2 * @brief モンスターの移動方向を走査する処理
7 #include "monster-floor/monster-sweep-grid.h"
8 #include "floor/cave.h"
9 #include "floor/line-of-sight.h"
10 #include "grid/feature.h"
11 #include "grid/grid.h"
12 #include "monster-race/monster-race.h"
13 #include "monster-race/race-flags-ability1.h"
14 #include "monster-race/race-flags-ability2.h"
15 #include "monster-race/race-flags1.h"
16 #include "monster-race/race-flags2.h"
17 #include "monster-race/race-flags3.h"
18 #include "monster-race/race-flags4.h"
19 #include "monster/monster-flag-types.h"
20 #include "monster/monster-info.h"
21 #include "monster-floor/monster-safety-hiding.h"
22 #include "monster/monster-status.h"
23 #include "mspell/mspell-mask-definitions.h"
24 #include "system/floor-type-definition.h"
25 #include "target/projection-path-calculator.h"
26 #include "player/player-status-flags.h"
29 * @brief モンスターがプレイヤーから逃走するかどうかを返す /
30 * Returns whether a given monster will try to run from the player.
31 * @param m_idx 逃走するモンスターの参照ID
32 * @return モンスターがプレイヤーから逃走するならばTRUEを返す。
34 * Monsters will attempt to avoid very powerful players. See below.\n
36 * Because this function is called so often, little details are important\n
37 * for efficiency. Like not using "mod" or "div" when possible. And\n
38 * attempting to check the conditions in an optimal order. Note that\n
39 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
41 * Note that this function is responsible for about one to five percent\n
42 * of the processor use in normal conditions...\n
44 static bool mon_will_run(player_type *target_ptr, MONSTER_IDX m_idx)
46 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
47 monster_race *r_ptr = &r_info[m_ptr->r_idx];
51 return ((target_ptr->pet_follow_distance < 0) &&
52 (m_ptr->cdis <= (0 - target_ptr->pet_follow_distance)));
55 if (m_ptr->cdis > MAX_SIGHT + 5) return FALSE;
56 if (monster_fear_remaining(m_ptr)) return TRUE;
57 if (m_ptr->cdis <= 5) return FALSE;
59 PLAYER_LEVEL p_lev = target_ptr->lev;
60 DEPTH m_lev = r_ptr->level + (m_idx & 0x08) + 25;
61 if (m_lev > p_lev + 4) return FALSE;
62 if (m_lev + 4 <= p_lev) return TRUE;
64 HIT_POINT p_chp = target_ptr->chp;
65 HIT_POINT p_mhp = target_ptr->mhp;
66 HIT_POINT m_chp = m_ptr->hp;
67 HIT_POINT m_mhp = m_ptr->maxhp;
68 u32b p_val = (p_lev * p_mhp) + (p_chp << 2);
69 u32b m_val = (m_lev * m_mhp) + (m_chp << 2);
70 if (p_val * m_mhp > m_val * p_mhp) return TRUE;
77 * @brief モンスターがプレイヤーに向けて遠距離攻撃を行うことが可能なマスを走査する /
78 * Search spell castable grid
79 * @param target_ptr プレーヤーへの参照ポインタ
80 * @param m_idx モンスターの参照ID
81 * @param yp 適したマスのY座標を返す参照ポインタ
82 * @param xp 適したマスのX座標を返す参照ポインタ
83 * @return 有効なマスがあった場合TRUEを返す
85 static bool sweep_ranged_attack_grid(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
87 floor_type *floor_ptr = target_ptr->current_floor_ptr;
88 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
89 monster_race *r_ptr = &r_info[m_ptr->r_idx];
91 POSITION y1 = m_ptr->fy;
92 POSITION x1 = m_ptr->fx;
94 if (projectable(target_ptr, y1, x1, target_ptr->y, target_ptr->x)) return FALSE;
96 int now_cost = floor_ptr->grid_array[y1][x1].cost;
97 if (now_cost == 0) now_cost = 999;
99 bool can_open_door = FALSE;
100 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
102 can_open_door = TRUE;
106 for (int i = 7; i >= 0; i--)
108 POSITION y = y1 + ddy_ddd[i];
109 POSITION x = x1 + ddx_ddd[i];
110 if (!in_bounds2(floor_ptr, y, x)) continue;
111 if (player_bold(target_ptr, y, x)) return FALSE;
114 g_ptr = &floor_ptr->grid_array[y][x];
115 int cost = g_ptr->cost;
116 if (!(((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || has_pass_wall(target_ptr))) || ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding))))
118 if (cost == 0) continue;
119 if (!can_open_door && is_closed_door(target_ptr, g_ptr->feat)) continue;
122 if (cost == 0) cost = 998;
124 if (now_cost < cost) continue;
125 if (!projectable(target_ptr, y, x, target_ptr->y, target_ptr->x)) continue;
126 if (best < cost) continue;
129 *yp = y1 + ddy_ddd[i];
130 *xp = x1 + ddx_ddd[i];
133 if (best == 999) return FALSE;
140 * @brief モンスターがプレイヤーに向けて接近することが可能なマスを走査する /
141 * Choose the "best" direction for "flowing"
142 * @param m_idx モンスターの参照ID
143 * @param yp 移動先のマスのY座標を返す参照ポインタ
144 * @param xp 移動先のマスのX座標を返す参照ポインタ
145 * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
148 * Note that ghosts and rock-eaters are never allowed to "flow",\n
149 * since they should move directly towards the player.\n
151 * Prefer "non-diagonal" directions, but twiddle them a little\n
152 * to angle slightly towards the player's actual location.\n
154 * Allow very perceptive monsters to track old "spoor" left by\n
155 * previous locations occupied by the player. This will tend\n
156 * to have monsters end up either near the player or on a grid\n
157 * recently occupied by the player (and left via "teleport").\n
159 * Note that if "smell" is turned on, all monsters get vicious.\n
161 * Also note that teleporting away from a location will cause\n
162 * the monsters who were chasing you to converge on that location\n
163 * as long as you are still near enough to "annoy" them without\n
164 * being close enough to chase directly. I have no idea what will\n
165 * happen if you combine "smell" with low "aaf" values.\n
167 static void sweep_movable_grid(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
170 floor_type *floor_ptr = target_ptr->current_floor_ptr;
171 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
172 monster_race *r_ptr = &r_info[m_ptr->r_idx];
174 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
175 r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
176 r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
178 if (sweep_ranged_attack_grid(target_ptr, m_idx, yp, xp)) return;
182 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || has_pass_wall(target_ptr))) return;
183 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding)) return;
185 POSITION y1 = m_ptr->fy;
186 POSITION x1 = m_ptr->fx;
187 if (player_has_los_bold(target_ptr, y1, x1) && projectable(target_ptr, target_ptr->y, target_ptr->x, y1, x1)) return;
189 g_ptr = &floor_ptr->grid_array[y1][x1];
192 bool use_scent = FALSE;
197 else if (g_ptr->when)
199 if (floor_ptr->grid_array[target_ptr->y][target_ptr->x].when - g_ptr->when > 127) return;
209 for (int i = 7; i >= 0; i--)
211 POSITION y = y1 + ddy_ddd[i];
212 POSITION x = x1 + ddx_ddd[i];
214 if (!in_bounds2(floor_ptr, y, x)) continue;
216 g_ptr = &floor_ptr->grid_array[y][x];
219 int when = g_ptr->when;
220 if (best > when) continue;
227 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
236 if ((cost == 0) || (best < cost)) continue;
241 *yp = target_ptr->y + 16 * ddy_ddd[i];
242 *xp = target_ptr->x + 16 * ddx_ddd[i];
248 * @brief モンスターがプレイヤーから逃走することが可能なマスを走査する /
249 * Provide a location to flee to, but give the player a wide berth.
250 * @param m_idx モンスターの参照ID
251 * @param yp 移動先のマスのY座標を返す参照ポインタ
252 * @param xp 移動先のマスのX座標を返す参照ポインタ
253 * @return 有効なマスがあった場合TRUEを返す
255 * A monster may wish to flee to a location that is behind the player,\n
256 * but instead of heading directly for it, the monster should "swerve"\n
257 * around the player so that he has a smaller chance of getting hit.\n
259 static bool sweep_runnable_away_grid(floor_type *floor_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
261 POSITION gy = 0, gx = 0;
263 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
264 POSITION fy = m_ptr->fy;
265 POSITION fx = m_ptr->fx;
267 POSITION y1 = fy - (*yp);
268 POSITION x1 = fx - (*xp);
271 for (int i = 7; i >= 0; i--)
273 POSITION y = fy + ddy_ddd[i];
274 POSITION x = fx + ddx_ddd[i];
275 if (!in_bounds2(floor_ptr, y, x)) continue;
277 POSITION dis = distance(y, x, y1, x1);
278 POSITION s = 5000 / (dis + 3) - 500 / (floor_ptr->grid_array[y][x].dist + 1);
281 if (s < score) continue;
288 if (score == -1) return FALSE;
298 * todo 分割したいが条件が多すぎて適切な関数名と詳細処理を追いきれない……
299 * @brief モンスターの移動方向を返す /
300 * Choose "logical" directions for monster movement
301 * @param target_ptr プレーヤーへの参照ポインタ
302 * @param m_idx モンスターの参照ID
303 * @param mm 移動方向を返す方向IDの参照ポインタ
304 * @return 有効方向があった場合TRUEを返す
306 bool get_movable_grid(player_type *target_ptr, MONSTER_IDX m_idx, DIRECTION *mm)
308 floor_type *floor_ptr = target_ptr->current_floor_ptr;
309 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
310 monster_race *r_ptr = &r_info[m_ptr->r_idx];
311 POSITION y = 0, x = 0;
312 POSITION y2 = target_ptr->y;
313 POSITION x2 = target_ptr->x;
315 bool will_run = mon_will_run(target_ptr, m_idx);
317 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) != 0) && (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].cost > 2);
318 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) != 0) && ((m_idx != target_ptr->riding) || has_pass_wall(target_ptr));
320 if (!will_run && m_ptr->target_y)
322 int t_m_idx = floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
324 are_enemies(target_ptr, m_ptr, &floor_ptr->m_list[t_m_idx]) &&
325 los(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
326 projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
328 y = m_ptr->fy - m_ptr->target_y;
329 x = m_ptr->fx - m_ptr->target_x;
334 if (!done && !will_run && is_hostile(m_ptr) &&
335 (r_ptr->flags1 & RF1_FRIENDS) &&
336 ((los(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x) && projectable(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x)) ||
337 (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
339 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
340 !(r_ptr->flags2 & RF2_KILL_WALL))
343 for (int i = 0; i < 8; i++)
345 int xx = target_ptr->x + ddx_ddd[i];
346 int yy = target_ptr->y + ddy_ddd[i];
348 if (!in_bounds2(floor_ptr, yy, xx)) continue;
350 g_ptr = &floor_ptr->grid_array[yy][xx];
351 if (monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, 0))
357 if (floor_ptr->grid_array[target_ptr->y][target_ptr->x].info & CAVE_ROOM) room -= 2;
358 if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
360 if (room < (8 * (target_ptr->chp + target_ptr->csp)) /
361 (target_ptr->mhp + target_ptr->msp))
363 if (find_hiding(target_ptr, m_idx, &y, &x)) done = TRUE;
367 if (!done && (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < 3))
369 for (int i = 0; i < 8; i++)
371 y2 = target_ptr->y + ddy_ddd[(m_idx + i) & 7];
372 x2 = target_ptr->x + ddx_ddd[(m_idx + i) & 7];
373 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
380 if (!in_bounds2(floor_ptr, y2, x2)) continue;
381 if (!monster_can_enter(target_ptr, y2, x2, r_ptr, 0)) continue;
394 sweep_movable_grid(target_ptr, m_idx, &y2, &x2, no_flow);
399 if (is_pet(m_ptr) && will_run)
405 if (!done && will_run)
409 if (find_safety(target_ptr, m_idx, &y, &x) && !no_flow)
411 if (sweep_runnable_away_grid(target_ptr->current_floor_ptr, m_idx, &y, &x))
423 if (!x && !y) return FALSE;
425 store_moves_val(mm, y, x);