 移動前の、モンスターのX座標
43 * @param ny 移動後の、モンスターのY座標
44 * @param ox 移動後の、モンスターのX座標
45 * @return アイテム等に影響を及ぼしたらTRUE
47 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)
49 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
51 g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
53 y_ptr = &target_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
54 if (turn_flags_ptr->is_riding_mon)
55 return move_player_effect(target_ptr, ny, nx, MPE_DONT_PICKUP);
57 target_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
62 update_monster(target_ptr, g_ptr->m_idx, TRUE);
68 update_monster(target_ptr, m_idx, TRUE);
70 lite_spot(target_ptr, oy, ox);
71 lite_spot(target_ptr, ny, nx);
77 * @brief updateフィールドを更新する
78 * @param target_ptr プレーヤーへの参照ポインタ
79 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
82 void update_player_type(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_race *r_ptr)
84 if (turn_flags_ptr->do_view)
86 target_ptr->update |= (PU_FLOW);
87 target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
90 if (turn_flags_ptr->do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
91 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !target_ptr->phase_out)))
93 target_ptr->update |= (PU_MON_LITE);
99 * @brief モンスターのフラグを更新する
100 * @param target_ptr プレーヤーへの参照ポインタ
101 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
102 * @param m_ptr モンスターへの参照ポインタ
105 void update_monster_race_flags(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr)
107 monster_race *r_ptr = &r_info[m_ptr->r_idx];
108 if (!is_original_ap_and_seen(target_ptr, m_ptr)) return;
110 if (turn_flags_ptr->did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
111 if (turn_flags_ptr->did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
112 if (turn_flags_ptr->did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
113 if (turn_flags_ptr->did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
114 if (turn_flags_ptr->did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
115 if (turn_flags_ptr->did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
116 if (turn_flags_ptr->did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
121 * @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
122 * @param monster_race_idx モンスターID
123 * @param window ウィンドウフラグ
124 * @param old_race_flags_ptr モンスターフラグへの参照ポインタ
127 void update_player_window(player_type *target_ptr, old_race_flags *old_race_flags_ptr)
130 r_ptr = &r_info[target_ptr->monster_race_idx];
131 if ((old_race_flags_ptr->old_r_flags1 != r_ptr->r_flags1) ||
132 (old_race_flags_ptr->old_r_flags2 != r_ptr->r_flags2) ||
133 (old_race_flags_ptr->old_r_flags3 != r_ptr->r_flags3) ||
134 (old_race_flags_ptr->old_r_flags4 != r_ptr->r_flags4) ||
135 (old_race_flags_ptr->old_r_flags5 != r_ptr->r_flags5) ||
136 (old_race_flags_ptr->old_r_flags6 != r_ptr->r_flags6) ||
137 (old_race_flags_ptr->old_r_flagsr != r_ptr->r_flagsr) ||
138 (old_race_flags_ptr->old_r_blows0 != r_ptr->r_blows[0]) ||
139 (old_race_flags_ptr->old_r_blows1 != r_ptr->r_blows[1]) ||
140 (old_race_flags_ptr->old_r_blows2 != r_ptr->r_blows[2]) ||
141 (old_race_flags_ptr->old_r_blows3 != r_ptr->r_blows[3]) ||
142 (old_race_flags_ptr->old_r_cast_spell != r_ptr->r_cast_spell))
144 target_ptr->window |= (PW_MONSTER);
149 * @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
150 * @param m_idx 更新するモンスター情報のID
151 * @param full プレイヤーとの距離更新を行うならばtrue
154 void update_monster(player_type *subject_ptr, MONSTER_IDX m_idx, bool full)
156 monster_type *m_ptr = &subject_ptr->current_floor_ptr->m_list[m_idx];
157 monster_race *r_ptr = &r_info[m_ptr->r_idx];
159 bool do_disturb = disturb_move;
161 POSITION fy = m_ptr->fy;
162 POSITION fx = m_ptr->fx;
166 bool in_darkness = (d_info[subject_ptr->dungeon_idx].flags1 & DF1_DARKNESS) && !subject_ptr->see_nocto;
168 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
169 if (ap_r_ptr->r_tkills && ap_r_ptr->level >= subject_ptr->lev)
175 int dy = (subject_ptr->y > fy) ? (subject_ptr->y - fy) : (fy - subject_ptr->y);
176 int dx = (subject_ptr->x > fx) ? (subject_ptr->x - fx) : (fx - subject_ptr->x);
178 distance = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
184 m_ptr->cdis = distance;
186 distance = m_ptr->cdis;
189 if (m_ptr->mflag2 & (MFLAG2_MARK))
192 if (distance <= (in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT)) {
193 if (!in_darkness || (distance <= MAX_SIGHT / 4)) {
194 if (subject_ptr->special_defense & KATA_MUSOU) {
196 if (is_original_ap(m_ptr) && !subject_ptr->image) {
197 if (r_ptr->flags2 & (RF2_SMART))
198 r_ptr->r_flags2 |= (RF2_SMART);
199 if (r_ptr->flags2 & (RF2_STUPID))
200 r_ptr->r_flags2 |= (RF2_STUPID);
202 } else if (subject_ptr->telepathy) {
203 if (r_ptr->flags2 & (RF2_EMPTY_MIND)) {
204 if (is_original_ap(m_ptr) && !subject_ptr->image)
205 r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
206 } else if (r_ptr->flags2 & (RF2_WEIRD_MIND)) {
207 if ((m_idx % 10) == 5) {
209 if (is_original_ap(m_ptr) && !subject_ptr->image) {
210 r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
211 if (r_ptr->flags2 & (RF2_SMART))
212 r_ptr->r_flags2 |= (RF2_SMART);
213 if (r_ptr->flags2 & (RF2_STUPID))
214 r_ptr->r_flags2 |= (RF2_STUPID);
219 if (is_original_ap(m_ptr) && !subject_ptr->image) {
220 if (r_ptr->flags2 & (RF2_SMART))
221 r_ptr->r_flags2 |= (RF2_SMART);
222 if (r_ptr->flags2 & (RF2_STUPID))
223 r_ptr->r_flags2 |= (RF2_STUPID);
228 if ((subject_ptr->esp_animal) && (r_ptr->flags3 & (RF3_ANIMAL))) {
230 if (is_original_ap(m_ptr) && !subject_ptr->image)
231 r_ptr->r_flags3 |= (RF3_ANIMAL);
234 if ((subject_ptr->esp_undead) && (r_ptr->flags3 & (RF3_UNDEAD))) {
236 if (is_original_ap(m_ptr) && !subject_ptr->image)
237 r_ptr->r_flags3 |= (RF3_UNDEAD);
240 if ((subject_ptr->esp_demon) && (r_ptr->flags3 & (RF3_DEMON))) {
242 if (is_original_ap(m_ptr) && !subject_ptr->image)
243 r_ptr->r_flags3 |= (RF3_DEMON);
246 if ((subject_ptr->esp_orc) && (r_ptr->flags3 & (RF3_ORC))) {
248 if (is_original_ap(m_ptr) && !subject_ptr->image)
249 r_ptr->r_flags3 |= (RF3_ORC);
252 if ((subject_ptr->esp_troll) && (r_ptr->flags3 & (RF3_TROLL))) {
254 if (is_original_ap(m_ptr) && !subject_ptr->image)
255 r_ptr->r_flags3 |= (RF3_TROLL);
258 if ((subject_ptr->esp_giant) && (r_ptr->flags3 & (RF3_GIANT))) {
260 if (is_original_ap(m_ptr) && !subject_ptr->image)
261 r_ptr->r_flags3 |= (RF3_GIANT);
264 if ((subject_ptr->esp_dragon) && (r_ptr->flags3 & (RF3_DRAGON))) {
266 if (is_original_ap(m_ptr) && !subject_ptr->image)
267 r_ptr->r_flags3 |= (RF3_DRAGON);
270 if ((subject_ptr->esp_human) && (r_ptr->flags2 & (RF2_HUMAN))) {
272 if (is_original_ap(m_ptr) && !subject_ptr->image)
273 r_ptr->r_flags2 |= (RF2_HUMAN);
276 if ((subject_ptr->esp_evil) && (r_ptr->flags3 & (RF3_EVIL))) {
278 if (is_original_ap(m_ptr) && !subject_ptr->image)
279 r_ptr->r_flags3 |= (RF3_EVIL);
282 if ((subject_ptr->esp_good) && (r_ptr->flags3 & (RF3_GOOD))) {
284 if (is_original_ap(m_ptr) && !subject_ptr->image)
285 r_ptr->r_flags3 |= (RF3_GOOD);
288 if ((subject_ptr->esp_nonliving) && ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING)) {
290 if (is_original_ap(m_ptr) && !subject_ptr->image)
291 r_ptr->r_flags3 |= (RF3_NONLIVING);
294 if ((subject_ptr->esp_unique) && (r_ptr->flags1 & (RF1_UNIQUE))) {
296 if (is_original_ap(m_ptr) && !subject_ptr->image)
297 r_ptr->r_flags1 |= (RF1_UNIQUE);
301 if (player_has_los_bold(subject_ptr, fy, fx) && !subject_ptr->blind) {
302 bool do_invisible = FALSE;
303 bool do_cold_blood = FALSE;
305 if (subject_ptr->concent >= CONCENT_RADAR_THRESHOLD) {
309 if (distance <= subject_ptr->see_infra) {
310 if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD) {
311 do_cold_blood = TRUE;
317 if (player_can_see_bold(subject_ptr, fy, fx)) {
318 if (r_ptr->flags2 & (RF2_INVISIBLE)) {
320 if (subject_ptr->see_inv) {
329 if (is_original_ap(m_ptr) && !subject_ptr->image) {
331 r_ptr->r_flags2 |= (RF2_INVISIBLE);
333 r_ptr->r_flags2 |= (RF2_COLD_BLOOD);
339 /* The monster is now visible */
343 lite_spot(subject_ptr, fy, fx);
345 if (subject_ptr->health_who == m_idx)
346 subject_ptr->redraw |= (PR_HEALTH);
347 if (subject_ptr->riding == m_idx)
348 subject_ptr->redraw |= (PR_UHEALTH);
350 if (!subject_ptr->image) {
351 if ((m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
352 r_info[MON_KAGE].r_sights++;
353 else if (is_original_ap(m_ptr) && (r_ptr->r_sights < MAX_SHORT))
357 if (r_info[m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR) {
358 sanity_blast(subject_ptr, m_ptr, FALSE);
362 && (projectable(subject_ptr, m_ptr->fy, m_ptr->fx, subject_ptr->y, subject_ptr->x)
363 && projectable(subject_ptr, subject_ptr->y, subject_ptr->x, m_ptr->fy, m_ptr->fx))) {
364 if (disturb_pets || is_hostile(m_ptr))
365 disturb(subject_ptr, TRUE, TRUE);
370 /* The monster is not visible */
374 lite_spot(subject_ptr, fy, fx);
376 if (subject_ptr->health_who == m_idx)
377 subject_ptr->redraw |= (PR_HEALTH);
378 if (subject_ptr->riding == m_idx)
379 subject_ptr->redraw |= (PR_UHEALTH);
381 if (disturb_pets || is_hostile(m_ptr))
382 disturb(subject_ptr, TRUE, TRUE);
387 /* The monster is now easily visible */
389 if (!(m_ptr->mflag & (MFLAG_VIEW))) {
390 m_ptr->mflag |= (MFLAG_VIEW);
392 if (disturb_pets || is_hostile(m_ptr))
393 disturb(subject_ptr, TRUE, TRUE);
400 /* The monster is not easily visible */
402 if (!(m_ptr->mflag & (MFLAG_VIEW)))
405 /* Mark as not easily visible */
406 m_ptr->mflag &= ~(MFLAG_VIEW);
409 if (disturb_pets || is_hostile(m_ptr))
410 disturb(subject_ptr, TRUE, TRUE);
415 * @param player_ptr プレーヤーへの参照ポインタ
416 * @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).
417 * @param full 距離更新を行うならtrue
420 void update_monsters(player_type *player_ptr, bool full)
422 floor_type *floor_ptr = player_ptr->current_floor_ptr;
423 for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++) {
424 monster_type *m_ptr = &floor_ptr->m_list[i];
425 if (!monster_is_valid(m_ptr))
427 update_monster(player_ptr, i, full);
432 * @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.
433 * @param m_idx 更新を行う「モンスター情報ID
437 void update_smart_learn(player_type *player_ptr, MONSTER_IDX m_idx, int what)
439 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
440 monster_race *r_ptr = &r_info[m_ptr->r_idx];
444 if (r_ptr->flags2 & (RF2_STUPID))
446 if (!(r_ptr->flags2 & (RF2_SMART)) && (randint0(100) < 50))
451 if (player_ptr->resist_acid)
452 m_ptr->smart |= (SM_RES_ACID);
453 if (is_oppose_acid(player_ptr))
454 m_ptr->smart |= (SM_OPP_ACID);
455 if (player_ptr->immune_acid)
456 m_ptr->smart |= (SM_IMM_ACID);
460 if (player_ptr->resist_elec)
461 m_ptr->smart |= (SM_RES_ELEC);
462 if (is_oppose_elec(player_ptr))
463 m_ptr->smart |= (SM_OPP_ELEC);
464 if (player_ptr->immune_elec)
465 m_ptr->smart |= (SM_IMM_ELEC);
469 if (player_ptr->resist_fire)
470 m_ptr->smart |= (SM_RES_FIRE);
471 if (is_oppose_fire(player_ptr))
472 m_ptr->smart |= (SM_OPP_FIRE);
473 if (player_ptr->immune_fire)
474 m_ptr->smart |= (SM_IMM_FIRE);
478 if (player_ptr->resist_cold)
479 m_ptr->smart |= (SM_RES_COLD);
480 if (is_oppose_cold(player_ptr))
481 m_ptr->smart |= (SM_OPP_COLD);
482 if (player_ptr->immune_cold)
483 m_ptr->smart |= (SM_IMM_COLD);
487 if (player_ptr->resist_pois)
488 m_ptr->smart |= (SM_RES_POIS);
489 if (is_oppose_pois(player_ptr))
490 m_ptr->smart |= (SM_OPP_POIS);
494 if (player_ptr->resist_neth)
495 m_ptr->smart |= (SM_RES_NETH);
499 if (player_ptr->resist_lite)
500 m_ptr->smart |= (SM_RES_LITE);
504 if (player_ptr->resist_dark)
505 m_ptr->smart |= (SM_RES_DARK);
509 if (player_ptr->resist_fear)
510 m_ptr->smart |= (SM_RES_FEAR);
514 if (player_ptr->resist_conf)
515 m_ptr->smart |= (SM_RES_CONF);
519 if (player_ptr->resist_chaos)
520 m_ptr->smart |= (SM_RES_CHAOS);
524 if (player_ptr->resist_disen)
525 m_ptr->smart |= (SM_RES_DISEN);
529 if (player_ptr->resist_blind)
530 m_ptr->smart |= (SM_RES_BLIND);
534 if (player_ptr->resist_nexus)
535 m_ptr->smart |= (SM_RES_NEXUS);
539 if (player_ptr->resist_sound)
540 m_ptr->smart |= (SM_RES_SOUND);
544 if (player_ptr->resist_shard)
545 m_ptr->smart |= (SM_RES_SHARD);
549 if (player_ptr->free_act)
550 m_ptr->smart |= (SM_IMM_FREE);
554 if (!player_ptr->msp)
555 m_ptr->smart |= (SM_IMM_MANA);
559 if (player_ptr->reflect)
560 m_ptr->smart |= (SM_IMM_REFLECT);