2 * @file monster-process.c
3 * @brief モンスターの特殊技能と移動処理/ Monster spells and movement
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
12 * This file has several additions to it by Keldon Jones (keldon@umr.edu)
13 * to improve the general quality of the AI (version 0.1.1).
18 #include "monsterrace-hook.h"
20 #include "projection.h"
21 #include "spells-summon.h"
24 #include "realm-hex.h"
25 #include "object-hook.h"
28 #include "player-move.h"
29 #include "monster-status.h"
30 #include "monster-spell.h"
34 * @brief モンスターが敵に接近するための方向を決める /
35 * Calculate the direction to the next enemy
36 * @param m_idx モンスターの参照ID
37 * @param mm 移動するべき方角IDを返す参照ポインタ
38 * @return 方向が確定した場合TRUE、接近する敵がそもそもいない場合FALSEを返す
40 static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
43 POSITION x = 0, y = 0;
48 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
49 monster_race *r_ptr = &r_info[m_ptr->r_idx];
52 if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
54 y = current_floor_ptr->m_list[riding_t_m_idx].fy;
55 x = current_floor_ptr->m_list[riding_t_m_idx].fx;
57 else if (is_pet(m_ptr) && pet_t_m_idx)
59 y = current_floor_ptr->m_list[pet_t_m_idx].fy;
60 x = current_floor_ptr->m_list[pet_t_m_idx].fx;
64 if (p_ptr->inside_battle)
66 start = randint1(m_max-1)+m_max;
67 if(randint0(2)) plus = -1;
69 else start = m_max + 1;
71 /* Scan thru all monsters */
72 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
74 IDX dummy = (i % m_max);
79 t_ptr = ¤t_floor_ptr->m_list[t_idx];
81 /* The monster itself isn't a target */
82 if (t_ptr == m_ptr) continue;
84 if (!monster_is_valid(t_ptr)) continue;
88 /* Hack -- only fight away from player */
89 if (p_ptr->pet_follow_distance < 0)
91 /* No fighting near player */
92 if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
97 /* Hack -- no fighting away from player */
98 else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > p_ptr->pet_follow_distance))
103 if (r_ptr->aaf < t_ptr->cdis) continue;
106 /* Monster must be 'an enemy' */
107 if (!are_enemies(m_ptr, t_ptr)) continue;
109 /* Monster must be projectable if we can't pass through walls */
110 if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
111 ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
113 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
117 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
120 /* OK -- we've got a target */
126 if (!x && !y) return FALSE;
129 /* Extract the direction */
134 if ((y < 0) && (x == 0))
141 else if ((y > 0) && (x == 0))
148 else if ((x > 0) && (y == 0))
155 else if ((x < 0) && (y == 0))
162 else if ((y < 0) && (x < 0))
169 else if ((y < 0) && (x > 0))
176 else if ((y > 0) && (x < 0))
183 else if ((y > 0) && (x > 0))
190 /* Found a monster */
196 * @brief モンスターが敵モンスターに行う打撃処理 /
197 * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
198 * @param m_idx 目標となるモンスターの参照ID
200 * @param dead 目標となったモンスターの死亡状態を返す参照ポインタ
201 * @param fear 目標となったモンスターの恐慌状態を返す参照ポインタ
202 * @param note 目標モンスターが死亡した場合の特別メッセージ(NULLならば標準表示を行う)
203 * @param who 打撃を行ったモンスターの参照ID
206 void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, IDX who)
208 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
209 monster_race *r_ptr = &r_info[m_ptr->r_idx];
210 GAME_TEXT m_name[160];
211 bool seen = is_seen(m_ptr);
213 /* Can the player be aware of this attack? */
214 bool known = (m_ptr->cdis <= MAX_SIGHT);
216 /* Extract monster name */
217 monster_desc(m_name, m_ptr, 0);
219 /* Redraw (later) if needed */
222 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
223 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
226 (void)set_monster_csleep(m_idx, 0);
228 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
230 if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
234 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
239 if (r_ptr->flagsr & RFR_RES_ALL)
244 if((dam == 0) && one_in_(3)) dam = 1;
250 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
259 /* It is dead now... or is it? */
262 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
263 (r_ptr->flags7 & RF7_NAZGUL)) &&
264 !p_ptr->inside_battle)
271 if (!monster_living(m_ptr->r_idx))
284 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
285 /* Unseen death by normal attack */
290 /* Death by special attack */
293 msg_format(_("%^s%s", "%^s%s"), m_name, note);
295 /* Death by normal attack -- nonliving monster */
296 else if (!monster_living(m_ptr->r_idx))
298 msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
300 /* Death by normal attack -- living monster */
303 msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
307 monster_gain_exp(who, m_ptr->r_idx);
308 monster_death(m_idx, FALSE);
309 delete_monster_idx(m_idx);
314 /* Monster is dead */
323 /* Mega-Hack -- Pain cancels fear */
324 if (MON_MONFEAR(m_ptr) && (dam > 0))
327 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
334 /* Sometimes a monster gets scared by damage */
335 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
337 /* Percentage of fully healthy */
338 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
341 * Run (sometimes) if at 10% or less of max hit points,
342 * or (usually) when hit for half its current hit points
344 if (((percentage <= 10) && (randint0(10) < percentage)) ||
345 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
347 /* Hack -- note fear */
350 /* Hack -- Add some timed fear */
351 (void)set_monster_monfear(m_idx, (randint1(10) +
352 (((dam >= m_ptr->hp) && (percentage > 7)) ?
353 20 : ((11 - percentage) * 5))));
357 #endif /* ALLOW_FEAR */
359 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
361 if (is_pet(¤t_floor_ptr->m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
363 set_target(m_ptr, current_floor_ptr->m_list[who].fy, current_floor_ptr->m_list[who].fx);
367 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
369 /* Extract monster name */
370 monster_desc(m_name, m_ptr, 0);
372 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
373 if (rakuba((dam > 200) ? 200 : dam, FALSE))
375 msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);
385 * @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 /
386 * Returns whether a given monster will try to run from the player.
387 * @param m_idx 逃走するモンスターの参照ID
388 * @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。
390 * Monsters will attempt to avoid very powerful players. See below.\n
392 * Because this function is called so often, little details are important\n
393 * for efficiency. Like not using "mod" or "div" when possible. And\n
394 * attempting to check the conditions in an optimal order. Note that\n
395 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
397 * Note that this function is responsible for about one to five percent\n
398 * of the processor use in normal conditions...\n
400 static bool mon_will_run(MONSTER_IDX m_idx)
402 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
406 monster_race *r_ptr = &r_info[m_ptr->r_idx];
410 HIT_POINT p_chp, p_mhp;
411 HIT_POINT m_chp, m_mhp;
416 /* Friends can be commanded to avoid the player */
419 /* Are we trying to avoid the player? */
420 return ((p_ptr->pet_follow_distance < 0) &&
421 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
424 /* Keep monsters from running too far away */
425 if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
427 /* All "afraid" monsters will run away */
428 if (MON_MONFEAR(m_ptr)) return (TRUE);
432 /* Nearby monsters will not become terrified */
433 if (m_ptr->cdis <= 5) return (FALSE);
435 /* Examine player power (level) */
438 /* Examine monster power (level plus morale) */
439 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
441 /* Optimize extreme cases below */
442 if (m_lev > p_lev + 4) return (FALSE);
443 if (m_lev + 4 <= p_lev) return (TRUE);
445 /* Examine player health */
449 /* Examine monster health */
451 m_mhp = m_ptr->maxhp;
453 /* Prepare to optimize the calculation */
454 p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
455 m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
457 /* Strong players scare strong monsters */
458 if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
462 /* Assume no terror */
468 * @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 /
469 * Search spell castable grid
470 * @param m_idx モンスターの参照ID
471 * @param yp 適したマスのY座標を返す参照ポインタ
472 * @param xp 適したマスのX座標を返す参照ポインタ
473 * @return 有効なマスがあった場合TRUEを返す
475 static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
478 POSITION y, x, y1, x1;
481 bool can_open_door = FALSE;
484 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
485 monster_race *r_ptr = &r_info[m_ptr->r_idx];
487 /* Monster location */
491 /* Monster can already cast spell to player */
492 if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
494 /* Set current grid cost */
495 now_cost = current_floor_ptr->grid_array[y1][x1].cost;
496 if (now_cost == 0) now_cost = 999;
498 /* Can monster bash or open doors? */
499 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
501 can_open_door = TRUE;
504 /* Check nearby grids, diagonals first */
505 for (i = 7; i >= 0; i--)
512 /* Ignore locations off of edge */
513 if (!in_bounds2(y, x)) continue;
515 /* Simply move to player */
516 if (player_bold(y, x)) return (FALSE);
518 g_ptr = ¤t_floor_ptr->grid_array[y][x];
522 /* Monster cannot kill or pass walls */
523 if (!(((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) || ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding))))
525 if (cost == 0) continue;
526 if (!can_open_door && is_closed_door(g_ptr->feat)) continue;
529 /* Hack -- for kill or pass wall monster.. */
530 if (cost == 0) cost = 998;
532 if (now_cost < cost) continue;
534 if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
536 /* Accept louder sounds */
537 if (best < cost) continue;
540 (*yp) = y1 + ddy_ddd[i];
541 (*xp) = x1 + ddx_ddd[i];
544 /* No legal move (?) */
545 if (best == 999) return (FALSE);
553 * @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 /
554 * Choose the "best" direction for "flowing"
555 * @param m_idx モンスターの参照ID
556 * @param yp 移動先のマスのY座標を返す参照ポインタ
557 * @param xp 移動先のマスのX座標を返す参照ポインタ
558 * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
559 * @return 有効なマスがあった場合TRUEを返す
561 * Note that ghosts and rock-eaters are never allowed to "flow",\n
562 * since they should move directly towards the player.\n
564 * Prefer "non-diagonal" directions, but twiddle them a little\n
565 * to angle slightly towards the player's actual location.\n
567 * Allow very perceptive monsters to track old "spoor" left by\n
568 * previous locations occupied by the player. This will tend\n
569 * to have monsters end up either near the player or on a grid\n
570 * recently occupied by the player (and left via "teleport").\n
572 * Note that if "smell" is turned on, all monsters get vicious.\n
574 * Also note that teleporting away from a location will cause\n
575 * the monsters who were chasing you to converge on that location\n
576 * as long as you are still near enough to "annoy" them without\n
577 * being close enough to chase directly. I have no idea what will\n
578 * happen if you combine "smell" with low "aaf" values.\n
580 static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
583 POSITION y, x, y1, x1;
586 bool use_scent = FALSE;
588 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
589 monster_race *r_ptr = &r_info[m_ptr->r_idx];
591 /* Can monster cast attack spell? */
592 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
593 r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
594 r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
596 /* Can move spell castable grid? */
597 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
600 /* Monster can't flow */
601 if (no_flow) return (FALSE);
603 /* Monster can go through rocks */
604 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
605 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
607 /* Monster location */
611 /* Hack -- Player can see us, run towards him */
612 if (player_has_los_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)) return (FALSE);
615 g_ptr = ¤t_floor_ptr->grid_array[y1][x1];
617 /* If we can hear noises, advance towards them */
623 /* Otherwise, try to follow a scent trail */
624 else if (g_ptr->when)
627 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when - g_ptr->when > 127) return (FALSE);
633 /* Otherwise, advance blindly */
639 /* Check nearby grids, diagonals first */
640 for (i = 7; i >= 0; i--)
645 /* Ignore locations off of edge */
646 if (!in_bounds2(y, x)) continue;
648 g_ptr = ¤t_floor_ptr->grid_array[y][x];
650 /* We're following a scent trail */
653 int when = g_ptr->when;
655 /* Accept younger scent */
656 if (best > when) continue;
660 /* We're using sound */
665 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
667 else cost = g_ptr->cost;
669 /* Accept louder sounds */
670 if ((cost == 0) || (best < cost)) continue;
674 /* Hack -- Save the "twiddled" location */
675 (*yp) = p_ptr->y + 16 * ddy_ddd[i];
676 (*xp) = p_ptr->x + 16 * ddx_ddd[i];
679 /* No legal move (?) */
680 if (best == 999 || best == 0) return (FALSE);
688 * @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 /
689 * Provide a location to flee to, but give the player a wide berth.
690 * @param m_idx モンスターの参照ID
691 * @param yp 移動先のマスのY座標を返す参照ポインタ
692 * @param xp 移動先のマスのX座標を返す参照ポインタ
693 * @return 有効なマスがあった場合TRUEを返す
695 * A monster may wish to flee to a location that is behind the player,\n
696 * but instead of heading directly for it, the monster should "swerve"\n
697 * around the player so that he has a smaller chance of getting hit.\n
699 static bool get_fear_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
701 POSITION y, x, y1, x1, fy, fx, gy = 0, gx = 0;
705 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
707 /* Monster location */
711 /* Desired destination */
715 /* Check nearby grids, diagonals first */
716 for (i = 7; i >= 0; i--)
723 /* Ignore locations off of edge */
724 if (!in_bounds2(y, x)) continue;
726 /* Don't move toward player */
727 /* if (current_floor_ptr->grid_array[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
729 /* Calculate distance of this grid from our destination */
730 dis = distance(y, x, y1, x1);
732 /* Score this grid */
733 s = 5000 / (dis + 3) - 500 / (current_floor_ptr->grid_array[y][x].dist + 1);
735 /* No negative scores */
738 /* Ignore lower scores */
739 if (s < score) continue;
741 /* Save the score and time */
744 /* Save the location */
749 /* No legal move (?) */
750 if (score == -1) return (FALSE);
761 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
764 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
765 * offsets of all the locations with a distance of n from a central point,
766 * with an offset of (0,0) indicating no more offsets at this distance.
768 * This is, of course, fairly unreadable, but it eliminates multiple loops
769 * from the previous version.
771 * It is probably better to replace these arrays with code to compute
772 * the relevant arrays, even if the storage is pre-allocated in hard
773 * coded sizes. At the very least, code should be included which is
774 * able to generate and dump these arrays (ala "los()").
776 * Also, the storage needs could be halved by using bytes.
778 * These arrays could be combined into two big arrays, using sub-arrays
779 * to hold the offsets and lengths of each portion of the sub-arrays, and
780 * this could perhaps also be used somehow in the "look" code.
784 static POSITION d_off_y_0[] = { 0 };
785 static POSITION d_off_x_0[] = { 0 };
787 static POSITION d_off_y_1[] = { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
788 static POSITION d_off_x_1[] = { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
790 static POSITION d_off_y_2[] = { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
791 static POSITION d_off_x_2[] = { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
793 static POSITION d_off_y_3[] = { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2, 3, 3, 3, 0 };
794 static POSITION d_off_x_3[] = { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2, -1, 0, 1, 0 };
796 static POSITION d_off_y_4[] = { -1, -1, -2, -2, -3, -3, -3, -3, -4, -4, -4, 0, 0, 1, 1, 2, 2, 3, 3, 3, 3, 4, 4, 4, 0 };
797 static POSITION d_off_x_4[] = { -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, -4, 4, -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, 0 };
800 static POSITION d_off_y_5[] =
801 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
802 -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
805 static POSITION d_off_x_5[] =
806 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
807 -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
811 static POSITION d_off_y_6[] =
812 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
813 -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
816 static POSITION d_off_x_6[] =
817 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
818 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
819 -3, 2, 3, -1, 0, 1, 0 };
822 static POSITION d_off_y_7[] =
823 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
824 -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
825 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
827 static POSITION d_off_x_7[] =
828 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
829 -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
830 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
834 static POSITION d_off_y_8[] =
835 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
836 -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
837 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
840 static POSITION d_off_x_8[] =
841 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
842 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
843 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
847 static POSITION d_off_y_9[] =
848 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
849 -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
850 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
851 7, 8, 8, 8, 8, 9, 9, 9, 0 };
853 static POSITION d_off_x_9[] =
854 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
855 -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
856 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
857 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
860 static POSITION *dist_offsets_y[10] =
862 d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
863 d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
866 static POSITION *dist_offsets_x[10] =
868 d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
869 d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
873 * @brief モンスターが逃げ込める安全な地点を返す /
874 * Choose a "safe" location near a monster for it to run toward.
875 * @param m_idx モンスターの参照ID
876 * @param yp 移動先のマスのY座標を返す参照ポインタ
877 * @param xp 移動先のマスのX座標を返す参照ポインタ
878 * @return 有効なマスがあった場合TRUEを返す
880 * A location is "safe" if it can be reached quickly and the player\n
881 * is not able to fire into it (it isn't a "clean shot"). So, this will\n
882 * cause monsters to "duck" behind walls. Hopefully, monsters will also\n
883 * try to run towards corridor openings if they are in a room.\n
885 * This function may take lots of CPU time if lots of monsters are\n
888 * Return TRUE if a safe location is available.\n
890 static bool find_safety(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
892 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
894 POSITION fy = m_ptr->fy;
895 POSITION fx = m_ptr->fx;
897 POSITION y, x, dy, dx, d, dis, i;
898 POSITION gy = 0, gx = 0, gdis = 0;
905 /* Start with adjacent locations, spread further */
906 for (d = 1; d < 10; d++)
908 /* Get the lists of points with a distance d from (fx, fy) */
909 y_offsets = dist_offsets_y[d];
910 x_offsets = dist_offsets_x[d];
912 /* Check the locations */
913 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
915 i++, dx = x_offsets[i], dy = y_offsets[i])
920 /* Skip illegal locations */
921 if (!in_bounds(y, x)) continue;
923 g_ptr = ¤t_floor_ptr->grid_array[y][x];
925 /* Skip locations in a wall */
926 if (!monster_can_cross_terrain(g_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
928 /* Check for "availability" (if monsters can flow) */
929 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
931 /* Ignore grids very far from the player */
932 if (g_ptr->dist == 0) continue;
934 /* Ignore too-distant grids */
935 if (g_ptr->dist > current_floor_ptr->grid_array[fy][fx].dist + 2 * d) continue;
938 /* Check for absence of shot (more or less) */
939 if (!projectable(p_ptr->y, p_ptr->x, y, x))
941 /* Calculate distance from player */
942 dis = distance(y, x, p_ptr->y, p_ptr->x);
944 /* Remember if further than previous */
954 /* Check for success */
961 /* Found safe place */
972 * @brief モンスターが隠れ潜める地点を返す /
973 * Choose a good hiding place near a monster for it to run toward.
974 * @param m_idx モンスターの参照ID
975 * @param yp 移動先のマスのY座標を返す参照ポインタ
976 * @param xp 移動先のマスのX座標を返す参照ポインタ
977 * @return 有効なマスがあった場合TRUEを返す
979 * Pack monsters will use this to "ambush" the player and lure him out\n
980 * of corridors into open space so they can swarm him.\n
982 * Return TRUE if a good location is available.\n
984 static bool find_hiding(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
986 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
987 monster_race *r_ptr = &r_info[m_ptr->r_idx];
989 POSITION fy = m_ptr->fy;
990 POSITION fx = m_ptr->fx;
992 POSITION y, x, dy, dx, d, dis, i;
993 POSITION gy = 0, gx = 0, gdis = 999;
995 POSITION *y_offsets, *x_offsets;
997 /* Start with adjacent locations, spread further */
998 for (d = 1; d < 10; d++)
1000 /* Get the lists of points with a distance d from (fx, fy) */
1001 y_offsets = dist_offsets_y[d];
1002 x_offsets = dist_offsets_x[d];
1004 /* Check the locations */
1005 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
1007 i++, dx = x_offsets[i], dy = y_offsets[i])
1012 /* Skip illegal locations */
1013 if (!in_bounds(y, x)) continue;
1015 /* Skip occupied locations */
1016 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
1018 /* Check for hidden, available grid */
1019 if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
1021 /* Calculate distance from player */
1022 dis = distance(y, x, p_ptr->y, p_ptr->x);
1024 /* Remember if closer than previous */
1025 if (dis < gdis && dis >= 2)
1034 /* Check for success */
1041 /* Found good place */
1052 * @brief モンスターの移動方向を返す /
1053 * Choose "logical" directions for monster movement
1054 * @param m_idx モンスターの参照ID
1055 * @param mm 移動方向を返す方向IDの参照ポインタ
1056 * @return 有効方向があった場合TRUEを返す
1058 static bool get_moves(MONSTER_IDX m_idx, DIRECTION *mm)
1060 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1061 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1062 POSITION y = 0, ay, x = 0, ax;
1064 POSITION y2 = p_ptr->y;
1065 POSITION x2 = p_ptr->x;
1067 bool will_run = mon_will_run(m_idx);
1069 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].cost > 2));
1070 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
1072 /* Counter attack to an enemy monster */
1073 if (!will_run && m_ptr->target_y)
1075 int t_m_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
1077 /* The monster must be an enemy, and in LOS */
1079 are_enemies(m_ptr, ¤t_floor_ptr->m_list[t_m_idx]) &&
1080 los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
1081 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1083 /* Extract the "pseudo-direction" */
1084 y = m_ptr->fy - m_ptr->target_y;
1085 x = m_ptr->fx - m_ptr->target_x;
1090 if (!done && !will_run && is_hostile(m_ptr) &&
1091 (r_ptr->flags1 & RF1_FRIENDS) &&
1092 ((los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) ||
1093 (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1096 * Animal packs try to get the player out of corridors
1097 * (...unless they can move through walls -- TY)
1099 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1100 !(r_ptr->flags2 & RF2_KILL_WALL))
1104 /* Count room grids next to player */
1105 for (i = 0; i < 8; i++)
1107 int xx = p_ptr->x + ddx_ddd[i];
1108 int yy = p_ptr->y + ddy_ddd[i];
1110 if (!in_bounds2(yy, xx)) continue;
1112 g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
1115 if (monster_can_cross_terrain(g_ptr->feat, r_ptr, 0))
1117 /* One more room grid */
1121 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_ROOM) room -= 2;
1122 if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
1124 /* Not in a room and strong player */
1125 if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1126 (p_ptr->mhp + p_ptr->msp))
1128 /* Find hiding place */
1129 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1133 /* Monster groups try to surround the player */
1134 if (!done && (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < 3))
1138 /* Find an empty square near the player to fill */
1139 for (i = 0; i < 8; i++)
1141 /* Pick squares near player (semi-randomly) */
1142 y2 = p_ptr->y + ddy_ddd[(m_idx + i) & 7];
1143 x2 = p_ptr->x + ddx_ddd[(m_idx + i) & 7];
1145 /* Already there? */
1146 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1148 /* Attack the player */
1155 if (!in_bounds2(y2, x2)) continue;
1157 /* Ignore filled grids */
1158 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
1160 /* Try to fill this hole */
1164 /* Extract the new "pseudo-direction" */
1174 /* Flow towards the player */
1175 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1177 /* Extract the "pseudo-direction" */
1184 /* Apply fear if possible and necessary */
1185 if (is_pet(m_ptr) && will_run)
1187 /* XXX XXX Not very "smart" */
1192 if (!done && will_run)
1197 /* Try to find safe place */
1198 if (find_safety(m_idx, &y, &x))
1200 /* Attempt to avoid the player */
1203 /* Adjust movement */
1204 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1210 /* This is not a very "smart" method XXX XXX */
1218 /* Check for no move */
1219 if (!x && !y) return (FALSE);
1222 /* Extract the "absolute distances" */
1226 /* Do something weird */
1227 if (y < 0) move_val += 8;
1228 if (x > 0) move_val += 4;
1230 /* Prevent the diamond maneuvre */
1231 if (ay > (ax << 1)) move_val += 2;
1232 else if (ax > (ay << 1)) move_val++;
1234 /* Extract some directions */
1379 /* Wants to move... */
1385 * @brief モンスターから敵モンスターへの命中判定
1386 * @param power 打撃属性による基本命中値
1387 * @param level 攻撃側モンスターのレベル
1388 * @param ac 目標モンスターのAC
1389 * @param stun 攻撃側モンスターが朦朧状態ならTRUEを返す
1390 * @return 命中ならばTRUEを返す
1392 static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
1396 /* Percentile dice */
1399 if (stun && one_in_(2)) return FALSE;
1401 /* Hack -- Always miss or hit */
1402 if (k < 10) return (k < 5);
1404 /* Calculate the "attack quality" */
1405 i = (power + (level * 3));
1407 /* Power and Level compete against Armor */
1408 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1415 #define BLOW_EFFECT_TYPE_NONE 0
1416 #define BLOW_EFFECT_TYPE_FEAR 1
1417 #define BLOW_EFFECT_TYPE_SLEEP 2
1418 #define BLOW_EFFECT_TYPE_HEAL 3
1422 * @brief モンスターから敵モンスターへの打撃攻撃処理
1423 * @param m_idx 攻撃側モンスターの参照ID
1424 * @param t_idx 目標側モンスターの参照ID
1425 * @return 実際に打撃処理が行われた場合TRUEを返す
1427 static bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
1429 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1430 monster_type *t_ptr = ¤t_floor_ptr->m_list[t_idx];
1432 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1433 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1435 ARMOUR_CLASS ap_cnt;
1439 GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
1440 char temp[MAX_NLEN];
1442 bool explode = FALSE, touched = FALSE, fear = FALSE, dead = FALSE;
1443 POSITION y_saver = t_ptr->fy;
1444 POSITION x_saver = t_ptr->fx;
1447 bool see_m = is_seen(m_ptr);
1448 bool see_t = is_seen(t_ptr);
1449 bool see_either = see_m || see_t;
1451 /* Can the player be aware of this attack? */
1452 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1453 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1455 /* Cannot attack self */
1456 if (m_idx == t_idx) return FALSE;
1458 /* Not allowed to attack */
1459 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1461 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
1466 /* Extract the effective monster level */
1467 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1469 monster_desc(m_name, m_ptr, 0);
1470 monster_desc(t_name, t_ptr, 0);
1472 /* Assume no blink */
1475 if (!see_either && known)
1480 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
1482 /* Scan through all four blows */
1483 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1485 bool obvious = FALSE;
1487 HIT_POINT power = 0;
1488 HIT_POINT damage = 0;
1492 /* Extract the attack infomation */
1493 int effect = r_ptr->blow[ap_cnt].effect;
1494 int method = r_ptr->blow[ap_cnt].method;
1495 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1496 int d_side = r_ptr->blow[ap_cnt].d_side;
1498 if (!monster_is_valid(m_ptr)) break;
1500 /* Stop attacking if the target dies! */
1501 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1504 /* Hack -- no more attacks */
1507 if (method == RBM_SHOOT) continue;
1509 /* Extract the attack "power" */
1510 power = mbe_info[effect].power;
1513 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1515 (void)set_monster_csleep(t_idx, 0);
1519 /* Redraw the health bar */
1520 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
1521 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
1524 /* Describe the attack method */
1529 act = _("%sを殴った。", "hits %s.");
1536 act = _("%sを触った。", "touches %s.");
1543 act = _("%sをパンチした。", "punches %s.");
1550 act = _("%sを蹴った。", "kicks %s.");
1557 act = _("%sをひっかいた。", "claws %s.");
1564 act = _("%sを噛んだ。", "bites %s.");
1571 act = _("%sを刺した。", "stings %s.");
1578 act = _("%sを斬った。", "slashes %s.");
1584 act = _("%sを角で突いた。", "butts %s.");
1591 act = _("%sに体当りした。", "crushes %s.");
1598 act = _("%sを飲み込んだ。", "engulfs %s.");
1605 act = _("%sに請求書をよこした。", "charges %s.");
1612 act = _("%sの体の上を這い回った。", "crawls on %s.");
1619 act = _("%sによだれをたらした。", "drools on %s.");
1626 act = _("%sに唾を吐いた。", "spits on %s.");
1633 if (see_either) disturb(TRUE, TRUE);
1634 act = _("爆発した。", "explodes.");
1642 act = _("%sをにらんだ。", "gazes at %s.");
1649 act = _("%sに泣きついた。", "wails at %s.");
1656 act = _("%sに胞子を飛ばした。", "releases spores at %s.");
1663 act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
1670 act = _("%sに金をせがんだ。", "begs %s for money.");
1677 act = _("%sを侮辱した。", "insults %s.");
1684 act = _("%sにむかってうめいた。", "moans at %s.");
1691 act = _("%sにむかって歌った。", "sings to %s.");
1697 if (act && see_either)
1700 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1701 strfmt(temp, act, t_name);
1702 msg_format("%^sは%s", m_name, temp);
1704 if (do_silly_attack)
1706 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1707 strfmt(temp, "%s %s.", act, t_name);
1709 else strfmt(temp, act, t_name);
1710 msg_format("%^s %s", m_name, temp);
1714 /* Hack -- assume all attacks are obvious */
1717 /* Roll out the damage */
1718 damage = damroll(d_dice, d_side);
1720 /* Assume no effect */
1721 effect_type = BLOW_EFFECT_TYPE_NONE;
1725 /* Apply appropriate damage */
1734 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1736 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1737 damage = MAX(damage, tmp_damage * 2);
1744 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1759 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1795 effect_type = BLOW_EFFECT_TYPE_FEAR;
1799 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1803 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1804 if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1819 pt = GF_HYPODYNAMIA;
1820 effect_type = BLOW_EFFECT_TYPE_HEAL;
1838 /* Do damage if not exploding */
1841 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1842 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1845 switch (effect_type)
1847 case BLOW_EFFECT_TYPE_FEAR:
1848 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1849 damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1852 case BLOW_EFFECT_TYPE_SLEEP:
1853 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1854 r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1857 case BLOW_EFFECT_TYPE_HEAL:
1858 if ((monster_living(m_idx)) && (damage > 2))
1860 bool did_heal = FALSE;
1862 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1865 m_ptr->hp += damroll(4, damage / 6);
1866 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1868 /* Redraw (later) if needed */
1869 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1870 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1872 /* Special message */
1873 if (see_m && did_heal)
1875 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1884 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
1886 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1890 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
1892 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
1893 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1894 damroll (1 + ((tr_ptr->level) / 26),
1895 1 + ((tr_ptr->level) / 17)),
1896 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1900 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1905 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
1907 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1911 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
1913 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
1914 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1915 damroll (1 + ((tr_ptr->level) / 26),
1916 1 + ((tr_ptr->level) / 17)),
1917 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1921 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1926 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
1928 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1932 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
1934 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
1935 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1936 damroll (1 + ((tr_ptr->level) / 26),
1937 1 + ((tr_ptr->level) / 17)),
1938 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1942 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1949 /* Monster missed player */
1952 /* Analyze failed attacks */
1968 (void)set_monster_csleep(t_idx, 0);
1970 /* Visible monsters */
1974 msg_format("%sは%^sの攻撃をかわした。", t_name, m_name);
1976 msg_format("%^s misses %s.", m_name, t_name);
1986 /* Analyze "visible" monsters only */
1987 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
1989 /* Count "obvious" attacks (and ones that cause damage) */
1990 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
1992 /* Count attacks of this type */
1993 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
1995 r_ptr->r_blows[ap_cnt]++;
2003 sound(SOUND_EXPLODE);
2005 /* Cancel Invulnerability */
2006 (void)set_monster_invulner(m_idx, 0, FALSE);
2007 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &dead, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
2012 if (blinked && m_ptr->r_idx)
2014 if (teleport_barrier(m_idx))
2018 msg_print(_("泥棒は笑って逃げ...ようとしたがバリアに防がれた。", "The thief flees laughing...? But magic barrier obstructs it."));
2029 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
2036 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
2044 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
2046 return !have_flag(f_ptr->flags, FF_GLASS) ||
2047 (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
2048 (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
2053 * @brief モンスター単体の1ターン行動処理メインルーチン /
2055 * @param m_idx 行動モンスターの参照ID
2058 * The monster is known to be within 100 grids of the player\n
2060 * In several cases, we directly update the monster lore\n
2062 * Note that a monster is only allowed to "reproduce" if there\n
2063 * are a limited number of "reproducing" monsters on the current\n
2064 * level. This should prevent the level from being "swamped" by\n
2065 * reproducing monsters. It also allows a large mass of mice to\n
2066 * prevent a louse from multiplying, but this is a small price to\n
2067 * pay for a simple multiplication method.\n
2069 * XXX Monster fear is slightly odd, in particular, monsters will\n
2070 * fixate on opening a door even if they cannot open it. Actually,\n
2071 * the same thing happens to normal monsters when they hit a door\n
2073 * In addition, monsters which *cannot* open or bash\n
2074 * down a door will still stand there trying to open it...\n
2076 * XXX Technically, need to check for monster in the way\n
2077 * combined with that monster being in a wall (or door?)\n
2079 * A "direction" of "5" means "pick a random direction".\n
2081 void process_monster(MONSTER_IDX m_idx)
2083 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
2084 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2085 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2088 POSITION oy, ox, ny, nx;
2093 feature_type *f_ptr;
2095 monster_type *y_ptr;
2100 bool must_alter_to_move;
2109 bool gets_angry = FALSE;
2114 bool is_riding_mon = (m_idx == p_ptr->riding);
2115 bool see_m = is_seen(m_ptr);
2117 if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
2119 if (rakuba(0, TRUE))
2122 msg_print("地面に落とされた。");
2124 GAME_TEXT m_name[MAX_NLEN];
2125 monster_desc(m_name, ¤t_floor_ptr->m_list[p_ptr->riding], 0);
2126 msg_format("You have fallen from %s.", m_name);
2131 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
2133 choose_new_monster(m_idx, FALSE, 0);
2134 r_ptr = &r_info[m_ptr->r_idx];
2137 /* Players hidden in shadow are almost imperceptable. -LM- */
2138 if (p_ptr->special_defense & NINJA_S_STEALTH)
2140 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2141 if (p_ptr->monlite) tmp /= 3;
2142 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2143 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
2144 /* Low-level monsters will find it difficult to locate the player. */
2145 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
2148 /* Are there its parent? */
2149 if (m_ptr->parent_m_idx && !current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
2151 /* Its parent have gone, it also goes away. */
2155 GAME_TEXT m_name[MAX_NLEN];
2156 monster_desc(m_name, m_ptr, 0);
2157 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2160 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2162 GAME_TEXT m_name[MAX_NLEN];
2163 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2164 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
2167 delete_monster_idx(m_idx);
2172 /* Quantum monsters are odd */
2173 if (r_ptr->flags2 & (RF2_QUANTUM))
2175 /* Sometimes skip move */
2176 if (!randint0(2)) return;
2179 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2183 if (is_pet(m_ptr) && !(m_ptr->ml)) sad = TRUE;
2187 GAME_TEXT m_name[MAX_NLEN];
2188 monster_desc(m_name, m_ptr, 0);
2190 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2193 /* Generate treasure, etc */
2194 monster_death(m_idx, FALSE);
2196 delete_monster_idx(m_idx);
2199 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2206 if (m_ptr->r_idx == MON_SHURYUUDAN)
2208 mon_take_hit_mon(m_idx, 1, &dead, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
2212 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2214 static int riding_pinch = 0;
2216 if (m_ptr->hp < m_ptr->maxhp/3)
2218 GAME_TEXT m_name[MAX_NLEN];
2219 monster_desc(m_name, m_ptr, 0);
2221 if (is_riding_mon && riding_pinch < 2)
2223 msg_format(_("%sは傷の痛さの余りあなたの束縛から逃れようとしている。",
2224 "%^s seems to be in so much pain, and trying to escape from your restriction."), m_name);
2226 disturb(TRUE, TRUE);
2232 msg_format(_("%sはあなたの束縛から脱出した。", "%^s succeeded to escape from your restriction!"), m_name);
2233 if (rakuba(-1, FALSE))
2235 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2241 if ((r_ptr->flags2 & RF2_CAN_SPEAK) && (m_ptr->r_idx != MON_GRIP) && (m_ptr->r_idx != MON_WOLF) && (m_ptr->r_idx != MON_FANG) &&
2242 player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))
2244 msg_format(_("%^s「ピンチだ!退却させてもらう!」", "%^s says 'It is the pinch! I will retreat'."), m_name);
2246 msg_format(_("%^sがテレポート・レベルの巻物を読んだ。", "%^s read a scroll of teleport level."), m_name);
2247 msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
2250 if (is_riding_mon && rakuba(-1, FALSE))
2252 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2255 /* Check for quest completion */
2256 check_quest_completion(m_ptr);
2258 delete_monster_idx(m_idx);
2265 /* Reset the counter */
2266 if (is_riding_mon) riding_pinch = 0;
2270 /* Handle "sleep" */
2271 if (MON_CSLEEP(m_ptr))
2273 /* Handle non-aggravation - Still sleeping */
2274 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2276 /* Reset sleep counter */
2277 (void)set_monster_csleep(m_idx, 0);
2279 /* Notice the "waking up" */
2282 GAME_TEXT m_name[MAX_NLEN];
2283 monster_desc(m_name, m_ptr, 0);
2284 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2287 /* Hack -- Count the wakings */
2288 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2295 if (MON_STUNNED(m_ptr))
2297 /* Sometimes skip move */
2298 if (one_in_(2)) return;
2303 p_ptr->update |= (PU_BONUS);
2306 /* No one wants to be your friend if you're aggravating */
2307 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2310 /* Paranoia... no pet uniques outside wizard mode -- TY */
2311 if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2312 monster_has_hostile_align(NULL, 10, -10, r_ptr))
2313 || (r_ptr->flagsr & RFR_RES_ALL)))
2318 if (p_ptr->inside_battle) gets_angry = FALSE;
2322 if (is_pet(m_ptr) || see_m)
2324 GAME_TEXT m_name[MAX_NLEN];
2325 monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
2326 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
2332 /* Get the origin */
2336 /* Attempt to "multiply" if able and allowed */
2337 if ((r_ptr->flags2 & RF2_MULTIPLY) && (current_floor_ptr->num_repro < MAX_REPRO))
2342 /* Count the adjacent monsters */
2343 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2345 for (x = ox - 1; x <= ox + 1; x++)
2347 /* Ignore locations off of edge */
2348 if (!in_bounds2(y, x)) continue;
2349 if (current_floor_ptr->grid_array[y][x].m_idx) k++;
2354 if (multiply_barrier(m_idx)) k = 8;
2356 /* Hack -- multiply slower in crowded areas */
2357 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2359 /* Try to multiply */
2360 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2362 /* Take note if visible */
2363 if (current_floor_ptr->m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2365 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2368 /* Multiplying takes energy */
2374 if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
2376 /* Hack -- Ohmu scatters molds! */
2377 if (m_ptr->r_idx == MON_OHMU)
2379 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2381 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2384 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2385 BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2387 for (k = 0; k < A_MAX; k++)
2389 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode), '\0'))
2391 if (current_floor_ptr->m_list[hack_m_idx_ii].ml) count++;
2395 if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2401 if (!p_ptr->inside_battle)
2403 /* Hack! "Cyber" monster makes noise... */
2404 if (m_ptr->ap_r_idx == MON_CYBER &&
2405 one_in_(CYBERNOISE) &&
2406 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2408 if (disturb_minor) disturb(FALSE, FALSE);
2409 msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
2412 /* Some monsters can speak */
2413 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2414 one_in_(SPEAK_CHANCE) &&
2415 player_has_los_bold(oy, ox) &&
2416 projectable(oy, ox, p_ptr->y, p_ptr->x))
2418 GAME_TEXT m_name[MAX_NLEN];
2419 char monmessage[1024];
2422 /* Acquire the monster name/poss */
2424 monster_desc(m_name, m_ptr, 0);
2426 strcpy(m_name, _("それ", "It"));
2428 /* Select the file for monster quotes */
2429 if (MON_MONFEAR(m_ptr))
2430 filename = _("monfear_j.txt", "monfear.txt");
2431 else if (is_pet(m_ptr))
2432 filename = _("monpet_j.txt", "monpet.txt");
2433 else if (is_friendly(m_ptr))
2434 filename = _("monfrien_j.txt", "monfrien.txt");
2436 filename = _("monspeak_j.txt", "monspeak.txt");
2437 /* Get the monster line */
2438 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2441 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2446 /* Try to cast spell occasionally */
2447 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2449 bool counterattack = FALSE;
2451 /* Give priority to counter attack? */
2452 if (m_ptr->target_y)
2454 MONSTER_IDX t_m_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
2456 /* The monster must be an enemy, and projectable */
2457 if (t_m_idx && are_enemies(m_ptr, ¤t_floor_ptr->m_list[t_m_idx]) &&
2458 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2460 counterattack = TRUE;
2466 /* Attempt to cast a spell */
2467 if (aware && make_attack_spell(m_idx)) return;
2470 * Attempt to cast a spell at an enemy other than the player
2471 * (may slow the game a smidgeon, but I haven't noticed.)
2473 if (monst_spell_monst(m_idx)) return;
2477 /* Attempt to do counter attack at first */
2478 if (monst_spell_monst(m_idx)) return;
2480 if (aware && make_attack_spell(m_idx)) return;
2484 /* Hack -- Assume no movement */
2485 mm[0] = mm[1] = mm[2] = mm[3] = 0;
2486 mm[4] = mm[5] = mm[6] = mm[7] = 0;
2489 /* Confused -- 100% random */
2490 if (MON_CONFUSED(m_ptr) || !aware)
2492 /* Try four "random" directions */
2493 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2496 /* 75% random movement */
2497 else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2498 (randint0(100) < 75))
2500 /* Memorize flags */
2501 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2503 /* Try four "random" directions */
2504 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2507 /* 50% random movement */
2508 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2509 (randint0(100) < 50))
2511 /* Memorize flags */
2512 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2514 /* Try four "random" directions */
2515 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2518 /* 25% random movement */
2519 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2520 (randint0(100) < 25))
2522 /* Memorize flags */
2523 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2525 /* Try four "random" directions */
2526 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2529 /* Can't reach player - find something else to hit */
2530 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2532 /* Try four "random" directions */
2533 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2535 /* Look for an enemy */
2536 #if 0 /* Hack - Too slow. Mimic pits are horrible with this on. */
2537 get_enemy_dir(m_idx, mm);
2541 /* Pets will follow the player */
2542 else if (is_pet(m_ptr))
2544 /* Are we trying to avoid the player? */
2545 bool avoid = ((p_ptr->pet_follow_distance < 0) && (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2547 /* Do we want to find the player? */
2548 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2550 /* Should we find the player if we can't find a monster? */
2551 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2553 /* by default, move randomly */
2554 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2556 /* Look for an enemy */
2557 if (!get_enemy_dir(m_idx, mm))
2559 /* Find the player if necessary */
2560 if (avoid || lonely || distant)
2562 /* Remember the leash length */
2563 POSITION dis = p_ptr->pet_follow_distance;
2565 /* Hack -- adjust follow distance temporarily */
2566 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2568 p_ptr->pet_follow_distance = PET_SEEK_DIST;
2571 /* Find the player */
2572 (void)get_moves(m_idx, mm);
2574 /* Restore the leash */
2575 p_ptr->pet_follow_distance = (s16b)dis;
2580 /* Friendly monster movement */
2581 else if (!is_hostile(m_ptr))
2583 /* by default, move randomly */
2584 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2586 /* Look for an enemy */
2587 get_enemy_dir(m_idx, mm);
2589 /* Normal movement */
2592 /* Logical moves, may do nothing */
2593 if (!get_moves(m_idx, mm)) return;
2596 /* Assume nothing */
2600 must_alter_to_move = FALSE;
2602 /* Assume nothing */
2603 did_open_door = FALSE;
2604 did_bash_door = FALSE;
2605 did_take_item = FALSE;
2606 did_kill_item = FALSE;
2607 did_move_body = FALSE;
2608 did_pass_wall = FALSE;
2609 did_kill_wall = FALSE;
2611 /* Take a zero-terminated array of "directions" */
2612 for (i = 0; mm[i]; i++)
2614 /* Get the direction */
2617 /* Hack -- allow "randomized" motion */
2618 if (d == 5) d = ddd[randint0(8)];
2620 /* Get the destination */
2624 /* Ignore locations off of edge */
2625 if (!in_bounds2(ny, nx)) continue;
2627 /* Access that grid */
2628 g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
2629 f_ptr = &f_info[g_ptr->feat];
2630 can_cross = monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2632 /* Access that grid's contents */
2633 y_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
2635 /* Hack -- player 'in' wall */
2636 if (player_bold(ny, nx))
2641 /* Possibly a monster to attack */
2642 else if (g_ptr->m_idx)
2647 /* Monster destroys walls (and doors) */
2648 else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
2649 (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
2650 have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
2651 check_hp_for_feat_destruction(f_ptr, m_ptr))
2653 /* Eat through walls/doors/rubble */
2655 if (!can_cross) must_alter_to_move = TRUE;
2657 /* Monster destroyed a wall (later) */
2658 did_kill_wall = TRUE;
2661 /* Floor is open? */
2664 /* Go ahead and move */
2667 /* Monster moves through walls (and doors) */
2668 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2669 have_flag(f_ptr->flags, FF_CAN_PASS))
2671 /* Monster went through a wall */
2672 did_pass_wall = TRUE;
2676 /* Handle doors and secret doors */
2677 else if (is_closed_door(g_ptr->feat))
2679 bool may_bash = TRUE;
2681 /* Assume no move allowed */
2684 /* Creature can open doors. */
2685 if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2686 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2691 /* The door is open */
2692 did_open_door = TRUE;
2694 /* Do not bash the door */
2700 /* Locked doors (not jammed) */
2703 /* Try to unlock it */
2704 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2706 /* Unlock the door */
2707 cave_alter_feat(ny, nx, FF_DISARM);
2709 /* Do not bash the door */
2717 /* Stuck doors -- attempt to bash them down if allowed */
2718 if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2719 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2721 /* Attempt to Bash */
2722 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
2724 if (have_flag(f_ptr->flags, FF_GLASS))
2725 msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
2727 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2729 /* Disturb (sometimes) */
2730 if (disturb_minor) disturb(FALSE, FALSE);
2732 /* The door was bashed open */
2733 did_bash_door = TRUE;
2735 /* Hack -- fall into doorway */
2737 must_alter_to_move = TRUE;
2742 /* Deal with doors in the way */
2743 if (did_open_door || did_bash_door)
2745 /* Break down the door */
2746 if (did_bash_door && ((randint0(100) < 50) || (feat_state(g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
2748 cave_alter_feat(ny, nx, FF_BASH);
2750 if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */
2752 p_ptr->update |= (PU_FLOW);
2753 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2754 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2763 cave_alter_feat(ny, nx, FF_OPEN);
2766 f_ptr = &f_info[g_ptr->feat];
2768 /* Handle viewable doors */
2773 /* Hack -- check for Glyph of Warding */
2774 if (do_move && is_glyph_grid(g_ptr) &&
2775 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2777 /* Assume no move allowed */
2780 /* Break the ward */
2781 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2783 /* Describe observable breakage */
2784 if (g_ptr->info & CAVE_MARK)
2786 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2789 /* Forget the rune */
2790 g_ptr->info &= ~(CAVE_MARK);
2792 /* Break the rune */
2793 g_ptr->info &= ~(CAVE_OBJECT);
2796 /* Allow movement */
2802 else if (do_move && is_explosive_rune_grid(g_ptr) &&
2803 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2805 /* Assume no move allowed */
2808 /* Break the ward */
2811 /* Break the ward */
2812 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2814 /* Describe observable breakage */
2815 if (g_ptr->info & CAVE_MARK)
2817 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2818 project(0, 2, ny, nx, 2 * (p_ptr->lev + damroll(7, 7)), GF_MANA, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
2823 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2826 /* Forget the rune */
2827 g_ptr->info &= ~(CAVE_MARK);
2829 /* Break the rune */
2830 g_ptr->info &= ~(CAVE_OBJECT);
2836 if (!monster_is_valid(m_ptr)) return;
2837 /* Allow movement */
2842 /* The player is in the way */
2843 if (do_move && player_bold(ny, nx))
2845 /* Some monsters never attack */
2846 if (r_ptr->flags1 & RF1_NEVER_BLOW)
2848 /* Hack -- memorize lack of attacks */
2849 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
2855 /* In anti-melee dungeon, stupid or confused monster takes useless current_world_ptr->game_turn */
2856 if (do_move && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
2858 if (!MON_CONFUSED(m_ptr))
2860 if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2863 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2868 /* The player is in the way. Attack him. */
2871 if (!p_ptr->riding || one_in_(2))
2874 (void)make_attack_normal(m_idx);
2879 /* Took a current_world_ptr->game_turn */
2885 /* A monster is in the way */
2886 if (do_move && g_ptr->m_idx)
2888 monster_race *z_ptr = &r_info[y_ptr->r_idx];
2890 /* Assume no movement */
2893 /* Attack 'enemies' */
2894 if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
2895 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
2896 can_cross && (g_ptr->m_idx != p_ptr->riding)) ||
2897 are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
2899 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2901 if (r_ptr->flags2 & RF2_KILL_BODY)
2903 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2907 if (y_ptr->r_idx && (y_ptr->hp >= 0))
2909 if (monst_attack_monst(m_idx, g_ptr->m_idx)) return;
2911 /* In anti-melee dungeon, stupid or confused monster takes useless current_world_ptr->game_turn */
2912 else if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
2914 if (MON_CONFUSED(m_ptr)) return;
2915 else if (r_ptr->flags2 & RF2_STUPID)
2917 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2925 /* Push past weaker monsters (unless leaving a wall) */
2926 else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
2927 (r_ptr->mexp > z_ptr->mexp) &&
2928 can_cross && (g_ptr->m_idx != p_ptr->riding) &&
2929 monster_can_cross_terrain(current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
2931 /* Allow movement */
2934 /* Monster pushed past another monster */
2935 did_move_body = TRUE;
2937 /* Wake up the moved monster */
2938 (void)set_monster_csleep(g_ptr->m_idx, 0);
2946 if (!p_ptr->riding_ryoute && !MON_MONFEAR(¤t_floor_ptr->m_list[p_ptr->riding])) do_move = FALSE;
2949 if (did_kill_wall && do_move)
2951 if (one_in_(GRINDNOISE))
2953 if (have_flag(f_ptr->flags, FF_GLASS))
2954 msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
2956 msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
2959 cave_alter_feat(ny, nx, FF_HURT_DISI);
2961 if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */
2963 p_ptr->update |= (PU_FLOW);
2964 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2965 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
2970 f_ptr = &f_info[g_ptr->feat];
2972 /* Note changes to viewable region */
2977 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
2979 if (!monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
2981 /* Assume no move allowed */
2987 * Check if monster can cross terrain
2988 * This is checked after the normal attacks
2989 * to allow monsters to attack an enemy,
2990 * even if it can't enter the terrain.
2992 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
2994 /* Assume no move allowed */
2998 /* Some monsters never move */
2999 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
3001 /* Hack -- memorize lack of moves */
3002 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3008 /* Creature has been allowed move */
3013 if (have_flag(f_ptr->flags, FF_TREE))
3015 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3017 m_ptr->energy_need += ENERGY_NEED();
3023 /* Hack -- Update the old location */
3024 current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
3026 /* Mega-Hack -- move the old monster, if any */
3029 /* Move the old monster */
3033 /* Update the old monster */
3034 update_monster(g_ptr->m_idx, TRUE);
3037 /* Hack -- Update the new location */
3038 g_ptr->m_idx = m_idx;
3040 /* Move the monster */
3043 update_monster(m_idx, TRUE);
3050 /* sound(SOUND_WALK); */
3051 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
3054 /* Possible disturb */
3057 (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
3058 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3060 if (is_hostile(m_ptr))
3061 disturb(FALSE, TRUE);
3064 /* Take or Kill objects on the floor */
3065 if (g_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3066 (!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
3068 OBJECT_IDX this_o_idx, next_o_idx;
3069 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
3071 /* Scan all objects in the grid */
3072 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3074 BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
3075 GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
3076 object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
3077 next_o_idx = o_ptr->next_o_idx;
3082 if (o_ptr->tval == TV_GOLD) continue;
3085 * Skip "real" corpses and statues, to avoid extreme
3086 * silliness like a novice rogue pockets full of statues
3089 if ((o_ptr->tval == TV_CORPSE) ||
3090 (o_ptr->tval == TV_STATUE)) continue;
3093 /* Extract some flags */
3094 object_flags(o_ptr, flgs);
3096 /* Acquire the object name */
3097 object_desc(o_name, o_ptr, 0);
3098 monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
3100 /* React to objects that hurt the monster */
3101 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3102 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3103 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
3104 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
3105 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
3106 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
3107 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
3108 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
3109 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
3110 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
3111 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3112 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3113 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3114 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3115 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
3116 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
3117 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
3118 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
3119 if (have_flag(flgs, TR_BRAND_ACID)) flgr |= (RFR_IM_ACID);
3120 if (have_flag(flgs, TR_BRAND_ELEC)) flgr |= (RFR_IM_ELEC);
3121 if (have_flag(flgs, TR_BRAND_FIRE)) flgr |= (RFR_IM_FIRE);
3122 if (have_flag(flgs, TR_BRAND_COLD)) flgr |= (RFR_IM_COLD);
3123 if (have_flag(flgs, TR_BRAND_POIS)) flgr |= (RFR_IM_POIS);
3125 /* The object cannot be picked up by the monster */
3126 if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
3127 ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
3129 /* Only give a message for "take_item" */
3130 if (do_take && (r_ptr->flags2 & RF2_STUPID))
3132 did_take_item = TRUE;
3134 /* Describe observable situations */
3135 if (m_ptr->ml && player_can_see_bold(ny, nx))
3137 msg_format(_("%^sは%sを拾おうとしたが、だめだった。", "%^s tries to pick up %s, but fails."), m_name, o_name);
3142 /* Pick up the item */
3145 did_take_item = TRUE;
3147 /* Describe observable situations */
3148 if (player_can_see_bold(ny, nx))
3150 msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
3153 /* Excise the object */
3154 excise_object_idx(this_o_idx);
3157 o_ptr->marked &= OM_TOUCHED;
3159 /* Forget location */
3160 o_ptr->iy = o_ptr->ix = 0;
3162 /* Memorize monster */
3163 o_ptr->held_m_idx = m_idx;
3166 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3169 m_ptr->hold_o_idx = this_o_idx;
3172 /* Destroy the item if not a pet */
3173 else if (!is_pet(m_ptr))
3175 did_kill_item = TRUE;
3177 /* Describe observable situations */
3178 if (player_has_los_bold(ny, nx))
3180 msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
3183 delete_object_idx(this_o_idx);
3189 /* Stop when done */
3194 * Forward movements failed, but now received LOS attack!
3195 * Try to flow by smell.
3197 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3198 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3200 /* If we haven't done anything, try casting a spell again */
3201 if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
3203 /* Try to cast spell again */
3204 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3206 if (make_attack_spell(m_idx)) return;
3211 /* Notice changes in view */
3214 p_ptr->update |= (PU_FLOW);
3215 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3218 /* Notice changes in view */
3219 if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3220 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3222 p_ptr->update |= (PU_MON_LITE);
3225 /* Learn things from observable monster */
3226 if (is_original_ap_and_seen(m_ptr))
3228 /* Monster opened a door */
3229 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3231 /* Monster bashed a door */
3232 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3234 /* Monster tried to pick something up */
3235 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3237 /* Monster tried to crush something */
3238 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3240 /* Monster pushed past another monster */
3241 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3243 /* Monster passed through a wall */
3244 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3246 /* Monster destroyed a wall */
3247 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3251 /* Hack -- get "bold" if out of options */
3252 if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3254 /* No longer afraid */
3255 (void)set_monster_monfear(m_idx, 0);
3257 /* Message if seen */
3260 GAME_TEXT m_name[MAX_NLEN];
3261 monster_desc(m_name, m_ptr, 0);
3262 msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
3265 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3267 /* Actually do something now (?) */
3272 * @brief 全モンスターのターン管理メインルーチン /
3273 * Process all the "live" monsters, once per game current_world_ptr->game_turn.
3276 * During each game current_world_ptr->game_turn, we scan through the list of all the "live" monsters,\n
3277 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
3278 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
3280 * Note that monsters can never move in the monster array (except when the\n
3281 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
3283 * This function is responsible for at least half of the processor time\n
3284 * on a normal system with a "normal" amount of monsters and a player doing\n
3287 * When the player is resting, virtually 90% of the processor time is spent\n
3288 * in this function, and its children, "process_monster()" and "make_move()".\n
3290 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
3291 * especially when the player is running.\n
3293 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
3294 * monsters while they are still being "born". A monster is "fresh" only\n
3295 * during the current_world_ptr->game_turn in which it is created, and we use the "hack_m_idx" to\n
3296 * determine if the monster is yet to be processed during the current current_world_ptr->game_turn.\n
3298 * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
3299 * move before any "nasty" monsters get to use their spell attacks.\n
3301 * Note that when the "knowledge" about the currently tracked monster\n
3302 * changes (flags, attacks, spells), we induce a redraw of the monster\n
3305 void process_monsters(void)
3312 monster_type *m_ptr;
3313 monster_race *r_ptr;
3315 MONRACE_IDX old_monster_race_idx;
3317 BIT_FLAGS old_r_flags1 = 0L;
3318 BIT_FLAGS old_r_flags2 = 0L;
3319 BIT_FLAGS old_r_flags3 = 0L;
3320 BIT_FLAGS old_r_flags4 = 0L;
3321 BIT_FLAGS old_r_flags5 = 0L;
3322 BIT_FLAGS old_r_flags6 = 0L;
3323 BIT_FLAGS old_r_flagsr = 0L;
3325 byte old_r_blows0 = 0;
3326 byte old_r_blows1 = 0;
3327 byte old_r_blows2 = 0;
3328 byte old_r_blows3 = 0;
3330 byte old_r_cast_spell = 0;
3334 /* Clear monster fighting indicator */
3337 /* Memorize old race */
3338 old_monster_race_idx = p_ptr->monster_race_idx;
3340 /* Acquire knowledge */
3341 if (p_ptr->monster_race_idx)
3343 /* Acquire current monster */
3344 r_ptr = &r_info[p_ptr->monster_race_idx];
3346 /* Memorize flags */
3347 old_r_flags1 = r_ptr->r_flags1;
3348 old_r_flags2 = r_ptr->r_flags2;
3349 old_r_flags3 = r_ptr->r_flags3;
3350 old_r_flags4 = r_ptr->r_flags4;
3351 old_r_flags5 = r_ptr->r_flags5;
3352 old_r_flags6 = r_ptr->r_flags6;
3353 old_r_flagsr = r_ptr->r_flagsr;
3355 /* Memorize blows */
3356 old_r_blows0 = r_ptr->r_blows[0];
3357 old_r_blows1 = r_ptr->r_blows[1];
3358 old_r_blows2 = r_ptr->r_blows[2];
3359 old_r_blows3 = r_ptr->r_blows[3];
3361 /* Memorize castings */
3362 old_r_cast_spell = r_ptr->r_cast_spell;
3366 /* Process the monsters (backwards) */
3367 for (i = m_max - 1; i >= 1; i--)
3369 /* Access the monster */
3370 m_ptr = ¤t_floor_ptr->m_list[i];
3371 r_ptr = &r_info[m_ptr->r_idx];
3373 /* Handle "leaving" */
3374 if (p_ptr->leaving) break;
3376 /* Ignore "dead" monsters */
3377 if (!monster_is_valid(m_ptr)) continue;
3379 if (p_ptr->wild_mode) continue;
3382 /* Handle "fresh" monsters */
3383 if (m_ptr->mflag & MFLAG_BORN)
3385 /* No longer "fresh" */
3386 m_ptr->mflag &= ~(MFLAG_BORN);
3392 /* Hack -- Require proximity */
3393 if (m_ptr->cdis >= AAF_LIMIT) continue;
3398 /* Flow by smell is allowed */
3399 if (!p_ptr->no_flowed)
3401 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3404 /* Assume no move */
3407 /* Handle "sensing radius" */
3408 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3410 /* We can "sense" the player */
3414 /* Handle "sight" and "aggravation" */
3415 else if ((m_ptr->cdis <= MAX_SIGHT || p_ptr->inside_battle) &&
3416 (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3418 /* We can "see" or "feel" the player */
3422 #if 0 /* (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when == current_floor_ptr->grid_array[fy][fx].when) is always FALSE... */
3423 /* Hack -- Monsters can "smell" the player from far away */
3424 /* Note that most monsters have "aaf" of "20" or so */
3425 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3426 cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_MOVE) &&
3427 (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when == current_floor_ptr->grid_array[fy][fx].when) &&
3428 (current_floor_ptr->grid_array[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3429 (current_floor_ptr->grid_array[fy][fx].dist < r_ptr->aaf))
3431 /* We can "smell" the player */
3435 else if (m_ptr->target_y) test = TRUE;
3438 if (!test) continue;
3441 if (p_ptr->riding == i)
3442 speed = p_ptr->pspeed;
3445 speed = m_ptr->mspeed;
3447 /* Monsters move quickly in Nightmare mode */
3448 if (ironman_nightmare) speed += 5;
3450 if (MON_FAST(m_ptr)) speed += 10;
3451 if (MON_SLOW(m_ptr)) speed -= 10;
3454 /* Give this monster some energy */
3455 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3457 /* Not enough energy to move */
3458 if (m_ptr->energy_need > 0) continue;
3460 /* Use up "some" energy */
3461 m_ptr->energy_need += ENERGY_NEED();
3464 /* Save global index */
3467 /* Process the monster */
3470 reset_target(m_ptr);
3472 /* Give up flow_by_smell when it might useless */
3473 if (p_ptr->no_flowed && one_in_(3))
3474 m_ptr->mflag2 |= MFLAG2_NOFLOW;
3476 /* Hack -- notice death or departure */
3477 if (!p_ptr->playing || p_ptr->is_dead) break;
3479 /* Notice leaving */
3480 if (p_ptr->leaving) break;
3483 /* Reset global index */
3487 /* Tracking a monster race (the same one we were before) */
3488 if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3490 /* Acquire monster race */
3491 r_ptr = &r_info[p_ptr->monster_race_idx];
3493 /* Check for knowledge change */
3494 if ((old_r_flags1 != r_ptr->r_flags1) ||
3495 (old_r_flags2 != r_ptr->r_flags2) ||
3496 (old_r_flags3 != r_ptr->r_flags3) ||
3497 (old_r_flags4 != r_ptr->r_flags4) ||
3498 (old_r_flags5 != r_ptr->r_flags5) ||
3499 (old_r_flags6 != r_ptr->r_flags6) ||
3500 (old_r_flagsr != r_ptr->r_flagsr) ||
3501 (old_r_blows0 != r_ptr->r_blows[0]) ||
3502 (old_r_blows1 != r_ptr->r_blows[1]) ||
3503 (old_r_blows2 != r_ptr->r_blows[2]) ||
3504 (old_r_blows3 != r_ptr->r_blows[3]) ||
3505 (old_r_cast_spell != r_ptr->r_cast_spell))
3507 p_ptr->window |= (PW_MONSTER);