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"
9 #include "floor/geometry.h"
10 #include "grid/grid.h"
11 #include "monster-floor/monster-dist-offsets.h"
12 #include "monster-race/monster-race.h"
13 #include "monster/monster-flag-types.h"
14 #include "monster/monster-info.h"
15 #include "monster/monster-processor-util.h"
16 #include "mspell/mspell-checker.h"
17 #include "system/floor-type-definition.h"
18 #include "system/grid-type-definition.h"
19 #include "system/monster-race-definition.h"
20 #include "system/monster-type-definition.h"
21 #include "system/player-type-definition.h"
22 #include "target/projection-path-calculator.h"
25 * @brief モンスターが逃げ込める地点を走査する
26 * @param target_ptr プレーヤーへの参照ポインタ
27 * @param m_idx モンスターID
30 * @param d モンスターがいる地点からの距離
33 static coordinate_candidate sweep_safe_coordinate(player_type *target_ptr, MONSTER_IDX m_idx, const POSITION *y_offsets, const POSITION *x_offsets, int d)
35 coordinate_candidate candidate = init_coordinate_candidate();
36 floor_type *floor_ptr = target_ptr->current_floor_ptr;
37 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
38 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]) {
39 POSITION y = m_ptr->fy + dy;
40 POSITION x = m_ptr->fx + dx;
41 if (!in_bounds(floor_ptr, y, x))
44 monster_race *r_ptr = &r_info[m_ptr->r_idx];
46 g_ptr = &floor_ptr->grid_array[y][x];
48 BIT_FLAGS16 riding_mode = (m_idx == target_ptr->riding) ? CEM_RIDING : 0;
49 if (!monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, riding_mode))
52 if (m_ptr->mflag2.has_not(MFLAG2::NOFLOW)) {
53 byte dist = grid_dist(g_ptr, r_ptr);
56 if (dist > grid_dist(&floor_ptr->grid_array[m_ptr->fy][m_ptr->fx], r_ptr) + 2 * d)
60 if (projectable(target_ptr, target_ptr->y, target_ptr->x, y, x))
63 POSITION dis = distance(y, x, target_ptr->y, target_ptr->x);
64 if (dis <= candidate.gdis)
76 * @brief モンスターが逃げ込める安全な地点を返す /
77 * Choose a "safe" location near a monster for it to run toward.
78 * @param target_ptr プレーヤーへの参照ポインタ
79 * @param m_idx モンスターの参照ID
80 * @param yp 移動先のマスのY座標を返す参照ポインタ
81 * @param xp 移動先のマスのX座標を返す参照ポインタ
82 * @return 有効なマスがあった場合TRUEを返す
84 * A location is "safe" if it can be reached quickly and the player\n
85 * is not able to fire into it (it isn't a "clean shot"). So, this will\n
86 * cause monsters to "duck" behind walls. Hopefully, monsters will also\n
87 * try to run towards corridor openings if they are in a room.\n
89 * This function may take lots of CPU time if lots of monsters are\n
92 * Return TRUE if a safe location is available.\n
94 bool find_safety(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
96 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
97 for (POSITION d = 1; d < 10; d++) {
98 const POSITION *y_offsets;
99 y_offsets = dist_offsets_y[d];
101 const POSITION *x_offsets;
102 x_offsets = dist_offsets_x[d];
104 coordinate_candidate candidate = sweep_safe_coordinate(target_ptr, m_idx, y_offsets, x_offsets, d);
106 if (candidate.gdis <= 0)
109 *yp = m_ptr->fy - candidate.gy;
110 *xp = m_ptr->fx - candidate.gx;
119 * @brief モンスターが隠れられる地点を走査する
120 * @param target_ptr プレーヤーへの参照ポインタ
121 * @param m_idx モンスターID
124 * @param candidate 隠れられる地点の候補地
126 static void sweep_hiding_candidate(
127 player_type *target_ptr, monster_type *m_ptr, const POSITION *y_offsets, const POSITION *x_offsets, coordinate_candidate *candidate)
129 monster_race *r_ptr = &r_info[m_ptr->r_idx];
130 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]) {
131 POSITION y = m_ptr->fy + dy;
132 POSITION x = m_ptr->fx + dx;
133 if (!in_bounds(target_ptr->current_floor_ptr, y, x))
135 if (!monster_can_enter(target_ptr, y, x, r_ptr, 0))
137 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))
140 POSITION dis = distance(y, x, target_ptr->y, target_ptr->x);
141 if (dis < candidate->gdis && dis >= 2) {
144 candidate->gdis = dis;
150 * @brief モンスターが隠れ潜める地点を返す /
151 * Choose a good hiding place near a monster for it to run toward.
152 * @param target_ptr プレーヤーへの参照ポインタ
153 * @param m_idx モンスターの参照ID
154 * @param yp 移動先のマスのY座標を返す参照ポインタ
155 * @param xp 移動先のマスのX座標を返す参照ポインタ
156 * @return 有効なマスがあった場合TRUEを返す
158 * Pack monsters will use this to "ambush" the player and lure him out\n
159 * of corridors into open space so they can swarm him.\n
161 * Return TRUE if a good location is available.\n
163 bool find_hiding(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
165 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
166 coordinate_candidate candidate = init_coordinate_candidate();
167 candidate.gdis = 999;
169 for (POSITION d = 1; d < 10; d++) {
170 const POSITION *y_offsets;
171 y_offsets = dist_offsets_y[d];
173 const POSITION *x_offsets;
174 x_offsets = dist_offsets_x[d];
176 sweep_hiding_candidate(target_ptr, m_ptr, y_offsets, x_offsets, &candidate);
177 if (candidate.gdis >= 999)
180 *yp = m_ptr->fy - candidate.gy;
181 *xp = m_ptr->fx - candidate.gx;