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"
28 * @brief モンスターが敵に接近するための方向を決める /
29 * Calculate the direction to the next enemy
30 * @param m_idx モンスターの参照ID
31 * @param mm 移動するべき方角IDを返す参照ポインタ
32 * @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
34 static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
37 POSITION x = 0, y = 0;
42 monster_type *m_ptr = &m_list[m_idx];
43 monster_race *r_ptr = &r_info[m_ptr->r_idx];
46 if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
48 y = m_list[riding_t_m_idx].fy;
49 x = m_list[riding_t_m_idx].fx;
51 else if (is_pet(m_ptr) && pet_t_m_idx)
53 y = m_list[pet_t_m_idx].fy;
54 x = m_list[pet_t_m_idx].fx;
58 if (p_ptr->inside_battle)
60 start = randint1(m_max-1)+m_max;
61 if(randint0(2)) plus = -1;
63 else start = m_max + 1;
65 /* Scan thru all monsters */
66 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
68 IDX dummy = (i % m_max);
73 t_ptr = &m_list[t_idx];
75 /* The monster itself isn't a target */
76 if (t_ptr == m_ptr) continue;
78 /* Paranoia -- Skip dead monsters */
79 if (!t_ptr->r_idx) continue;
83 /* Hack -- only fight away from player */
84 if (p_ptr->pet_follow_distance < 0)
86 /* No fighting near player */
87 if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
92 /* Hack -- no fighting away from player */
93 else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > p_ptr->pet_follow_distance))
98 if (r_ptr->aaf < t_ptr->cdis) continue;
101 /* Monster must be 'an enemy' */
102 if (!are_enemies(m_ptr, t_ptr)) continue;
104 /* Monster must be projectable if we can't pass through walls */
105 if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
106 ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
108 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
112 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
115 /* OK -- we've got a target */
121 if (!x && !y) return FALSE;
124 /* Extract the direction */
129 if ((y < 0) && (x == 0))
136 else if ((y > 0) && (x == 0))
143 else if ((x > 0) && (y == 0))
150 else if ((x < 0) && (y == 0))
157 else if ((y < 0) && (x < 0))
164 else if ((y < 0) && (x > 0))
171 else if ((y > 0) && (x < 0))
178 else if ((y > 0) && (x > 0))
185 /* Found a monster */
191 * @brief モンスターが敵モンスターに行う打撃処理 /
192 * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
193 * @param m_idx 目標となるモンスターの参照ID
195 * @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
196 * @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
197 * @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)
198 * @param who 打撃を行ったモンスターの参照ID
201 void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, IDX who)
203 monster_type *m_ptr = &m_list[m_idx];
204 monster_race *r_ptr = &r_info[m_ptr->r_idx];
205 GAME_TEXT m_name[160];
206 bool seen = is_seen(m_ptr);
208 /* Can the player be aware of this attack? */
209 bool known = (m_ptr->cdis <= MAX_SIGHT);
211 /* Extract monster name */
212 monster_desc(m_name, m_ptr, 0);
214 /* Redraw (later) if needed */
217 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
218 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
221 (void)set_monster_csleep(m_idx, 0);
223 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
225 if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
229 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
234 if (r_ptr->flagsr & RFR_RES_ALL)
239 if((dam == 0) && one_in_(3)) dam = 1;
245 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
254 /* It is dead now... or is it? */
257 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
258 (r_ptr->flags7 & RF7_NAZGUL)) &&
259 !p_ptr->inside_battle)
266 if (!monster_living(m_ptr->r_idx))
279 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
280 /* Unseen death by normal attack */
285 /* Death by special attack */
288 msg_format(_("%^s%s", "%^s%s"), m_name, note);
290 /* Death by normal attack -- nonliving monster */
291 else if (!monster_living(m_ptr->r_idx))
293 msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
295 /* Death by normal attack -- living monster */
298 msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
302 monster_gain_exp(who, m_ptr->r_idx);
303 monster_death(m_idx, FALSE);
304 delete_monster_idx(m_idx);
309 /* Monster is dead */
318 /* Mega-Hack -- Pain cancels fear */
319 if (MON_MONFEAR(m_ptr) && (dam > 0))
322 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
329 /* Sometimes a monster gets scared by damage */
330 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
332 /* Percentage of fully healthy */
333 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
336 * Run (sometimes) if at 10% or less of max hit points,
337 * or (usually) when hit for half its current hit points
339 if (((percentage <= 10) && (randint0(10) < percentage)) ||
340 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
342 /* Hack -- note fear */
345 /* Hack -- Add some timed fear */
346 (void)set_monster_monfear(m_idx, (randint1(10) +
347 (((dam >= m_ptr->hp) && (percentage > 7)) ?
348 20 : ((11 - percentage) * 5))));
352 #endif /* ALLOW_FEAR */
354 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
356 if (is_pet(&m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
358 set_target(m_ptr, m_list[who].fy, m_list[who].fx);
362 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
364 /* Extract monster name */
365 monster_desc(m_name, m_ptr, 0);
367 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
368 if (rakuba((dam > 200) ? 200 : dam, FALSE))
370 msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);
380 * @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 /
381 * Returns whether a given monster will try to run from the player.
382 * @param m_idx 逃走するモンスターの参照ID
383 * @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。
385 * Monsters will attempt to avoid very powerful players. See below.\n
387 * Because this function is called so often, little details are important\n
388 * for efficiency. Like not using "mod" or "div" when possible. And\n
389 * attempting to check the conditions in an optimal order. Note that\n
390 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
392 * Note that this function is responsible for about one to five percent\n
393 * of the processor use in normal conditions...\n
395 static bool mon_will_run(MONSTER_IDX m_idx)
397 monster_type *m_ptr = &m_list[m_idx];
401 monster_race *r_ptr = &r_info[m_ptr->r_idx];
405 HIT_POINT p_chp, p_mhp;
406 HIT_POINT m_chp, m_mhp;
411 /* Friends can be commanded to avoid the player */
414 /* Are we trying to avoid the player? */
415 return ((p_ptr->pet_follow_distance < 0) &&
416 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
419 /* Keep monsters from running too far away */
420 if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
422 /* All "afraid" monsters will run away */
423 if (MON_MONFEAR(m_ptr)) return (TRUE);
427 /* Nearby monsters will not become terrified */
428 if (m_ptr->cdis <= 5) return (FALSE);
430 /* Examine player power (level) */
433 /* Examine monster power (level plus morale) */
434 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
436 /* Optimize extreme cases below */
437 if (m_lev > p_lev + 4) return (FALSE);
438 if (m_lev + 4 <= p_lev) return (TRUE);
440 /* Examine player health */
444 /* Examine monster health */
446 m_mhp = m_ptr->maxhp;
448 /* Prepare to optimize the calculation */
449 p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
450 m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
452 /* Strong players scare strong monsters */
453 if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
457 /* Assume no terror */
463 * @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 /
464 * Search spell castable grid
465 * @param m_idx モンスターの参照ID
466 * @param yp 適したマスのY座標を返す参照ポインタ
467 * @param xp 適したマスのX座標を返す参照ポインタ
468 * @return 有効なマスがあった場合TRUEを返す
470 static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
473 POSITION y, x, y1, x1;
476 bool can_open_door = FALSE;
479 monster_type *m_ptr = &m_list[m_idx];
480 monster_race *r_ptr = &r_info[m_ptr->r_idx];
482 /* Monster location */
486 /* Monster can already cast spell to player */
487 if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
489 /* Set current grid cost */
490 now_cost = cave[y1][x1].cost;
491 if (now_cost == 0) now_cost = 999;
493 /* Can monster bash or open doors? */
494 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
496 can_open_door = TRUE;
499 /* Check nearby grids, diagonals first */
500 for (i = 7; i >= 0; i--)
507 /* Ignore locations off of edge */
508 if (!in_bounds2(y, x)) continue;
510 /* Simply move to player */
511 if (player_bold(y, x)) return (FALSE);
517 /* Monster cannot kill or pass walls */
518 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))))
520 if (cost == 0) continue;
521 if (!can_open_door && is_closed_door(c_ptr->feat)) continue;
524 /* Hack -- for kill or pass wall monster.. */
525 if (cost == 0) cost = 998;
527 if (now_cost < cost) continue;
529 if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
531 /* Accept louder sounds */
532 if (best < cost) continue;
535 (*yp) = y1 + ddy_ddd[i];
536 (*xp) = x1 + ddx_ddd[i];
539 /* No legal move (?) */
540 if (best == 999) return (FALSE);
548 * @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 /
549 * Choose the "best" direction for "flowing"
550 * @param m_idx モンスターの参照ID
551 * @param yp 移動先のマスのY座標を返す参照ポインタ
552 * @param xp 移動先のマスのX座標を返す参照ポインタ
553 * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
554 * @return 有効なマスがあった場合TRUEを返す
556 * Note that ghosts and rock-eaters are never allowed to "flow",\n
557 * since they should move directly towards the player.\n
559 * Prefer "non-diagonal" directions, but twiddle them a little\n
560 * to angle slightly towards the player's actual location.\n
562 * Allow very perceptive monsters to track old "spoor" left by\n
563 * previous locations occupied by the player. This will tend\n
564 * to have monsters end up either near the player or on a grid\n
565 * recently occupied by the player (and left via "teleport").\n
567 * Note that if "smell" is turned on, all monsters get vicious.\n
569 * Also note that teleporting away from a location will cause\n
570 * the monsters who were chasing you to converge on that location\n
571 * as long as you are still near enough to "annoy" them without\n
572 * being close enough to chase directly. I have no idea what will\n
573 * happen if you combine "smell" with low "aaf" values.\n
575 static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
578 POSITION y, x, y1, x1;
581 bool use_scent = FALSE;
583 monster_type *m_ptr = &m_list[m_idx];
584 monster_race *r_ptr = &r_info[m_ptr->r_idx];
586 /* Can monster cast attack spell? */
587 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
588 r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
589 r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
591 /* Can move spell castable grid? */
592 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
595 /* Monster can't flow */
596 if (no_flow) return (FALSE);
598 /* Monster can go through rocks */
599 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
600 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
602 /* Monster location */
606 /* Hack -- Player can see us, run towards him */
607 if (player_has_los_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)) return (FALSE);
610 c_ptr = &cave[y1][x1];
612 /* If we can hear noises, advance towards them */
618 /* Otherwise, try to follow a scent trail */
619 else if (c_ptr->when)
622 if (cave[p_ptr->y][p_ptr->x].when - c_ptr->when > 127) return (FALSE);
628 /* Otherwise, advance blindly */
634 /* Check nearby grids, diagonals first */
635 for (i = 7; i >= 0; i--)
640 /* Ignore locations off of edge */
641 if (!in_bounds2(y, x)) continue;
645 /* We're following a scent trail */
648 int when = c_ptr->when;
650 /* Accept younger scent */
651 if (best > when) continue;
655 /* We're using sound */
660 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
662 else cost = c_ptr->cost;
664 /* Accept louder sounds */
665 if ((cost == 0) || (best < cost)) continue;
669 /* Hack -- Save the "twiddled" location */
670 (*yp) = p_ptr->y + 16 * ddy_ddd[i];
671 (*xp) = p_ptr->x + 16 * ddx_ddd[i];
674 /* No legal move (?) */
675 if (best == 999 || best == 0) return (FALSE);
683 * @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 /
684 * Provide a location to flee to, but give the player a wide berth.
685 * @param m_idx モンスターの参照ID
686 * @param yp 移動先のマスのY座標を返す参照ポインタ
687 * @param xp 移動先のマスのX座標を返す参照ポインタ
688 * @return 有効なマスがあった場合TRUEを返す
690 * A monster may wish to flee to a location that is behind the player,\n
691 * but instead of heading directly for it, the monster should "swerve"\n
692 * around the player so that he has a smaller chance of getting hit.\n
694 static bool get_fear_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
696 POSITION y, x, y1, x1, fy, fx, gy = 0, gx = 0;
700 monster_type *m_ptr = &m_list[m_idx];
702 /* Monster location */
706 /* Desired destination */
710 /* Check nearby grids, diagonals first */
711 for (i = 7; i >= 0; i--)
718 /* Ignore locations off of edge */
719 if (!in_bounds2(y, x)) continue;
721 /* Don't move toward player */
722 /* if (cave[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
724 /* Calculate distance of this grid from our destination */
725 dis = distance(y, x, y1, x1);
727 /* Score this grid */
728 s = 5000 / (dis + 3) - 500 / (cave[y][x].dist + 1);
730 /* No negative scores */
733 /* Ignore lower scores */
734 if (s < score) continue;
736 /* Save the score and time */
739 /* Save the location */
744 /* No legal move (?) */
745 if (score == -1) return (FALSE);
756 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
759 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
760 * offsets of all the locations with a distance of n from a central point,
761 * with an offset of (0,0) indicating no more offsets at this distance.
763 * This is, of course, fairly unreadable, but it eliminates multiple loops
764 * from the previous version.
766 * It is probably better to replace these arrays with code to compute
767 * the relevant arrays, even if the storage is pre-allocated in hard
768 * coded sizes. At the very least, code should be included which is
769 * able to generate and dump these arrays (ala "los()").
771 * Also, the storage needs could be halved by using bytes.
773 * These arrays could be combined into two big arrays, using sub-arrays
774 * to hold the offsets and lengths of each portion of the sub-arrays, and
775 * this could perhaps also be used somehow in the "look" code.
779 static POSITION d_off_y_0[] = { 0 };
780 static POSITION d_off_x_0[] = { 0 };
782 static POSITION d_off_y_1[] = { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
783 static POSITION d_off_x_1[] = { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
785 static POSITION d_off_y_2[] = { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
786 static POSITION d_off_x_2[] = { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
788 static POSITION d_off_y_3[] = { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2, 3, 3, 3, 0 };
789 static POSITION d_off_x_3[] = { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2, -1, 0, 1, 0 };
791 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 };
792 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 };
795 static POSITION d_off_y_5[] =
796 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
797 -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
800 static POSITION d_off_x_5[] =
801 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
802 -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
806 static POSITION d_off_y_6[] =
807 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
808 -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
811 static POSITION d_off_x_6[] =
812 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
813 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
814 -3, 2, 3, -1, 0, 1, 0 };
817 static POSITION d_off_y_7[] =
818 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
819 -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
820 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
822 static POSITION d_off_x_7[] =
823 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
824 -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
825 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
829 static POSITION d_off_y_8[] =
830 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
831 -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
832 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
835 static POSITION d_off_x_8[] =
836 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
837 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
838 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
842 static POSITION d_off_y_9[] =
843 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
844 -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
845 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
846 7, 8, 8, 8, 8, 9, 9, 9, 0 };
848 static POSITION d_off_x_9[] =
849 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
850 -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
851 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
852 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
855 static POSITION *dist_offsets_y[10] =
857 d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
858 d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
861 static POSITION *dist_offsets_x[10] =
863 d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
864 d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
868 * @brief モンスターが逃げ込める安全な地点を返す /
869 * Choose a "safe" location near a monster for it to run toward.
870 * @param m_idx モンスターの参照ID
871 * @param yp 移動先のマスのY座標を返す参照ポインタ
872 * @param xp 移動先のマスのX座標を返す参照ポインタ
873 * @return 有効なマスがあった場合TRUEを返す
875 * A location is "safe" if it can be reached quickly and the player\n
876 * is not able to fire into it (it isn't a "clean shot"). So, this will\n
877 * cause monsters to "duck" behind walls. Hopefully, monsters will also\n
878 * try to run towards corridor openings if they are in a room.\n
880 * This function may take lots of CPU time if lots of monsters are\n
883 * Return TRUE if a safe location is available.\n
885 static bool find_safety(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
887 monster_type *m_ptr = &m_list[m_idx];
889 POSITION fy = m_ptr->fy;
890 POSITION fx = m_ptr->fx;
892 POSITION y, x, dy, dx, d, dis, i;
893 POSITION gy = 0, gx = 0, gdis = 0;
900 /* Start with adjacent locations, spread further */
901 for (d = 1; d < 10; d++)
903 /* Get the lists of points with a distance d from (fx, fy) */
904 y_offsets = dist_offsets_y[d];
905 x_offsets = dist_offsets_x[d];
907 /* Check the locations */
908 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
910 i++, dx = x_offsets[i], dy = y_offsets[i])
915 /* Skip illegal locations */
916 if (!in_bounds(y, x)) continue;
920 /* Skip locations in a wall */
921 if (!monster_can_cross_terrain(c_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
923 /* Check for "availability" (if monsters can flow) */
924 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
926 /* Ignore grids very far from the player */
927 if (c_ptr->dist == 0) continue;
929 /* Ignore too-distant grids */
930 if (c_ptr->dist > cave[fy][fx].dist + 2 * d) continue;
933 /* Check for absence of shot (more or less) */
934 if (!projectable(p_ptr->y, p_ptr->x, y, x))
936 /* Calculate distance from player */
937 dis = distance(y, x, p_ptr->y, p_ptr->x);
939 /* Remember if further than previous */
949 /* Check for success */
956 /* Found safe place */
967 * @brief モンスターが隠れ潜める地点を返す /
968 * Choose a good hiding place near a monster for it to run toward.
969 * @param m_idx モンスターの参照ID
970 * @param yp 移動先のマスのY座標を返す参照ポインタ
971 * @param xp 移動先のマスのX座標を返す参照ポインタ
972 * @return 有効なマスがあった場合TRUEを返す
974 * Pack monsters will use this to "ambush" the player and lure him out\n
975 * of corridors into open space so they can swarm him.\n
977 * Return TRUE if a good location is available.\n
979 static bool find_hiding(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
981 monster_type *m_ptr = &m_list[m_idx];
982 monster_race *r_ptr = &r_info[m_ptr->r_idx];
984 POSITION fy = m_ptr->fy;
985 POSITION fx = m_ptr->fx;
987 POSITION y, x, dy, dx, d, dis, i;
988 POSITION gy = 0, gx = 0, gdis = 999;
990 POSITION *y_offsets, *x_offsets;
992 /* Start with adjacent locations, spread further */
993 for (d = 1; d < 10; d++)
995 /* Get the lists of points with a distance d from (fx, fy) */
996 y_offsets = dist_offsets_y[d];
997 x_offsets = dist_offsets_x[d];
999 /* Check the locations */
1000 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
1002 i++, dx = x_offsets[i], dy = y_offsets[i])
1007 /* Skip illegal locations */
1008 if (!in_bounds(y, x)) continue;
1010 /* Skip occupied locations */
1011 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
1013 /* Check for hidden, available grid */
1014 if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
1016 /* Calculate distance from player */
1017 dis = distance(y, x, p_ptr->y, p_ptr->x);
1019 /* Remember if closer than previous */
1020 if (dis < gdis && dis >= 2)
1029 /* Check for success */
1036 /* Found good place */
1047 * @brief モンスターの移動方向を返す /
1048 * Choose "logical" directions for monster movement
1049 * @param m_idx モンスターの参照ID
1050 * @param mm 移動方向を返す方向IDの参照ポインタ
1051 * @return 有効方向があった場合TRUEを返す
1053 static bool get_moves(MONSTER_IDX m_idx, DIRECTION *mm)
1055 monster_type *m_ptr = &m_list[m_idx];
1056 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1057 POSITION y = 0, ay, x = 0, ax;
1059 POSITION y2 = p_ptr->y;
1060 POSITION x2 = p_ptr->x;
1062 bool will_run = mon_will_run(m_idx);
1064 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (cave[m_ptr->fy][m_ptr->fx].cost > 2));
1065 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
1067 /* Counter attack to an enemy monster */
1068 if (!will_run && m_ptr->target_y)
1070 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
1072 /* The monster must be an enemy, and in LOS */
1074 are_enemies(m_ptr, &m_list[t_m_idx]) &&
1075 los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
1076 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1078 /* Extract the "pseudo-direction" */
1079 y = m_ptr->fy - m_ptr->target_y;
1080 x = m_ptr->fx - m_ptr->target_x;
1085 if (!done && !will_run && is_hostile(m_ptr) &&
1086 (r_ptr->flags1 & RF1_FRIENDS) &&
1087 ((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)) ||
1088 (cave[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1091 * Animal packs try to get the player out of corridors
1092 * (...unless they can move through walls -- TY)
1094 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1095 !(r_ptr->flags2 & RF2_KILL_WALL))
1099 /* Count room grids next to player */
1100 for (i = 0; i < 8; i++)
1102 int xx = p_ptr->x + ddx_ddd[i];
1103 int yy = p_ptr->y + ddy_ddd[i];
1105 if (!in_bounds2(yy, xx)) continue;
1107 c_ptr = &cave[yy][xx];
1110 if (monster_can_cross_terrain(c_ptr->feat, r_ptr, 0))
1112 /* One more room grid */
1116 if (cave[p_ptr->y][p_ptr->x].info & CAVE_ROOM) room -= 2;
1117 if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
1119 /* Not in a room and strong player */
1120 if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1121 (p_ptr->mhp + p_ptr->msp))
1123 /* Find hiding place */
1124 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1128 /* Monster groups try to surround the player */
1129 if (!done && (cave[m_ptr->fy][m_ptr->fx].dist < 3))
1133 /* Find an empty square near the player to fill */
1134 for (i = 0; i < 8; i++)
1136 /* Pick squares near player (semi-randomly) */
1137 y2 = p_ptr->y + ddy_ddd[(m_idx + i) & 7];
1138 x2 = p_ptr->x + ddx_ddd[(m_idx + i) & 7];
1140 /* Already there? */
1141 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1143 /* Attack the player */
1150 if (!in_bounds2(y2, x2)) continue;
1152 /* Ignore filled grids */
1153 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
1155 /* Try to fill this hole */
1159 /* Extract the new "pseudo-direction" */
1169 /* Flow towards the player */
1170 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1172 /* Extract the "pseudo-direction" */
1179 /* Apply fear if possible and necessary */
1180 if (is_pet(m_ptr) && will_run)
1182 /* XXX XXX Not very "smart" */
1187 if (!done && will_run)
1192 /* Try to find safe place */
1193 if (find_safety(m_idx, &y, &x))
1195 /* Attempt to avoid the player */
1198 /* Adjust movement */
1199 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1205 /* This is not a very "smart" method XXX XXX */
1213 /* Check for no move */
1214 if (!x && !y) return (FALSE);
1217 /* Extract the "absolute distances" */
1221 /* Do something weird */
1222 if (y < 0) move_val += 8;
1223 if (x > 0) move_val += 4;
1225 /* Prevent the diamond maneuvre */
1226 if (ay > (ax << 1)) move_val += 2;
1227 else if (ax > (ay << 1)) move_val++;
1229 /* Extract some directions */
1374 /* Wants to move... */
1380 * @brief モンスターから敵モンスターへの命中判定
1381 * @param power 打撃属性による基本命中値
1382 * @param level 攻撃側モンスターのレベル
1383 * @param ac 目標モンスターのAC
1384 * @param stun 攻撃側モンスターが朦朧状態ならTRUEを返す
1385 * @return 命中ならばTRUEを返す
1387 static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
1391 /* Percentile dice */
1394 if (stun && one_in_(2)) return FALSE;
1396 /* Hack -- Always miss or hit */
1397 if (k < 10) return (k < 5);
1399 /* Calculate the "attack quality" */
1400 i = (power + (level * 3));
1402 /* Power and Level compete against Armor */
1403 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1410 #define BLOW_EFFECT_TYPE_NONE 0
1411 #define BLOW_EFFECT_TYPE_FEAR 1
1412 #define BLOW_EFFECT_TYPE_SLEEP 2
1413 #define BLOW_EFFECT_TYPE_HEAL 3
1417 * @brief モンスターから敵モンスターへの打撃攻撃処理
1418 * @param m_idx 攻撃側モンスターの参照ID
1419 * @param t_idx 目標側モンスターの参照ID
1420 * @return 実際に打撃処理が行われた場合TRUEを返す
1422 static bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
1424 monster_type *m_ptr = &m_list[m_idx];
1425 monster_type *t_ptr = &m_list[t_idx];
1427 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1428 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1430 ARMOUR_CLASS ap_cnt;
1434 GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
1435 char temp[MAX_NLEN];
1437 bool explode = FALSE, touched = FALSE, fear = FALSE, dead = FALSE;
1438 POSITION y_saver = t_ptr->fy;
1439 POSITION x_saver = t_ptr->fx;
1442 bool see_m = is_seen(m_ptr);
1443 bool see_t = is_seen(t_ptr);
1444 bool see_either = see_m || see_t;
1446 /* Can the player be aware of this attack? */
1447 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1448 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1450 /* Cannot attack self */
1451 if (m_idx == t_idx) return FALSE;
1453 /* Not allowed to attack */
1454 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1456 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
1461 /* Extract the effective monster level */
1462 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1464 monster_desc(m_name, m_ptr, 0);
1465 monster_desc(t_name, t_ptr, 0);
1467 /* Assume no blink */
1470 if (!see_either && known)
1475 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
1477 /* Scan through all four blows */
1478 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1480 bool obvious = FALSE;
1482 HIT_POINT power = 0;
1483 HIT_POINT damage = 0;
1487 /* Extract the attack infomation */
1488 int effect = r_ptr->blow[ap_cnt].effect;
1489 int method = r_ptr->blow[ap_cnt].method;
1490 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1491 int d_side = r_ptr->blow[ap_cnt].d_side;
1493 if (!m_ptr->r_idx) break;
1495 /* Stop attacking if the target dies! */
1496 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1499 /* Hack -- no more attacks */
1502 if (method == RBM_SHOOT) continue;
1504 /* Extract the attack "power" */
1505 power = mbe_info[effect].power;
1508 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1510 (void)set_monster_csleep(t_idx, 0);
1514 /* Redraw the health bar */
1515 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
1516 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
1519 /* Describe the attack method */
1524 act = _("%sを殴った。", "hits %s.");
1531 act = _("%sを触った。", "touches %s.");
1538 act = _("%sをパンチした。", "punches %s.");
1545 act = _("%sを蹴った。", "kicks %s.");
1552 act = _("%sをひっかいた。", "claws %s.");
1559 act = _("%sを噛んだ。", "bites %s.");
1566 act = _("%sを刺した。", "stings %s.");
1573 act = _("%sを斬った。", "slashes %s.");
1579 act = _("%sを角で突いた。", "butts %s.");
1586 act = _("%sに体当りした。", "crushes %s.");
1593 act = _("%sを飲み込んだ。", "engulfs %s.");
1600 act = _("%sに請求書をよこした。", "charges %s.");
1607 act = _("%sの体の上を這い回った。", "crawls on %s.");
1614 act = _("%sによだれをたらした。", "drools on %s.");
1621 act = _("%sに唾を吐いた。", "spits on %s.");
1628 if (see_either) disturb(TRUE, TRUE);
1629 act = _("爆発した。", "explodes.");
1637 act = _("%sをにらんだ。", "gazes at %s.");
1644 act = _("%sに泣きついた。", "wails at %s.");
1651 act = _("%sに胞子を飛ばした。", "releases spores at %s.");
1658 act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
1665 act = _("%sに金をせがんだ。", "begs %s for money.");
1672 act = _("%sを侮辱した。", "insults %s.");
1679 act = _("%sにむかってうめいた。", "moans at %s.");
1686 act = _("%sにむかって歌った。", "sings to %s.");
1692 if (act && see_either)
1695 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1696 strfmt(temp, act, t_name);
1697 msg_format("%^sは%s", m_name, temp);
1699 if (do_silly_attack)
1701 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1702 strfmt(temp, "%s %s.", act, t_name);
1704 else strfmt(temp, act, t_name);
1705 msg_format("%^s %s", m_name, temp);
1709 /* Hack -- assume all attacks are obvious */
1712 /* Roll out the damage */
1713 damage = damroll(d_dice, d_side);
1715 /* Assume no effect */
1716 effect_type = BLOW_EFFECT_TYPE_NONE;
1720 /* Apply appropriate damage */
1729 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1731 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1732 damage = MAX(damage, tmp_damage * 2);
1739 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1754 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1790 effect_type = BLOW_EFFECT_TYPE_FEAR;
1794 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1798 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1799 if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1814 pt = GF_HYPODYNAMIA;
1815 effect_type = BLOW_EFFECT_TYPE_HEAL;
1833 /* Do damage if not exploding */
1836 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1837 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1840 switch (effect_type)
1842 case BLOW_EFFECT_TYPE_FEAR:
1843 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1844 damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1847 case BLOW_EFFECT_TYPE_SLEEP:
1848 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1849 r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1852 case BLOW_EFFECT_TYPE_HEAL:
1853 if ((monster_living(m_idx)) && (damage > 2))
1855 bool did_heal = FALSE;
1857 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1860 m_ptr->hp += damroll(4, damage / 6);
1861 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1863 /* Redraw (later) if needed */
1864 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1865 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1867 /* Special message */
1868 if (see_m && did_heal)
1870 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1879 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
1881 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1885 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
1887 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
1888 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1889 damroll (1 + ((tr_ptr->level) / 26),
1890 1 + ((tr_ptr->level) / 17)),
1891 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1895 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1900 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
1902 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1906 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
1908 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
1909 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1910 damroll (1 + ((tr_ptr->level) / 26),
1911 1 + ((tr_ptr->level) / 17)),
1912 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1916 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1921 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
1923 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1927 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
1929 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
1930 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1931 damroll (1 + ((tr_ptr->level) / 26),
1932 1 + ((tr_ptr->level) / 17)),
1933 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1937 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1944 /* Monster missed player */
1947 /* Analyze failed attacks */
1963 (void)set_monster_csleep(t_idx, 0);
1965 /* Visible monsters */
1969 msg_format("%sは%^sの攻撃をかわした。", t_name, m_name);
1971 msg_format("%^s misses %s.", m_name, t_name);
1981 /* Analyze "visible" monsters only */
1982 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
1984 /* Count "obvious" attacks (and ones that cause damage) */
1985 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
1987 /* Count attacks of this type */
1988 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
1990 r_ptr->r_blows[ap_cnt]++;
1998 sound(SOUND_EXPLODE);
2000 /* Cancel Invulnerability */
2001 (void)set_monster_invulner(m_idx, 0, FALSE);
2002 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);
2007 if (blinked && m_ptr->r_idx)
2009 if (teleport_barrier(m_idx))
2013 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."));
2024 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
2031 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
2039 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
2041 return !have_flag(f_ptr->flags, FF_GLASS) ||
2042 (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
2043 (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
2048 * @brief モンスター単体の1ターン行動処理メインルーチン /
2050 * @param m_idx 行動モンスターの参照ID
2053 * The monster is known to be within 100 grids of the player\n
2055 * In several cases, we directly update the monster lore\n
2057 * Note that a monster is only allowed to "reproduce" if there\n
2058 * are a limited number of "reproducing" monsters on the current\n
2059 * level. This should prevent the level from being "swamped" by\n
2060 * reproducing monsters. It also allows a large mass of mice to\n
2061 * prevent a louse from multiplying, but this is a small price to\n
2062 * pay for a simple multiplication method.\n
2064 * XXX Monster fear is slightly odd, in particular, monsters will\n
2065 * fixate on opening a door even if they cannot open it. Actually,\n
2066 * the same thing happens to normal monsters when they hit a door\n
2068 * In addition, monsters which *cannot* open or bash\n
2069 * down a door will still stand there trying to open it...\n
2071 * XXX Technically, need to check for monster in the way\n
2072 * combined with that monster being in a wall (or door?)\n
2074 * A "direction" of "5" means "pick a random direction".\n
2076 void process_monster(MONSTER_IDX m_idx)
2078 monster_type *m_ptr = &m_list[m_idx];
2079 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2080 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2083 POSITION oy, ox, ny, nx;
2088 feature_type *f_ptr;
2090 monster_type *y_ptr;
2095 bool must_alter_to_move;
2104 bool gets_angry = FALSE;
2109 bool is_riding_mon = (m_idx == p_ptr->riding);
2110 bool see_m = is_seen(m_ptr);
2112 if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
2114 if (rakuba(0, TRUE))
2117 msg_print("地面に落とされた。");
2119 GAME_TEXT m_name[MAX_NLEN];
2120 monster_desc(m_name, &m_list[p_ptr->riding], 0);
2121 msg_format("You have fallen from %s.", m_name);
2126 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
2128 choose_new_monster(m_idx, FALSE, 0);
2129 r_ptr = &r_info[m_ptr->r_idx];
2132 /* Players hidden in shadow are almost imperceptable. -LM- */
2133 if (p_ptr->special_defense & NINJA_S_STEALTH)
2135 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2136 if (p_ptr->monlite) tmp /= 3;
2137 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2138 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
2139 /* Low-level monsters will find it difficult to locate the player. */
2140 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
2143 /* Are there its parent? */
2144 if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
2146 /* Its parent have gone, it also goes away. */
2150 GAME_TEXT m_name[MAX_NLEN];
2151 monster_desc(m_name, m_ptr, 0);
2152 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2155 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2157 GAME_TEXT m_name[MAX_NLEN];
2158 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2159 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
2162 delete_monster_idx(m_idx);
2167 /* Quantum monsters are odd */
2168 if (r_ptr->flags2 & (RF2_QUANTUM))
2170 /* Sometimes skip move */
2171 if (!randint0(2)) return;
2174 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2178 if (is_pet(m_ptr) && !(m_ptr->ml)) sad = TRUE;
2182 GAME_TEXT m_name[MAX_NLEN];
2183 monster_desc(m_name, m_ptr, 0);
2185 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2188 /* Generate treasure, etc */
2189 monster_death(m_idx, FALSE);
2191 delete_monster_idx(m_idx);
2194 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2201 if (m_ptr->r_idx == MON_SHURYUUDAN)
2203 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);
2207 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2209 static int riding_pinch = 0;
2211 if (m_ptr->hp < m_ptr->maxhp/3)
2213 GAME_TEXT m_name[MAX_NLEN];
2214 monster_desc(m_name, m_ptr, 0);
2216 if (is_riding_mon && riding_pinch < 2)
2218 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。",
2219 "%^s seems to be in so much pain, and trying to escape from your restriction."), m_name);
2221 disturb(TRUE, TRUE);
2227 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);
2228 if (rakuba(-1, FALSE))
2230 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2236 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) &&
2237 player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))
2239 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);
2241 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);
2242 msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
2245 if (is_riding_mon && rakuba(-1, FALSE))
2247 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2250 /* Check for quest completion */
2251 check_quest_completion(m_ptr);
2253 delete_monster_idx(m_idx);
2260 /* Reset the counter */
2261 if (is_riding_mon) riding_pinch = 0;
2265 /* Handle "sleep" */
2266 if (MON_CSLEEP(m_ptr))
2268 /* Handle non-aggravation - Still sleeping */
2269 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2271 /* Reset sleep counter */
2272 (void)set_monster_csleep(m_idx, 0);
2274 /* Notice the "waking up" */
2277 GAME_TEXT m_name[MAX_NLEN];
2278 monster_desc(m_name, m_ptr, 0);
2279 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2282 /* Hack -- Count the wakings */
2283 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2290 if (MON_STUNNED(m_ptr))
2292 /* Sometimes skip move */
2293 if (one_in_(2)) return;
2298 p_ptr->update |= (PU_BONUS);
2301 /* No one wants to be your friend if you're aggravating */
2302 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2305 /* Paranoia... no pet uniques outside wizard mode -- TY */
2306 if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2307 monster_has_hostile_align(NULL, 10, -10, r_ptr))
2308 || (r_ptr->flagsr & RFR_RES_ALL)))
2313 if (p_ptr->inside_battle) gets_angry = FALSE;
2317 if (is_pet(m_ptr) || see_m)
2319 GAME_TEXT m_name[MAX_NLEN];
2320 monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
2321 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
2327 /* Get the origin */
2331 /* Attempt to "multiply" if able and allowed */
2332 if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2337 /* Count the adjacent monsters */
2338 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2340 for (x = ox - 1; x <= ox + 1; x++)
2342 /* Ignore locations off of edge */
2343 if (!in_bounds2(y, x)) continue;
2344 if (cave[y][x].m_idx) k++;
2349 if (multiply_barrier(m_idx)) k = 8;
2351 /* Hack -- multiply slower in crowded areas */
2352 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2354 /* Try to multiply */
2355 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2357 /* Take note if visible */
2358 if (m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2360 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2363 /* Multiplying takes energy */
2369 if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
2371 /* Hack -- Ohmu scatters molds! */
2372 if (m_ptr->r_idx == MON_OHMU)
2374 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2376 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2379 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2380 BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2382 for (k = 0; k < A_MAX; k++)
2384 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode), '\0'))
2386 if (m_list[hack_m_idx_ii].ml) count++;
2390 if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2396 if (!p_ptr->inside_battle)
2398 /* Hack! "Cyber" monster makes noise... */
2399 if (m_ptr->ap_r_idx == MON_CYBER &&
2400 one_in_(CYBERNOISE) &&
2401 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2403 if (disturb_minor) disturb(FALSE, FALSE);
2404 msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
2407 /* Some monsters can speak */
2408 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2409 one_in_(SPEAK_CHANCE) &&
2410 player_has_los_bold(oy, ox) &&
2411 projectable(oy, ox, p_ptr->y, p_ptr->x))
2413 GAME_TEXT m_name[MAX_NLEN];
2414 char monmessage[1024];
2417 /* Acquire the monster name/poss */
2419 monster_desc(m_name, m_ptr, 0);
2421 strcpy(m_name, _("それ", "It"));
2423 /* Select the file for monster quotes */
2424 if (MON_MONFEAR(m_ptr))
2425 filename = _("monfear_j.txt", "monfear.txt");
2426 else if (is_pet(m_ptr))
2427 filename = _("monpet_j.txt", "monpet.txt");
2428 else if (is_friendly(m_ptr))
2429 filename = _("monfrien_j.txt", "monfrien.txt");
2431 filename = _("monspeak_j.txt", "monspeak.txt");
2432 /* Get the monster line */
2433 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2436 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2441 /* Try to cast spell occasionally */
2442 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2444 bool counterattack = FALSE;
2446 /* Give priority to counter attack? */
2447 if (m_ptr->target_y)
2449 MONSTER_IDX t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
2451 /* The monster must be an enemy, and projectable */
2452 if (t_m_idx && are_enemies(m_ptr, &m_list[t_m_idx]) &&
2453 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2455 counterattack = TRUE;
2461 /* Attempt to cast a spell */
2462 if (aware && make_attack_spell(m_idx)) return;
2465 * Attempt to cast a spell at an enemy other than the player
2466 * (may slow the game a smidgeon, but I haven't noticed.)
2468 if (monst_spell_monst(m_idx)) return;
2472 /* Attempt to do counter attack at first */
2473 if (monst_spell_monst(m_idx)) return;
2475 if (aware && make_attack_spell(m_idx)) return;
2479 /* Hack -- Assume no movement */
2480 mm[0] = mm[1] = mm[2] = mm[3] = 0;
2481 mm[4] = mm[5] = mm[6] = mm[7] = 0;
2484 /* Confused -- 100% random */
2485 if (MON_CONFUSED(m_ptr) || !aware)
2487 /* Try four "random" directions */
2488 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2491 /* 75% random movement */
2492 else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2493 (randint0(100) < 75))
2495 /* Memorize flags */
2496 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2498 /* Try four "random" directions */
2499 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2502 /* 50% random movement */
2503 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2504 (randint0(100) < 50))
2506 /* Memorize flags */
2507 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2509 /* Try four "random" directions */
2510 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2513 /* 25% random movement */
2514 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2515 (randint0(100) < 25))
2517 /* Memorize flags */
2518 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2520 /* Try four "random" directions */
2521 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2524 /* Can't reach player - find something else to hit */
2525 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2527 /* Try four "random" directions */
2528 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2530 /* Look for an enemy */
2531 #if 0 /* Hack - Too slow. Mimic pits are horrible with this on. */
2532 get_enemy_dir(m_idx, mm);
2536 /* Pets will follow the player */
2537 else if (is_pet(m_ptr))
2539 /* Are we trying to avoid the player? */
2540 bool avoid = ((p_ptr->pet_follow_distance < 0) && (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2542 /* Do we want to find the player? */
2543 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2545 /* Should we find the player if we can't find a monster? */
2546 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2548 /* by default, move randomly */
2549 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2551 /* Look for an enemy */
2552 if (!get_enemy_dir(m_idx, mm))
2554 /* Find the player if necessary */
2555 if (avoid || lonely || distant)
2557 /* Remember the leash length */
2558 POSITION dis = p_ptr->pet_follow_distance;
2560 /* Hack -- adjust follow distance temporarily */
2561 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2563 p_ptr->pet_follow_distance = PET_SEEK_DIST;
2566 /* Find the player */
2567 (void)get_moves(m_idx, mm);
2569 /* Restore the leash */
2570 p_ptr->pet_follow_distance = (s16b)dis;
2575 /* Friendly monster movement */
2576 else if (!is_hostile(m_ptr))
2578 /* by default, move randomly */
2579 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2581 /* Look for an enemy */
2582 get_enemy_dir(m_idx, mm);
2584 /* Normal movement */
2587 /* Logical moves, may do nothing */
2588 if (!get_moves(m_idx, mm)) return;
2591 /* Assume nothing */
2595 must_alter_to_move = FALSE;
2597 /* Assume nothing */
2598 did_open_door = FALSE;
2599 did_bash_door = FALSE;
2600 did_take_item = FALSE;
2601 did_kill_item = FALSE;
2602 did_move_body = FALSE;
2603 did_pass_wall = FALSE;
2604 did_kill_wall = FALSE;
2606 /* Take a zero-terminated array of "directions" */
2607 for (i = 0; mm[i]; i++)
2609 /* Get the direction */
2612 /* Hack -- allow "randomized" motion */
2613 if (d == 5) d = ddd[randint0(8)];
2615 /* Get the destination */
2619 /* Ignore locations off of edge */
2620 if (!in_bounds2(ny, nx)) continue;
2622 /* Access that cave grid */
2623 c_ptr = &cave[ny][nx];
2624 f_ptr = &f_info[c_ptr->feat];
2625 can_cross = monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2627 /* Access that cave grid's contents */
2628 y_ptr = &m_list[c_ptr->m_idx];
2630 /* Hack -- player 'in' wall */
2631 if (player_bold(ny, nx))
2636 /* Possibly a monster to attack */
2637 else if (c_ptr->m_idx)
2642 /* Monster destroys walls (and doors) */
2643 else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
2644 (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
2645 have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
2646 check_hp_for_feat_destruction(f_ptr, m_ptr))
2648 /* Eat through walls/doors/rubble */
2650 if (!can_cross) must_alter_to_move = TRUE;
2652 /* Monster destroyed a wall (later) */
2653 did_kill_wall = TRUE;
2656 /* Floor is open? */
2659 /* Go ahead and move */
2662 /* Monster moves through walls (and doors) */
2663 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2664 have_flag(f_ptr->flags, FF_CAN_PASS))
2666 /* Monster went through a wall */
2667 did_pass_wall = TRUE;
2671 /* Handle doors and secret doors */
2672 else if (is_closed_door(c_ptr->feat))
2674 bool may_bash = TRUE;
2676 /* Assume no move allowed */
2679 /* Creature can open doors. */
2680 if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2681 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2686 /* The door is open */
2687 did_open_door = TRUE;
2689 /* Do not bash the door */
2695 /* Locked doors (not jammed) */
2698 /* Try to unlock it */
2699 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2701 /* Unlock the door */
2702 cave_alter_feat(ny, nx, FF_DISARM);
2704 /* Do not bash the door */
2712 /* Stuck doors -- attempt to bash them down if allowed */
2713 if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2714 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2716 /* Attempt to Bash */
2717 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
2719 if (have_flag(f_ptr->flags, FF_GLASS))
2720 msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
2722 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2724 /* Disturb (sometimes) */
2725 if (disturb_minor) disturb(FALSE, FALSE);
2727 /* The door was bashed open */
2728 did_bash_door = TRUE;
2730 /* Hack -- fall into doorway */
2732 must_alter_to_move = TRUE;
2737 /* Deal with doors in the way */
2738 if (did_open_door || did_bash_door)
2740 /* Break down the door */
2741 if (did_bash_door && ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
2743 cave_alter_feat(ny, nx, FF_BASH);
2745 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2747 /* Update some things */
2748 p_ptr->update |= (PU_FLOW);
2749 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2750 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2759 cave_alter_feat(ny, nx, FF_OPEN);
2762 f_ptr = &f_info[c_ptr->feat];
2764 /* Handle viewable doors */
2769 /* Hack -- check for Glyph of Warding */
2770 if (do_move && is_glyph_grid(c_ptr) &&
2771 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2773 /* Assume no move allowed */
2776 /* Break the ward */
2777 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2779 /* Describe observable breakage */
2780 if (c_ptr->info & CAVE_MARK)
2782 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2785 /* Forget the rune */
2786 c_ptr->info &= ~(CAVE_MARK);
2788 /* Break the rune */
2789 c_ptr->info &= ~(CAVE_OBJECT);
2792 /* Allow movement */
2798 else if (do_move && is_explosive_rune_grid(c_ptr) &&
2799 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2801 /* Assume no move allowed */
2804 /* Break the ward */
2807 /* Break the ward */
2808 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2810 /* Describe observable breakage */
2811 if (c_ptr->info & CAVE_MARK)
2813 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2814 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);
2819 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2822 /* Forget the rune */
2823 c_ptr->info &= ~(CAVE_MARK);
2825 /* Break the rune */
2826 c_ptr->info &= ~(CAVE_OBJECT);
2832 if (!m_ptr->r_idx) return;
2833 /* Allow movement */
2838 /* The player is in the way */
2839 if (do_move && player_bold(ny, nx))
2841 /* Some monsters never attack */
2842 if (r_ptr->flags1 & RF1_NEVER_BLOW)
2844 /* Hack -- memorize lack of attacks */
2845 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
2851 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2852 if (do_move && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
2854 if (!MON_CONFUSED(m_ptr))
2856 if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2859 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2864 /* The player is in the way. Attack him. */
2867 if (!p_ptr->riding || one_in_(2))
2870 (void)make_attack_normal(m_idx);
2881 /* A monster is in the way */
2882 if (do_move && c_ptr->m_idx)
2884 monster_race *z_ptr = &r_info[y_ptr->r_idx];
2886 /* Assume no movement */
2889 /* Attack 'enemies' */
2890 if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
2891 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
2892 can_cross && (c_ptr->m_idx != p_ptr->riding)) ||
2893 are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
2895 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2897 if (r_ptr->flags2 & RF2_KILL_BODY)
2899 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2903 if (y_ptr->r_idx && (y_ptr->hp >= 0))
2905 if (monst_attack_monst(m_idx, c_ptr->m_idx)) return;
2907 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2908 else if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
2910 if (MON_CONFUSED(m_ptr)) return;
2911 else if (r_ptr->flags2 & RF2_STUPID)
2913 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2921 /* Push past weaker monsters (unless leaving a wall) */
2922 else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
2923 (r_ptr->mexp > z_ptr->mexp) &&
2924 can_cross && (c_ptr->m_idx != p_ptr->riding) &&
2925 monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
2927 /* Allow movement */
2930 /* Monster pushed past another monster */
2931 did_move_body = TRUE;
2933 /* Wake up the moved monster */
2934 (void)set_monster_csleep(c_ptr->m_idx, 0);
2942 if (!p_ptr->riding_ryoute && !MON_MONFEAR(&m_list[p_ptr->riding])) do_move = FALSE;
2945 if (did_kill_wall && do_move)
2947 if (one_in_(GRINDNOISE))
2949 if (have_flag(f_ptr->flags, FF_GLASS))
2950 msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
2952 msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
2955 cave_alter_feat(ny, nx, FF_HURT_DISI);
2957 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2959 /* Update some things */
2960 p_ptr->update |= (PU_FLOW);
2961 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2962 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
2967 f_ptr = &f_info[c_ptr->feat];
2969 /* Note changes to viewable region */
2974 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
2976 if (!monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
2978 /* Assume no move allowed */
2984 * Check if monster can cross terrain
2985 * This is checked after the normal attacks
2986 * to allow monsters to attack an enemy,
2987 * even if it can't enter the terrain.
2989 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
2991 /* Assume no move allowed */
2995 /* Some monsters never move */
2996 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
2998 /* Hack -- memorize lack of moves */
2999 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3005 /* Creature has been allowed move */
3010 if (have_flag(f_ptr->flags, FF_TREE))
3012 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3014 m_ptr->energy_need += ENERGY_NEED();
3020 /* Hack -- Update the old location */
3021 cave[oy][ox].m_idx = c_ptr->m_idx;
3023 /* Mega-Hack -- move the old monster, if any */
3026 /* Move the old monster */
3030 /* Update the old monster */
3031 update_monster(c_ptr->m_idx, TRUE);
3034 /* Hack -- Update the new location */
3035 c_ptr->m_idx = m_idx;
3037 /* Move the monster */
3040 update_monster(m_idx, TRUE);
3047 /* sound(SOUND_WALK); */
3048 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
3051 /* Possible disturb */
3054 (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
3055 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3057 if (is_hostile(m_ptr))
3058 disturb(FALSE, TRUE);
3061 /* Take or Kill objects on the floor */
3062 if (c_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3063 (!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
3065 OBJECT_IDX this_o_idx, next_o_idx;
3066 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
3068 /* Scan all objects in the grid */
3069 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3071 BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
3072 GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
3073 object_type *o_ptr = &o_list[this_o_idx];
3075 /* Acquire next object */
3076 next_o_idx = o_ptr->next_o_idx;
3081 if (o_ptr->tval == TV_GOLD) continue;
3084 * Skip "real" corpses and statues, to avoid extreme
3085 * silliness like a novice rogue pockets full of statues
3088 if ((o_ptr->tval == TV_CORPSE) ||
3089 (o_ptr->tval == TV_STATUE)) continue;
3092 /* Extract some flags */
3093 object_flags(o_ptr, flgs);
3095 /* Acquire the object name */
3096 object_desc(o_name, o_ptr, 0);
3097 monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
3099 /* React to objects that hurt the monster */
3100 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3101 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3102 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
3103 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
3104 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
3105 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
3106 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
3107 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
3108 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
3109 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
3110 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3111 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3112 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3113 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3114 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
3115 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
3116 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
3117 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
3118 if (have_flag(flgs, TR_BRAND_ACID)) flgr |= (RFR_IM_ACID);
3119 if (have_flag(flgs, TR_BRAND_ELEC)) flgr |= (RFR_IM_ELEC);
3120 if (have_flag(flgs, TR_BRAND_FIRE)) flgr |= (RFR_IM_FIRE);
3121 if (have_flag(flgs, TR_BRAND_COLD)) flgr |= (RFR_IM_COLD);
3122 if (have_flag(flgs, TR_BRAND_POIS)) flgr |= (RFR_IM_POIS);
3124 /* The object cannot be picked up by the monster */
3125 if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
3126 ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
3128 /* Only give a message for "take_item" */
3129 if (do_take && (r_ptr->flags2 & RF2_STUPID))
3131 did_take_item = TRUE;
3133 /* Describe observable situations */
3134 if (m_ptr->ml && player_can_see_bold(ny, nx))
3136 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);
3141 /* Pick up the item */
3144 did_take_item = TRUE;
3146 /* Describe observable situations */
3147 if (player_can_see_bold(ny, nx))
3149 msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
3152 /* Excise the object */
3153 excise_object_idx(this_o_idx);
3156 o_ptr->marked &= OM_TOUCHED;
3158 /* Forget location */
3159 o_ptr->iy = o_ptr->ix = 0;
3161 /* Memorize monster */
3162 o_ptr->held_m_idx = m_idx;
3165 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3168 m_ptr->hold_o_idx = this_o_idx;
3171 /* Destroy the item if not a pet */
3172 else if (!is_pet(m_ptr))
3174 did_kill_item = TRUE;
3176 /* Describe observable situations */
3177 if (player_has_los_bold(ny, nx))
3179 msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
3182 delete_object_idx(this_o_idx);
3188 /* Stop when done */
3193 * Forward movements failed, but now received LOS attack!
3194 * Try to flow by smell.
3196 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3197 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3199 /* If we haven't done anything, try casting a spell again */
3200 if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
3202 /* Try to cast spell again */
3203 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3205 if (make_attack_spell(m_idx)) return;
3210 /* Notice changes in view */
3213 p_ptr->update |= (PU_FLOW);
3214 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3217 /* Notice changes in view */
3218 if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3219 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3221 /* Update some things */
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 turn.
3276 * During each 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 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 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 */
3371 r_ptr = &r_info[m_ptr->r_idx];
3373 /* Handle "leaving" */
3374 if (p_ptr->leaving) break;
3376 /* Ignore "dead" monsters */
3377 if (!m_ptr->r_idx) 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;
3396 /* Access the location */
3400 /* Flow by smell is allowed */
3401 if (!p_ptr->no_flowed)
3403 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3406 /* Assume no move */
3409 /* Handle "sensing radius" */
3410 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3412 /* We can "sense" the player */
3416 /* Handle "sight" and "aggravation" */
3417 else if ((m_ptr->cdis <= MAX_SIGHT || p_ptr->inside_battle) &&
3418 (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3420 /* We can "see" or "feel" the player */
3424 #if 0 /* (cave[p_ptr->y][p_ptr->x].when == cave[fy][fx].when) is always FALSE... */
3425 /* Hack -- Monsters can "smell" the player from far away */
3426 /* Note that most monsters have "aaf" of "20" or so */
3427 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3428 cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_MOVE) &&
3429 (cave[p_ptr->y][p_ptr->x].when == cave[fy][fx].when) &&
3430 (cave[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3431 (cave[fy][fx].dist < r_ptr->aaf))
3433 /* We can "smell" the player */
3437 else if (m_ptr->target_y) test = TRUE;
3440 if (!test) continue;
3443 if (p_ptr->riding == i)
3444 speed = p_ptr->pspeed;
3447 speed = m_ptr->mspeed;
3449 /* Monsters move quickly in Nightmare mode */
3450 if (ironman_nightmare) speed += 5;
3452 if (MON_FAST(m_ptr)) speed += 10;
3453 if (MON_SLOW(m_ptr)) speed -= 10;
3456 /* Give this monster some energy */
3457 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3459 /* Not enough energy to move */
3460 if (m_ptr->energy_need > 0) continue;
3462 /* Use up "some" energy */
3463 m_ptr->energy_need += ENERGY_NEED();
3466 /* Save global index */
3469 /* Process the monster */
3472 reset_target(m_ptr);
3474 /* Give up flow_by_smell when it might useless */
3475 if (p_ptr->no_flowed && one_in_(3))
3476 m_ptr->mflag2 |= MFLAG2_NOFLOW;
3478 /* Hack -- notice death or departure */
3479 if (!p_ptr->playing || p_ptr->is_dead) break;
3481 /* Notice leaving */
3482 if (p_ptr->leaving) break;
3485 /* Reset global index */
3489 /* Tracking a monster race (the same one we were before) */
3490 if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3492 /* Acquire monster race */
3493 r_ptr = &r_info[p_ptr->monster_race_idx];
3495 /* Check for knowledge change */
3496 if ((old_r_flags1 != r_ptr->r_flags1) ||
3497 (old_r_flags2 != r_ptr->r_flags2) ||
3498 (old_r_flags3 != r_ptr->r_flags3) ||
3499 (old_r_flags4 != r_ptr->r_flags4) ||
3500 (old_r_flags5 != r_ptr->r_flags5) ||
3501 (old_r_flags6 != r_ptr->r_flags6) ||
3502 (old_r_flagsr != r_ptr->r_flagsr) ||
3503 (old_r_blows0 != r_ptr->r_blows[0]) ||
3504 (old_r_blows1 != r_ptr->r_blows[1]) ||
3505 (old_r_blows2 != r_ptr->r_blows[2]) ||
3506 (old_r_blows3 != r_ptr->r_blows[3]) ||
3507 (old_r_cast_spell != r_ptr->r_cast_spell))
3509 p_ptr->window |= (PW_MONSTER);