2 * @brief モンスターの逃走・隠匿に関する処理
7 #include "monster-floor/monster-safety-hiding.h"
8 #include "floor/cave.h"
10 #include "monster-floor/monster-dist-offsets.h"
11 #include "monster-race/monster-race.h"
12 #include "monster/monster-flag-types.h"
13 #include "monster/monster-info.h"
14 #include "mspell/mspell-checker.h"
15 #include "system/floor-type-definition.h"
16 #include "target/projection-path-calculator.h"
19 * @brief モンスターが逃げ込める地点を走査する
20 * @param target_ptr プレーヤーへの参照ポインタ
21 * @param m_idx モンスターID
24 * @param d モンスターがいる地点からの距離
27 static coordinate_candidate sweep_safe_coordinate(player_type *target_ptr, MONSTER_IDX m_idx, const POSITION *y_offsets, const POSITION *x_offsets, int d)
29 coordinate_candidate candidate = init_coordinate_candidate();
30 floor_type *floor_ptr = target_ptr->current_floor_ptr;
31 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
32 for (POSITION i = 0, dx = x_offsets[0], dy = y_offsets[0]; dx != 0 || dy != 0; i++, dx = x_offsets[i], dy = y_offsets[i]) {
33 POSITION y = m_ptr->fy + dy;
34 POSITION x = m_ptr->fx + dx;
35 if (!in_bounds(floor_ptr, y, x))
39 g_ptr = &floor_ptr->grid_array[y][x];
41 BIT_FLAGS16 riding_mode = (m_idx == target_ptr->riding) ? CEM_RIDING : 0;
42 if (!monster_can_cross_terrain(target_ptr, g_ptr->feat, &r_info[m_ptr->r_idx], riding_mode))
45 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW)) {
48 if (g_ptr->dist > floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist + 2 * d)
52 if (projectable(target_ptr, target_ptr->y, target_ptr->x, y, x))
55 POSITION dis = distance(y, x, target_ptr->y, target_ptr->x);
56 if (dis <= candidate.gdis)
68 * @brief モンスターが逃げ込める安全な地点を返す /
69 * Choose a "safe" location near a monster for it to run toward.
70 * @param target_ptr プレーヤーへの参照ポインタ
71 * @param m_idx モンスターの参照ID
72 * @param yp 移動先のマスのY座標を返す参照ポインタ
73 * @param xp 移動先のマスのX座標を返す参照ポインタ
74 * @return 有効なマスがあった場合TRUEを返す
76 * A location is "safe" if it can be reached quickly and the player\n
77 * is not able to fire into it (it isn't a "clean shot"). So, this will\n
78 * cause monsters to "duck" behind walls. Hopefully, monsters will also\n
79 * try to run towards corridor openings if they are in a room.\n
81 * This function may take lots of CPU time if lots of monsters are\n
84 * Return TRUE if a safe location is available.\n
86 bool find_safety(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
88 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
89 for (POSITION d = 1; d < 10; d++) {
90 const POSITION *y_offsets;
91 y_offsets = dist_offsets_y[d];
93 const POSITION *x_offsets;
94 x_offsets = dist_offsets_x[d];
96 coordinate_candidate candidate = sweep_safe_coordinate(target_ptr, m_idx, y_offsets, x_offsets, d);
98 if (candidate.gdis <= 0)
101 *yp = m_ptr->fy - candidate.gy;
102 *xp = m_ptr->fx - candidate.gx;
111 * @brief モンスターが隠れられる地点を走査する
112 * @param target_ptr プレーヤーへの参照ポインタ
113 * @param m_idx モンスターID
116 * @param candidate 隠れられる地点の候補地
119 static void sweep_hiding_candidate(
120 player_type *target_ptr, monster_type *m_ptr, const POSITION *y_offsets, const POSITION *x_offsets, coordinate_candidate *candidate)
122 monster_race *r_ptr = &r_info[m_ptr->r_idx];
123 for (POSITION i = 0, dx = x_offsets[0], dy = y_offsets[0]; dx != 0 || dy != 0; i++, dx = x_offsets[i], dy = y_offsets[i]) {
124 POSITION y = m_ptr->fy + dy;
125 POSITION x = m_ptr->fx + dx;
126 if (!in_bounds(target_ptr->current_floor_ptr, y, x))
128 if (!monster_can_enter(target_ptr, y, x, r_ptr, 0))
130 if (projectable(target_ptr, target_ptr->y, target_ptr->x, y, x) || !clean_shot(target_ptr, m_ptr->fy, m_ptr->fx, y, x, FALSE))
133 POSITION dis = distance(y, x, target_ptr->y, target_ptr->x);
134 if (dis < candidate->gdis && dis >= 2) {
137 candidate->gdis = dis;
143 * @brief モンスターが隠れ潜める地点を返す /
144 * Choose a good hiding place near a monster for it to run toward.
145 * @param target_ptr プレーヤーへの参照ポインタ
146 * @param m_idx モンスターの参照ID
147 * @param yp 移動先のマスのY座標を返す参照ポインタ
148 * @param xp 移動先のマスのX座標を返す参照ポインタ
149 * @return 有効なマスがあった場合TRUEを返す
151 * Pack monsters will use this to "ambush" the player and lure him out\n
152 * of corridors into open space so they can swarm him.\n
154 * Return TRUE if a good location is available.\n
156 bool find_hiding(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
158 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
159 coordinate_candidate candidate = init_coordinate_candidate();
160 candidate.gdis = 999;
162 for (POSITION d = 1; d < 10; d++) {
163 const POSITION *y_offsets;
164 y_offsets = dist_offsets_y[d];
166 const POSITION *x_offsets;
167 x_offsets = dist_offsets_x[d];
169 sweep_hiding_candidate(target_ptr, m_ptr, y_offsets, x_offsets, &candidate);
170 if (candidate.gdis >= 999)
173 *yp = m_ptr->fy - candidate.gy;
174 *xp = m_ptr->fx - candidate.gx;