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[Refactor] #37353 *破壊*と地震の処理を spells-floor.c/h へ移動.
[hengband/hengband.git] / src / monster-process.c
1 /*!
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
4  * @date 2014/01/17
5  * @author
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
11  * @details
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).
14  */
15
16 #include "angband.h"
17 #include "util.h"
18
19 #include "cmd-dump.h"
20 #include "cmd-pet.h"
21 #include "creature.h"
22 #include "melee.h"
23 #include "spells.h"
24 #include "spells-floor.h"
25 #include "spells-summon.h"
26 #include "quest.h"
27 #include "avatar.h"
28 #include "realm-hex.h"
29 #include "object-flavor.h"
30 #include "object-hook.h"
31 #include "feature.h"
32 #include "grid.h"
33 #include "player-move.h"
34 #include "monster-status.h"
35 #include "monster-spell.h"
36 #include "monster-process.h"
37 #include "monsterrace-hook.h"
38 #include "dungeon.h"
39 #include "floor.h"
40 #include "files.h"
41 #include "view-mainwindow.h"
42
43
44 /*!
45  * @brief モンスターが敵に接近するための方向を決める /
46  * Calculate the direction to the next enemy
47  * @param m_idx モンスターの参照ID
48  * @param mm 移動するべき方角IDを返す参照ポインタ
49  * @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
50  */
51 static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
52 {
53         int i;
54         POSITION x = 0, y = 0;
55         MONSTER_IDX t_idx;
56         int start;
57         int plus = 1;
58
59         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
60         monster_race *r_ptr = &r_info[m_ptr->r_idx];
61         monster_type *t_ptr;
62
63         if (p_ptr->riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
64         {
65                 y = current_floor_ptr->m_list[p_ptr->riding_t_m_idx].fy;
66                 x = current_floor_ptr->m_list[p_ptr->riding_t_m_idx].fx;
67         }
68         else if (is_pet(m_ptr) && p_ptr->pet_t_m_idx)
69         {
70                 y = current_floor_ptr->m_list[p_ptr->pet_t_m_idx].fy;
71                 x = current_floor_ptr->m_list[p_ptr->pet_t_m_idx].fx;
72         }
73         else
74         {
75                 if (p_ptr->inside_battle)
76                 {
77                         start = randint1(current_floor_ptr->m_max-1)+current_floor_ptr->m_max;
78                         if(randint0(2)) plus = -1;
79                 }
80                 else start = current_floor_ptr->m_max + 1;
81
82                 /* Scan thru all monsters */
83                 for (i = start; ((i < start + current_floor_ptr->m_max) && (i > start - current_floor_ptr->m_max)); i+=plus)
84                 {
85                         MONSTER_IDX dummy = (i % current_floor_ptr->m_max);
86
87                         if (!dummy) continue;
88
89                         t_idx = dummy;
90                         t_ptr = &current_floor_ptr->m_list[t_idx];
91
92                         /* The monster itself isn't a target */
93                         if (t_ptr == m_ptr) continue;
94
95                         if (!monster_is_valid(t_ptr)) continue;
96
97                         if (is_pet(m_ptr))
98                         {
99                                 /* Hack -- only fight away from player */
100                                 if (p_ptr->pet_follow_distance < 0)
101                                 {
102                                         /* No fighting near player */
103                                         if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
104                                         {
105                                                 continue;
106                                         }
107                                 }
108                                 /* Hack -- no fighting away from player */
109                                 else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > p_ptr->pet_follow_distance))
110                                 {
111                                         continue;
112                                 }
113
114                                 if (r_ptr->aaf < t_ptr->cdis) continue;
115                         }
116
117                         /* Monster must be 'an enemy' */
118                         if (!are_enemies(m_ptr, t_ptr)) continue;
119
120                         /* Monster must be projectable if we can't pass through walls */
121                         if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
122                             ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
123                         {
124                                 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
125                         }
126                         else
127                         {
128                                 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
129                         }
130
131                         /* OK -- we've got a target */
132                         y = t_ptr->fy;
133                         x = t_ptr->fx;
134
135                         break;
136                 }
137                 if (!x && !y) return FALSE;
138         }
139
140         /* Extract the direction */
141         x -= m_ptr->fx;
142         y -= m_ptr->fy;
143
144         /* North */
145         if ((y < 0) && (x == 0))
146         {
147                 mm[0] = 8;
148                 mm[1] = 7;
149                 mm[2] = 9;
150         }
151         /* South */
152         else if ((y > 0) && (x == 0))
153         {
154                 mm[0] = 2;
155                 mm[1] = 1;
156                 mm[2] = 3;
157         }
158         /* East */
159         else if ((x > 0) && (y == 0))
160         {
161                 mm[0] = 6;
162                 mm[1] = 9;
163                 mm[2] = 3;
164         }
165         /* West */
166         else if ((x < 0) && (y == 0))
167         {
168                 mm[0] = 4;
169                 mm[1] = 7;
170                 mm[2] = 1;
171         }
172         /* North-West */
173         else if ((y < 0) && (x < 0))
174         {
175                 mm[0] = 7;
176                 mm[1] = 4;
177                 mm[2] = 8;
178         }
179         /* North-East */
180         else if ((y < 0) && (x > 0))
181         {
182                 mm[0] = 9;
183                 mm[1] = 6;
184                 mm[2] = 8;
185         }
186         /* South-West */
187         else if ((y > 0) && (x < 0))
188         {
189                 mm[0] = 1;
190                 mm[1] = 4;
191                 mm[2] = 2;
192         }
193         /* South-East */
194         else if ((y > 0) && (x > 0))
195         {
196                 mm[0] = 3;
197                 mm[1] = 6;
198                 mm[2] = 2;
199         }
200
201         /* Found a monster */
202         return TRUE;
203 }
204
205 /*!
206  * @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 /
207  * Returns whether a given monster will try to run from the player.
208  * @param m_idx 逃走するモンスターの参照ID
209  * @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。
210  * @details
211  * Monsters will attempt to avoid very powerful players.  See below.\n
212  *\n
213  * Because this function is called so often, little details are important\n
214  * for efficiency.  Like not using "mod" or "div" when possible.  And\n
215  * attempting to check the conditions in an optimal order.  Note that\n
216  * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
217  *\n
218  * Note that this function is responsible for about one to five percent\n
219  * of the processor use in normal conditions...\n
220  */
221 static bool mon_will_run(MONSTER_IDX m_idx)
222 {
223         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
224
225 #ifdef ALLOW_TERROR
226
227         monster_race *r_ptr = &r_info[m_ptr->r_idx];
228
229         PLAYER_LEVEL p_lev;
230         DEPTH m_lev;
231         HIT_POINT p_chp, p_mhp;
232         HIT_POINT m_chp, m_mhp;
233         u32b p_val, m_val;
234
235 #endif
236
237         /* Friends can be commanded to avoid the player */
238         if (is_pet(m_ptr))
239         {
240                 /* Are we trying to avoid the player? */
241                 return ((p_ptr->pet_follow_distance < 0) &&
242                                   (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
243         }
244
245         /* Keep monsters from running too far away */
246         if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
247
248         /* All "afraid" monsters will run away */
249         if (MON_MONFEAR(m_ptr)) return (TRUE);
250
251 #ifdef ALLOW_TERROR
252
253         /* Nearby monsters will not become terrified */
254         if (m_ptr->cdis <= 5) return (FALSE);
255
256         /* Examine player power (level) */
257         p_lev = p_ptr->lev;
258
259         /* Examine monster power (level plus morale) */
260         m_lev = r_ptr->level + (m_idx & 0x08) + 25;
261
262         /* Optimize extreme cases below */
263         if (m_lev > p_lev + 4) return (FALSE);
264         if (m_lev + 4 <= p_lev) return (TRUE);
265
266         /* Examine player health */
267         p_chp = p_ptr->chp;
268         p_mhp = p_ptr->mhp;
269
270         /* Examine monster health */
271         m_chp = m_ptr->hp;
272         m_mhp = m_ptr->maxhp;
273
274         /* Prepare to optimize the calculation */
275         p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
276         m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
277
278         /* Strong players scare strong monsters */
279         if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
280
281 #endif
282
283         /* Assume no terror */
284         return (FALSE);
285 }
286
287
288 /*!
289  * @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 /
290  * Search spell castable grid
291  * @param m_idx モンスターの参照ID
292  * @param yp 適したマスのY座標を返す参照ポインタ
293  * @param xp 適したマスのX座標を返す参照ポインタ
294  * @return 有効なマスがあった場合TRUEを返す
295  */
296 static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
297 {
298         int i, best = 999;
299         POSITION y, x, y1, x1;
300
301         grid_type *g_ptr;
302         bool can_open_door = FALSE;
303         int now_cost;
304
305         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
306         monster_race *r_ptr = &r_info[m_ptr->r_idx];
307
308         /* Monster location */
309         y1 = m_ptr->fy;
310         x1 = m_ptr->fx;
311
312         /* Monster can already cast spell to player */
313         if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
314
315         /* Set current grid cost */
316         now_cost = current_floor_ptr->grid_array[y1][x1].cost;
317         if (now_cost == 0) now_cost = 999;
318
319         /* Can monster bash or open doors? */
320         if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
321         {
322                 can_open_door = TRUE;
323         }
324
325         /* Check nearby grids, diagonals first */
326         for (i = 7; i >= 0; i--)
327         {
328                 int cost;
329
330                 y = y1 + ddy_ddd[i];
331                 x = x1 + ddx_ddd[i];
332
333                 /* Ignore locations off of edge */
334                 if (!in_bounds2(y, x)) continue;
335
336                 /* Simply move to player */
337                 if (player_bold(y, x)) return (FALSE);
338
339                 g_ptr = &current_floor_ptr->grid_array[y][x];
340
341                 cost = g_ptr->cost;
342
343                 /* Monster cannot kill or pass walls */
344                 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))))
345                 {
346                         if (cost == 0) continue;
347                         if (!can_open_door && is_closed_door(g_ptr->feat)) continue;
348                 }
349
350                 /* Hack -- for kill or pass wall monster.. */
351                 if (cost == 0) cost = 998;
352
353                 if (now_cost < cost) continue;
354
355                 if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
356
357                 /* Accept louder sounds */
358                 if (best < cost) continue;
359                 best = cost;
360
361                 (*yp) = y1 + ddy_ddd[i];
362                 (*xp) = x1 + ddx_ddd[i];
363         }
364
365         /* No legal move (?) */
366         if (best == 999) return (FALSE);
367
368         /* Success */
369         return (TRUE);
370 }
371
372
373 /*!
374  * @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 /
375  * Choose the "best" direction for "flowing"
376  * @param m_idx モンスターの参照ID
377  * @param yp 移動先のマスのY座標を返す参照ポインタ
378  * @param xp 移動先のマスのX座標を返す参照ポインタ
379  * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
380  * @return 有効なマスがあった場合TRUEを返す
381  * @details
382  * Note that ghosts and rock-eaters are never allowed to "flow",\n
383  * since they should move directly towards the player.\n
384  *\n
385  * Prefer "non-diagonal" directions, but twiddle them a little\n
386  * to angle slightly towards the player's actual location.\n
387  *\n
388  * Allow very perceptive monsters to track old "spoor" left by\n
389  * previous locations occupied by the player.  This will tend\n
390  * to have monsters end up either near the player or on a grid\n
391  * recently occupied by the player (and left via "teleport").\n
392  *\n
393  * Note that if "smell" is turned on, all monsters get vicious.\n
394  *\n
395  * Also note that teleporting away from a location will cause\n
396  * the monsters who were chasing you to converge on that location\n
397  * as long as you are still near enough to "annoy" them without\n
398  * being close enough to chase directly.  I have no idea what will\n
399  * happen if you combine "smell" with low "aaf" values.\n
400  */
401 static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
402 {
403         int i, best;
404         POSITION y, x, y1, x1;
405
406         grid_type *g_ptr;
407         bool use_scent = FALSE;
408
409         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
410         monster_race *r_ptr = &r_info[m_ptr->r_idx];
411
412         /* Can monster cast attack spell? */
413         if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
414             r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
415             r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
416         {
417                 /* Can move spell castable grid? */
418                 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
419         }
420
421         /* Monster can't flow */
422         if (no_flow) return (FALSE);
423
424         /* Monster can go through rocks */
425         if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
426         if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
427
428         /* Monster location */
429         y1 = m_ptr->fy;
430         x1 = m_ptr->fx;
431
432         /* Hack -- Player can see us, run towards him */
433         if (player_has_los_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)) return (FALSE);
434
435         /* Monster grid */
436         g_ptr = &current_floor_ptr->grid_array[y1][x1];
437
438         /* If we can hear noises, advance towards them */
439         if (g_ptr->cost)
440         {
441                 best = 999;
442         }
443
444         /* Otherwise, try to follow a scent trail */
445         else if (g_ptr->when)
446         {
447                 /* Too old smell */
448                 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when - g_ptr->when > 127) return (FALSE);
449
450                 use_scent = TRUE;
451                 best = 0;
452         }
453
454         /* Otherwise, advance blindly */
455         else
456         {
457                 return (FALSE);
458         }
459
460         /* Check nearby grids, diagonals first */
461         for (i = 7; i >= 0; i--)
462         {
463                 y = y1 + ddy_ddd[i];
464                 x = x1 + ddx_ddd[i];
465
466                 /* Ignore locations off of edge */
467                 if (!in_bounds2(y, x)) continue;
468
469                 g_ptr = &current_floor_ptr->grid_array[y][x];
470
471                 /* We're following a scent trail */
472                 if (use_scent)
473                 {
474                         int when = g_ptr->when;
475
476                         /* Accept younger scent */
477                         if (best > when) continue;
478                         best = when;
479                 }
480
481                 /* We're using sound */
482                 else
483                 {
484                         int cost;
485
486                         if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
487                                 cost = g_ptr->dist;
488                         else cost = g_ptr->cost;
489
490                         /* Accept louder sounds */
491                         if ((cost == 0) || (best < cost)) continue;
492                         best = cost;
493                 }
494
495                 /* Hack -- Save the "twiddled" location */
496                 (*yp) = p_ptr->y + 16 * ddy_ddd[i];
497                 (*xp) = p_ptr->x + 16 * ddx_ddd[i];
498         }
499
500         /* No legal move (?) */
501         if (best == 999 || best == 0) return (FALSE);
502
503         /* Success */
504         return (TRUE);
505 }
506
507
508 /*!
509  * @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 /
510  * Provide a location to flee to, but give the player a wide berth.
511  * @param m_idx モンスターの参照ID
512  * @param yp 移動先のマスのY座標を返す参照ポインタ
513  * @param xp 移動先のマスのX座標を返す参照ポインタ
514  * @return 有効なマスがあった場合TRUEを返す
515  * @details
516  * A monster may wish to flee to a location that is behind the player,\n
517  * but instead of heading directly for it, the monster should "swerve"\n
518  * around the player so that he has a smaller chance of getting hit.\n
519  */
520 static bool get_fear_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
521 {
522         POSITION y, x, y1, x1, fy, fx, gy = 0, gx = 0;
523         int score = -1;
524         int i;
525
526         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
527
528         /* Monster location */
529         fy = m_ptr->fy;
530         fx = m_ptr->fx;
531
532         /* Desired destination */
533         y1 = fy - (*yp);
534         x1 = fx - (*xp);
535
536         /* Check nearby grids, diagonals first */
537         for (i = 7; i >= 0; i--)
538         {
539                 POSITION dis, s;
540
541                 y = fy + ddy_ddd[i];
542                 x = fx + ddx_ddd[i];
543
544                 /* Ignore locations off of edge */
545                 if (!in_bounds2(y, x)) continue;
546
547                 /* Don't move toward player */
548                 /* if (current_floor_ptr->grid_array[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
549
550                 /* Calculate distance of this grid from our destination */
551                 dis = distance(y, x, y1, x1);
552
553                 /* Score this grid */
554                 s = 5000 / (dis + 3) - 500 / (current_floor_ptr->grid_array[y][x].dist + 1);
555
556                 /* No negative scores */
557                 if (s < 0) s = 0;
558
559                 /* Ignore lower scores */
560                 if (s < score) continue;
561
562                 /* Save the score and time */
563                 score = s;
564
565                 /* Save the location */
566                 gy = y;
567                 gx = x;
568         }
569
570         /* No legal move (?) */
571         if (score == -1) return (FALSE);
572
573         /* Find deltas */
574         (*yp) = fy - gy;
575         (*xp) = fx - gx;
576
577         /* Success */
578         return (TRUE);
579 }
580
581 /*
582  * Hack -- Precompute a bunch of calls to distance() in find_safety() and
583  * find_hiding().
584  *
585  * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
586  * offsets of all the locations with a distance of n from a central point,
587  * with an offset of (0,0) indicating no more offsets at this distance.
588  *
589  * This is, of course, fairly unreadable, but it eliminates multiple loops
590  * from the previous version.
591  *
592  * It is probably better to replace these arrays with code to compute
593  * the relevant arrays, even if the storage is pre-allocated in hard
594  * coded sizes.  At the very least, code should be included which is
595  * able to generate and dump these arrays (ala "los()").  
596  *
597  * Also, the storage needs could be halved by using bytes.  
598  *
599  * These arrays could be combined into two big arrays, using sub-arrays
600  * to hold the offsets and lengths of each portion of the sub-arrays, and
601  * this could perhaps also be used somehow in the "look" code.  
602  */
603
604
605 static POSITION d_off_y_0[] = { 0 };
606 static POSITION d_off_x_0[] = { 0 };
607
608 static POSITION d_off_y_1[] = { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
609 static POSITION d_off_x_1[] = { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
610
611 static POSITION d_off_y_2[] = { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
612 static POSITION d_off_x_2[] = { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
613
614 static POSITION d_off_y_3[] = { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2, 3, 3, 3, 0 };
615 static POSITION d_off_x_3[] = { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2, -1, 0, 1, 0 };
616
617 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 };
618 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 };
619
620
621 static POSITION d_off_y_5[] =
622 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
623   -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
624   5, 0 };
625
626 static POSITION d_off_x_5[] =
627 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
628   -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
629   0, 1, 0 };
630
631
632 static POSITION d_off_y_6[] =
633 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
634   -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
635   5, 5, 6, 6, 6, 0 };
636
637 static POSITION d_off_x_6[] =
638 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
639   0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
640   -3, 2, 3, -1, 0, 1, 0 };
641
642
643 static POSITION d_off_y_7[] =
644 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
645   -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
646   3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
647
648 static POSITION d_off_x_7[] =
649 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
650   -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
651   6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
652   1, 0 };
653
654
655 static POSITION d_off_y_8[] =
656 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
657   -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
658   2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
659   8, 8, 8, 0 };
660
661 static POSITION d_off_x_8[] =
662 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
663   5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
664   7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
665   2, 3, -1, 0, 1, 0 };
666
667
668 static POSITION d_off_y_9[] =
669 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
670   -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
671   0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
672   7, 8, 8, 8, 8, 9, 9, 9, 0 };
673
674 static POSITION d_off_x_9[] =
675 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
676   -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
677   9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
678   4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
679
680
681 static POSITION *dist_offsets_y[10] =
682 {
683         d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
684         d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
685 };
686
687 static POSITION *dist_offsets_x[10] =
688 {
689         d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
690         d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
691 };
692
693 /*!
694  * @brief モンスターが逃げ込める安全な地点を返す /
695  * Choose a "safe" location near a monster for it to run toward.
696  * @param m_idx モンスターの参照ID
697  * @param yp 移動先のマスのY座標を返す参照ポインタ
698  * @param xp 移動先のマスのX座標を返す参照ポインタ
699  * @return 有効なマスがあった場合TRUEを返す
700  * @details
701  * A location is "safe" if it can be reached quickly and the player\n
702  * is not able to fire into it (it isn't a "clean shot").  So, this will\n
703  * cause monsters to "duck" behind walls.  Hopefully, monsters will also\n
704  * try to run towards corridor openings if they are in a room.\n
705  *\n
706  * This function may take lots of CPU time if lots of monsters are\n
707  * fleeing.\n
708  *\n
709  * Return TRUE if a safe location is available.\n
710  */
711 static bool find_safety(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
712 {
713         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
714
715         POSITION fy = m_ptr->fy;
716         POSITION fx = m_ptr->fx;
717
718         POSITION y, x, dy, dx, d, dis, i;
719         POSITION gy = 0, gx = 0, gdis = 0;
720
721         POSITION *y_offsets;
722         POSITION *x_offsets;
723
724         grid_type *g_ptr;
725
726         /* Start with adjacent locations, spread further */
727         for (d = 1; d < 10; d++)
728         {
729                 /* Get the lists of points with a distance d from (fx, fy) */
730                 y_offsets = dist_offsets_y[d];
731                 x_offsets = dist_offsets_x[d];
732
733                 /* Check the locations */
734                 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
735                      dx != 0 || dy != 0;
736                      i++, dx = x_offsets[i], dy = y_offsets[i])
737                 {
738                         y = fy + dy;
739                         x = fx + dx;
740
741                         /* Skip illegal locations */
742                         if (!in_bounds(y, x)) continue;
743
744                         g_ptr = &current_floor_ptr->grid_array[y][x];
745
746                         /* Skip locations in a wall */
747                         if (!monster_can_cross_terrain(g_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
748
749                         /* Check for "availability" (if monsters can flow) */
750                         if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
751                         {
752                                 /* Ignore grids very far from the player */
753                                 if (g_ptr->dist == 0) continue;
754
755                                 /* Ignore too-distant grids */
756                                 if (g_ptr->dist > current_floor_ptr->grid_array[fy][fx].dist + 2 * d) continue;
757                         }
758
759                         /* Check for absence of shot (more or less) */
760                         if (!projectable(p_ptr->y, p_ptr->x, y, x))
761                         {
762                                 /* Calculate distance from player */
763                                 dis = distance(y, x, p_ptr->y, p_ptr->x);
764
765                                 /* Remember if further than previous */
766                                 if (dis > gdis)
767                                 {
768                                         gy = y;
769                                         gx = x;
770                                         gdis = dis;
771                                 }
772                         }
773                 }
774
775                 /* Check for success */
776                 if (gdis > 0)
777                 {
778                         /* Good location */
779                         (*yp) = fy - gy;
780                         (*xp) = fx - gx;
781
782                         /* Found safe place */
783                         return (TRUE);
784                 }
785         }
786
787         /* No safe place */
788         return (FALSE);
789 }
790
791
792 /*!
793  * @brief モンスターが隠れ潜める地点を返す /
794  * Choose a good hiding place near a monster for it to run toward.
795  * @param m_idx モンスターの参照ID
796  * @param yp 移動先のマスのY座標を返す参照ポインタ
797  * @param xp 移動先のマスのX座標を返す参照ポインタ
798  * @return 有効なマスがあった場合TRUEを返す
799  * @details
800  * Pack monsters will use this to "ambush" the player and lure him out\n
801  * of corridors into open space so they can swarm him.\n
802  *\n
803  * Return TRUE if a good location is available.\n
804  */
805 static bool find_hiding(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
806 {
807         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
808         monster_race *r_ptr = &r_info[m_ptr->r_idx];
809
810         POSITION fy = m_ptr->fy;
811         POSITION fx = m_ptr->fx;
812
813         POSITION y, x, dy, dx, d, dis, i;
814         POSITION gy = 0, gx = 0, gdis = 999;
815
816         POSITION *y_offsets, *x_offsets;
817
818         /* Start with adjacent locations, spread further */
819         for (d = 1; d < 10; d++)
820         {
821                 /* Get the lists of points with a distance d from (fx, fy) */
822                 y_offsets = dist_offsets_y[d];
823                 x_offsets = dist_offsets_x[d];
824
825                 /* Check the locations */
826                 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
827                      dx != 0 || dy != 0;
828                      i++, dx = x_offsets[i], dy = y_offsets[i])
829                 {
830                         y = fy + dy;
831                         x = fx + dx;
832
833                         /* Skip illegal locations */
834                         if (!in_bounds(y, x)) continue;
835
836                         /* Skip occupied locations */
837                         if (!monster_can_enter(y, x, r_ptr, 0)) continue;
838
839                         /* Check for hidden, available grid */
840                         if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
841                         {
842                                 /* Calculate distance from player */
843                                 dis = distance(y, x, p_ptr->y, p_ptr->x);
844
845                                 /* Remember if closer than previous */
846                                 if (dis < gdis && dis >= 2)
847                                 {
848                                         gy = y;
849                                         gx = x;
850                                         gdis = dis;
851                                 }
852                         }
853                 }
854
855                 /* Check for success */
856                 if (gdis < 999)
857                 {
858                         /* Good location */
859                         (*yp) = fy - gy;
860                         (*xp) = fx - gx;
861
862                         /* Found good place */
863                         return (TRUE);
864                 }
865         }
866
867         /* No good place */
868         return (FALSE);
869 }
870
871
872 /*!
873  * @brief モンスターの移動方向を返す /
874  * Choose "logical" directions for monster movement
875  * @param m_idx モンスターの参照ID
876  * @param mm 移動方向を返す方向IDの参照ポインタ
877  * @return 有効方向があった場合TRUEを返す
878  */
879 static bool get_moves(MONSTER_IDX m_idx, DIRECTION *mm)
880 {
881         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
882         monster_race *r_ptr = &r_info[m_ptr->r_idx];
883         POSITION     y = 0, ay, x = 0, ax;
884         int          move_val = 0;
885         POSITION     y2 = p_ptr->y;
886         POSITION     x2 = p_ptr->x;
887         bool         done = FALSE;
888         bool         will_run = mon_will_run(m_idx);
889         grid_type    *g_ptr;
890         bool         no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].cost > 2));
891         bool         can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
892
893         /* Counter attack to an enemy monster */
894         if (!will_run && m_ptr->target_y)
895         {
896                 int t_m_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
897
898                 /* The monster must be an enemy, and in LOS */
899                 if (t_m_idx &&
900                     are_enemies(m_ptr, &current_floor_ptr->m_list[t_m_idx]) &&
901                     los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
902                     projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
903                 {
904                         /* Extract the "pseudo-direction" */
905                         y = m_ptr->fy - m_ptr->target_y;
906                         x = m_ptr->fx - m_ptr->target_x;
907                         done = TRUE;
908                 }
909         }
910
911         if (!done && !will_run && is_hostile(m_ptr) &&
912             (r_ptr->flags1 & RF1_FRIENDS) &&
913             ((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)) ||
914             (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
915         {
916         /*
917          * Animal packs try to get the player out of corridors
918          * (...unless they can move through walls -- TY)
919          */
920                 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
921                          !(r_ptr->flags2 & RF2_KILL_WALL))
922                 {
923                         int i, room = 0;
924
925                         /* Count room grids next to player */
926                         for (i = 0; i < 8; i++)
927                         {
928                                 int xx = p_ptr->x + ddx_ddd[i];
929                                 int yy = p_ptr->y + ddy_ddd[i];
930
931                                 if (!in_bounds2(yy, xx)) continue;
932
933                                 g_ptr = &current_floor_ptr->grid_array[yy][xx];
934
935                                 /* Check grid */
936                                 if (monster_can_cross_terrain(g_ptr->feat, r_ptr, 0))
937                                 {
938                                         /* One more room grid */
939                                         room++;
940                                 }
941                         }
942                         if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_ROOM) room -= 2;
943                         if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
944
945                         /* Not in a room and strong player */
946                         if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
947                             (p_ptr->mhp + p_ptr->msp))
948                         {
949                                 /* Find hiding place */
950                                 if (find_hiding(m_idx, &y, &x)) done = TRUE;
951                         }
952                 }
953
954                 /* Monster groups try to surround the player */
955                 if (!done && (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < 3))
956                 {
957                         int i;
958
959                         /* Find an empty square near the player to fill */
960                         for (i = 0; i < 8; i++)
961                         {
962                                 /* Pick squares near player (semi-randomly) */
963                                 y2 = p_ptr->y + ddy_ddd[(m_idx + i) & 7];
964                                 x2 = p_ptr->x + ddx_ddd[(m_idx + i) & 7];
965
966                                 /* Already there? */
967                                 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
968                                 {
969                                         /* Attack the player */
970                                         y2 = p_ptr->y;
971                                         x2 = p_ptr->x;
972
973                                         break;
974                                 }
975
976                                 if (!in_bounds2(y2, x2)) continue;
977
978                                 /* Ignore filled grids */
979                                 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
980
981                                 /* Try to fill this hole */
982                                 break;
983                         }
984
985                         /* Extract the new "pseudo-direction" */
986                         y = m_ptr->fy - y2;
987                         x = m_ptr->fx - x2;
988
989                         done = TRUE;
990                 }
991         }
992
993         if (!done)
994         {
995                 /* Flow towards the player */
996                 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
997
998                 /* Extract the "pseudo-direction" */
999                 y = m_ptr->fy - y2;
1000                 x = m_ptr->fx - x2;
1001
1002                 /* Not done */
1003         }
1004
1005         /* Apply fear if possible and necessary */
1006         if (is_pet(m_ptr) && will_run)
1007         {
1008                 /* XXX XXX Not very "smart" */
1009                 y = (-y), x = (-x);
1010         }
1011         else
1012         {
1013                 if (!done && will_run)
1014                 {
1015                         int tmp_x = (-x);
1016                         int tmp_y = (-y);
1017
1018                         /* Try to find safe place */
1019                         if (find_safety(m_idx, &y, &x))
1020                         {
1021                                 /* Attempt to avoid the player */
1022                                 if (!no_flow)
1023                                 {
1024                                         /* Adjust movement */
1025                                         if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1026                                 }
1027                         }
1028
1029                         if (!done)
1030                         {
1031                                 /* This is not a very "smart" method XXX XXX */
1032                                 y = tmp_y;
1033                                 x = tmp_x;
1034                         }
1035                 }
1036         }
1037
1038
1039         /* Check for no move */
1040         if (!x && !y) return (FALSE);
1041
1042
1043         /* Extract the "absolute distances" */
1044         ax = ABS(x);
1045         ay = ABS(y);
1046
1047         /* Do something weird */
1048         if (y < 0) move_val += 8;
1049         if (x > 0) move_val += 4;
1050
1051         /* Prevent the diamond maneuvre */
1052         if (ay > (ax << 1)) move_val += 2;
1053         else if (ax > (ay << 1)) move_val++;
1054
1055         /* Extract some directions */
1056         switch (move_val)
1057         {
1058         case 0:
1059                 mm[0] = 9;
1060                 if (ay > ax)
1061                 {
1062                         mm[1] = 8;
1063                         mm[2] = 6;
1064                         mm[3] = 7;
1065                         mm[4] = 3;
1066                 }
1067                 else
1068                 {
1069                         mm[1] = 6;
1070                         mm[2] = 8;
1071                         mm[3] = 3;
1072                         mm[4] = 7;
1073                 }
1074                 break;
1075         case 1:
1076         case 9:
1077                 mm[0] = 6;
1078                 if (y < 0)
1079                 {
1080                         mm[1] = 3;
1081                         mm[2] = 9;
1082                         mm[3] = 2;
1083                         mm[4] = 8;
1084                 }
1085                 else
1086                 {
1087                         mm[1] = 9;
1088                         mm[2] = 3;
1089                         mm[3] = 8;
1090                         mm[4] = 2;
1091                 }
1092                 break;
1093         case 2:
1094         case 6:
1095                 mm[0] = 8;
1096                 if (x < 0)
1097                 {
1098                         mm[1] = 9;
1099                         mm[2] = 7;
1100                         mm[3] = 6;
1101                         mm[4] = 4;
1102                 }
1103                 else
1104                 {
1105                         mm[1] = 7;
1106                         mm[2] = 9;
1107                         mm[3] = 4;
1108                         mm[4] = 6;
1109                 }
1110                 break;
1111         case 4:
1112                 mm[0] = 7;
1113                 if (ay > ax)
1114                 {
1115                         mm[1] = 8;
1116                         mm[2] = 4;
1117                         mm[3] = 9;
1118                         mm[4] = 1;
1119                 }
1120                 else
1121                 {
1122                         mm[1] = 4;
1123                         mm[2] = 8;
1124                         mm[3] = 1;
1125                         mm[4] = 9;
1126                 }
1127                 break;
1128         case 5:
1129         case 13:
1130                 mm[0] = 4;
1131                 if (y < 0)
1132                 {
1133                         mm[1] = 1;
1134                         mm[2] = 7;
1135                         mm[3] = 2;
1136                         mm[4] = 8;
1137                 }
1138                 else
1139                 {
1140                         mm[1] = 7;
1141                         mm[2] = 1;
1142                         mm[3] = 8;
1143                         mm[4] = 2;
1144                 }
1145                 break;
1146         case 8:
1147                 mm[0] = 3;
1148                 if (ay > ax)
1149                 {
1150                         mm[1] = 2;
1151                         mm[2] = 6;
1152                         mm[3] = 1;
1153                         mm[4] = 9;
1154                 }
1155                 else
1156                 {
1157                         mm[1] = 6;
1158                         mm[2] = 2;
1159                         mm[3] = 9;
1160                         mm[4] = 1;
1161                 }
1162                 break;
1163         case 10:
1164         case 14:
1165                 mm[0] = 2;
1166                 if (x < 0)
1167                 {
1168                         mm[1] = 3;
1169                         mm[2] = 1;
1170                         mm[3] = 6;
1171                         mm[4] = 4;
1172                 }
1173                 else
1174                 {
1175                         mm[1] = 1;
1176                         mm[2] = 3;
1177                         mm[3] = 4;
1178                         mm[4] = 6;
1179                 }
1180                 break;
1181         case 12:
1182                 mm[0] = 1;
1183                 if (ay > ax)
1184                 {
1185                         mm[1] = 2;
1186                         mm[2] = 4;
1187                         mm[3] = 3;
1188                         mm[4] = 7;
1189                 }
1190                 else
1191                 {
1192                         mm[1] = 4;
1193                         mm[2] = 2;
1194                         mm[3] = 7;
1195                         mm[4] = 3;
1196                 }
1197                 break;
1198         }
1199
1200         /* Wants to move... */
1201         return (TRUE);
1202 }
1203
1204
1205 /*!
1206  * @brief モンスターから敵モンスターへの命中判定
1207  * @param power 打撃属性による基本命中値
1208  * @param level 攻撃側モンスターのレベル
1209  * @param ac 目標モンスターのAC
1210  * @param stun 攻撃側モンスターが朦朧状態ならTRUEを返す
1211  * @return 命中ならばTRUEを返す
1212  */
1213 static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
1214 {
1215         int i, k;
1216
1217         /* Percentile dice */
1218         k = randint0(100);
1219
1220         if (stun && one_in_(2)) return FALSE;
1221
1222         /* Hack -- Always miss or hit */
1223         if (k < 10) return (k < 5);
1224
1225         /* Calculate the "attack quality" */
1226         i = (power + (level * 3));
1227
1228         /* Power and Level compete against Armor */
1229         if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1230
1231         /* Assume miss */
1232         return (FALSE);
1233 }
1234
1235
1236 #define BLOW_EFFECT_TYPE_NONE  0
1237 #define BLOW_EFFECT_TYPE_FEAR  1
1238 #define BLOW_EFFECT_TYPE_SLEEP 2
1239 #define BLOW_EFFECT_TYPE_HEAL  3
1240
1241
1242 /*!
1243  * @brief モンスターから敵モンスターへの打撃攻撃処理
1244  * @param m_idx 攻撃側モンスターの参照ID
1245  * @param t_idx 目標側モンスターの参照ID
1246  * @return 実際に打撃処理が行われた場合TRUEを返す
1247  */
1248 static bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
1249 {
1250         monster_type    *m_ptr = &current_floor_ptr->m_list[m_idx];
1251         monster_type    *t_ptr = &current_floor_ptr->m_list[t_idx];
1252
1253         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1254         monster_race    *tr_ptr = &r_info[t_ptr->r_idx];
1255
1256         ARMOUR_CLASS ap_cnt;
1257         ARMOUR_CLASS ac;
1258         DEPTH rlev;
1259         int pt;
1260         GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
1261         char            temp[MAX_NLEN];
1262         bool            blinked;
1263         bool            explode = FALSE, touched = FALSE, fear = FALSE, dead = FALSE;
1264         POSITION y_saver = t_ptr->fy;
1265         POSITION x_saver = t_ptr->fx;
1266         int             effect_type;
1267
1268         bool see_m = is_seen(m_ptr);
1269         bool see_t = is_seen(t_ptr);
1270         bool see_either = see_m || see_t;
1271
1272         /* Can the player be aware of this attack? */
1273         bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1274         bool do_silly_attack = (one_in_(2) && p_ptr->image);
1275
1276         /* Cannot attack self */
1277         if (m_idx == t_idx) return FALSE;
1278
1279         /* Not allowed to attack */
1280         if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1281
1282         if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
1283
1284         /* Total armor */
1285         ac = tr_ptr->ac;
1286
1287         /* Extract the effective monster level */
1288         rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1289
1290         monster_desc(m_name, m_ptr, 0);
1291         monster_desc(t_name, t_ptr, 0);
1292
1293         /* Assume no blink */
1294         blinked = FALSE;
1295
1296         if (!see_either && known)
1297         {
1298                 current_floor_ptr->monster_noise = TRUE;
1299         }
1300
1301         if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
1302
1303         /* Scan through all four blows */
1304         for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1305         {
1306                 bool obvious = FALSE;
1307
1308                 HIT_POINT power = 0;
1309                 HIT_POINT damage = 0;
1310
1311                 concptr act = NULL;
1312
1313                 /* Extract the attack infomation */
1314                 int effect = r_ptr->blow[ap_cnt].effect;
1315                 int method = r_ptr->blow[ap_cnt].method;
1316                 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1317                 int d_side = r_ptr->blow[ap_cnt].d_side;
1318
1319                 if (!monster_is_valid(m_ptr)) break;
1320
1321                 /* Stop attacking if the target dies! */
1322                 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1323                         break;
1324
1325                 /* Hack -- no more attacks */
1326                 if (!method) break;
1327
1328                 if (method == RBM_SHOOT) continue;
1329
1330                 /* Extract the attack "power" */
1331                 power = mbe_info[effect].power;
1332
1333                 /* Monster hits */
1334                 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1335                 {
1336                         (void)set_monster_csleep(t_idx, 0);
1337
1338                         if (t_ptr->ml)
1339                         {
1340                                 /* Redraw the health bar */
1341                                 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
1342                                 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
1343                         }
1344
1345                         /* Describe the attack method */
1346                         switch (method)
1347                         {
1348                         case RBM_HIT:
1349                                 {
1350                                         act = _("%sを殴った。", "hits %s.");
1351                                         touched = TRUE;
1352                                         break;
1353                                 }
1354
1355                         case RBM_TOUCH:
1356                                 {
1357                                         act = _("%sを触った。", "touches %s.");
1358                                         touched = TRUE;
1359                                         break;
1360                                 }
1361
1362                         case RBM_PUNCH:
1363                                 {
1364                                         act = _("%sをパンチした。", "punches %s.");
1365                                         touched = TRUE;
1366                                         break;
1367                                 }
1368
1369                         case RBM_KICK:
1370                                 {
1371                                         act = _("%sを蹴った。", "kicks %s.");
1372                                         touched = TRUE;
1373                                         break;
1374                                 }
1375
1376                         case RBM_CLAW:
1377                                 {
1378                                         act = _("%sをひっかいた。", "claws %s.");
1379                                         touched = TRUE;
1380                                         break;
1381                                 }
1382
1383                         case RBM_BITE:
1384                                 {
1385                                         act = _("%sを噛んだ。", "bites %s.");
1386                                         touched = TRUE;
1387                                         break;
1388                                 }
1389
1390                         case RBM_STING:
1391                                 {
1392                                         act = _("%sを刺した。", "stings %s.");
1393                                         touched = TRUE;
1394                                         break;
1395                                 }
1396
1397                         case RBM_SLASH:
1398                                 {
1399                                         act = _("%sを斬った。", "slashes %s.");
1400                                         break;
1401                                 }
1402
1403                         case RBM_BUTT:
1404                                 {
1405                                         act = _("%sを角で突いた。", "butts %s.");
1406                                         touched = TRUE;
1407                                         break;
1408                                 }
1409
1410                         case RBM_CRUSH:
1411                                 {
1412                                         act = _("%sに体当りした。", "crushes %s.");
1413                                         touched = TRUE;
1414                                         break;
1415                                 }
1416
1417                         case RBM_ENGULF:
1418                                 {
1419                                         act = _("%sを飲み込んだ。", "engulfs %s.");
1420                                         touched = TRUE;
1421                                         break;
1422                                 }
1423
1424                         case RBM_CHARGE:
1425                                 {
1426                                         act = _("%sに請求書をよこした。", "charges %s.");
1427                                         touched = TRUE;
1428                                         break;
1429                                 }
1430
1431                         case RBM_CRAWL:
1432                                 {
1433                                         act = _("%sの体の上を這い回った。", "crawls on %s.");
1434                                         touched = TRUE;
1435                                         break;
1436                                 }
1437
1438                         case RBM_DROOL:
1439                                 {
1440                                         act = _("%sによだれをたらした。", "drools on %s.");
1441                                         touched = FALSE;
1442                                         break;
1443                                 }
1444
1445                         case RBM_SPIT:
1446                                 {
1447                                         act = _("%sに唾を吐いた。", "spits on %s.");
1448                                         touched = FALSE;
1449                                         break;
1450                                 }
1451
1452                         case RBM_EXPLODE:
1453                                 {
1454                                         if (see_either) disturb(TRUE, TRUE);
1455                                         act = _("爆発した。", "explodes.");
1456                                         explode = TRUE;
1457                                         touched = FALSE;
1458                                         break;
1459                                 }
1460
1461                         case RBM_GAZE:
1462                                 {
1463                                         act = _("%sをにらんだ。", "gazes at %s.");
1464                                         touched = FALSE;
1465                                         break;
1466                                 }
1467
1468                         case RBM_WAIL:
1469                                 {
1470                                         act = _("%sに泣きついた。", "wails at %s.");
1471                                         touched = FALSE;
1472                                         break;
1473                                 }
1474
1475                         case RBM_SPORE:
1476                                 {
1477                                         act = _("%sに胞子を飛ばした。", "releases spores at %s.");
1478                                         touched = FALSE;
1479                                         break;
1480                                 }
1481
1482                         case RBM_XXX4:
1483                                 {
1484                                         act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
1485                                         touched = FALSE;
1486                                         break;
1487                                 }
1488
1489                         case RBM_BEG:
1490                                 {
1491                                         act = _("%sに金をせがんだ。", "begs %s for money.");
1492                                         touched = FALSE;
1493                                         break;
1494                                 }
1495
1496                         case RBM_INSULT:
1497                                 {
1498                                         act = _("%sを侮辱した。", "insults %s.");
1499                                         touched = FALSE;
1500                                         break;
1501                                 }
1502
1503                         case RBM_MOAN:
1504                                 {
1505                                         act = _("%sにむかってうめいた。", "moans at %s.");
1506                                         touched = FALSE;
1507                                         break;
1508                                 }
1509
1510                         case RBM_SHOW:
1511                                 {
1512                                         act = _("%sにむかって歌った。", "sings to %s.");
1513                                         touched = FALSE;
1514                                         break;
1515                                 }
1516                         }
1517
1518                         if (act && see_either)
1519                         {
1520 #ifdef JP
1521                                 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1522                                 strfmt(temp, act, t_name);
1523                                 msg_format("%^sは%s", m_name, temp);
1524 #else
1525                                 if (do_silly_attack)
1526                                 {
1527                                         act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1528                                         strfmt(temp, "%s %s.", act, t_name);
1529                                 }
1530                                 else strfmt(temp, act, t_name);
1531                                 msg_format("%^s %s", m_name, temp);
1532 #endif
1533                         }
1534
1535                         /* Hack -- assume all attacks are obvious */
1536                         obvious = TRUE;
1537
1538                         /* Roll out the damage */
1539                         damage = damroll(d_dice, d_side);
1540
1541                         /* Assume no effect */
1542                         effect_type = BLOW_EFFECT_TYPE_NONE;
1543
1544                         pt = GF_MISSILE;
1545
1546                         /* Apply appropriate damage */
1547                         switch (effect)
1548                         {
1549                         case 0:
1550                         case RBE_DR_MANA:
1551                                 damage = pt = 0;
1552                                 break;
1553
1554                         case RBE_SUPERHURT:
1555                                 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1556                                 {
1557                                         int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1558                                         damage = MAX(damage, tmp_damage * 2);
1559                                         break;
1560                                 }
1561
1562                                 /* Fall through */
1563
1564                         case RBE_HURT:
1565                                 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1566                                 break;
1567
1568                         case RBE_POISON:
1569                         case RBE_DISEASE:
1570                                 pt = GF_POIS;
1571                                 break;
1572
1573                         case RBE_UN_BONUS:
1574                         case RBE_UN_POWER:
1575                                 pt = GF_DISENCHANT;
1576                                 break;
1577
1578                         case RBE_EAT_ITEM:
1579                         case RBE_EAT_GOLD:
1580                                 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1581                                 break;
1582
1583                         case RBE_EAT_FOOD:
1584                         case RBE_EAT_LITE:
1585                         case RBE_BLIND:
1586                         case RBE_LOSE_STR:
1587                         case RBE_LOSE_INT:
1588                         case RBE_LOSE_WIS:
1589                         case RBE_LOSE_DEX:
1590                         case RBE_LOSE_CON:
1591                         case RBE_LOSE_CHR:
1592                         case RBE_LOSE_ALL:
1593                                 break;
1594
1595                         case RBE_ACID:
1596                                 pt = GF_ACID;
1597                                 break;
1598
1599                         case RBE_ELEC:
1600                                 pt = GF_ELEC;
1601                                 break;
1602
1603                         case RBE_FIRE:
1604                                 pt = GF_FIRE;
1605                                 break;
1606
1607                         case RBE_COLD:
1608                                 pt = GF_COLD;
1609                                 break;
1610
1611                         case RBE_CONFUSE:
1612                                 pt = GF_CONFUSION;
1613                                 break;
1614
1615                         case RBE_TERRIFY:
1616                                 effect_type = BLOW_EFFECT_TYPE_FEAR;
1617                                 break;
1618
1619                         case RBE_PARALYZE:
1620                                 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1621                                 break;
1622
1623                         case RBE_SHATTER:
1624                                 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1625                                 if (damage > 23) earthquake(m_ptr->fy, m_ptr->fx, 8, m_idx);
1626                                 break;
1627
1628                         case RBE_EXP_10:
1629                         case RBE_EXP_20:
1630                         case RBE_EXP_40:
1631                         case RBE_EXP_80:
1632                                 pt = GF_NETHER;
1633                                 break;
1634
1635                         case RBE_TIME:
1636                                 pt = GF_TIME;
1637                                 break;
1638
1639                         case RBE_DR_LIFE:
1640                                 pt = GF_HYPODYNAMIA;
1641                                 effect_type = BLOW_EFFECT_TYPE_HEAL;
1642                                 break;
1643
1644                         case RBE_INERTIA:
1645                                 pt = GF_INERTIAL;
1646                                 break;
1647
1648                         case RBE_STUN:
1649                                 pt = GF_SOUND;
1650                                 break;
1651
1652                         default:
1653                                 pt = 0;
1654                                 break;
1655                         }
1656
1657                         if (pt)
1658                         {
1659                                 /* Do damage if not exploding */
1660                                 if (!explode)
1661                                 {
1662                                         project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1663                                                 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1664                                 }
1665
1666                                 switch (effect_type)
1667                                 {
1668                                 case BLOW_EFFECT_TYPE_FEAR:
1669                                         project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1670                                                 damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1671                                         break;
1672
1673                                 case BLOW_EFFECT_TYPE_SLEEP:
1674                                         project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1675                                                 r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1676                                         break;
1677
1678                                 case BLOW_EFFECT_TYPE_HEAL:
1679                                         if ((monster_living(m_idx)) && (damage > 2))
1680                                         {
1681                                                 bool did_heal = FALSE;
1682
1683                                                 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1684
1685                                                 /* Heal */
1686                                                 m_ptr->hp += damroll(4, damage / 6);
1687                                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1688
1689                                                 /* Redraw (later) if needed */
1690                                                 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1691                                                 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1692
1693                                                 /* Special message */
1694                                                 if (see_m && did_heal)
1695                                                 {
1696                                                         msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1697                                                 }
1698                                         }
1699                                         break;
1700                                 }
1701
1702                                 if (touched)
1703                                 {
1704                                         /* Aura fire */
1705                                         if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
1706                                         {
1707                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1708                                                 {
1709                                                         if (see_either)
1710                                                         {
1711                                                                 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
1712                                                         }
1713                                                         if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
1714                                                         project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1715                                                                 damroll (1 + ((tr_ptr->level) / 26),
1716                                                                 1 + ((tr_ptr->level) / 17)),
1717                                                                 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1718                                                 }
1719                                                 else
1720                                                 {
1721                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1722                                                 }
1723                                         }
1724
1725                                         /* Aura cold */
1726                                         if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
1727                                         {
1728                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1729                                                 {
1730                                                         if (see_either)
1731                                                         {
1732                                                                 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
1733                                                         }
1734                                                         if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
1735                                                         project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1736                                                                 damroll (1 + ((tr_ptr->level) / 26),
1737                                                                 1 + ((tr_ptr->level) / 17)),
1738                                                                 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1739                                                 }
1740                                                 else
1741                                                 {
1742                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1743                                                 }
1744                                         }
1745
1746                                         /* Aura elec */
1747                                         if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
1748                                         {
1749                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1750                                                 {
1751                                                         if (see_either)
1752                                                         {
1753                                                                 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
1754                                                         }
1755                                                         if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
1756                                                         project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1757                                                                 damroll (1 + ((tr_ptr->level) / 26),
1758                                                                 1 + ((tr_ptr->level) / 17)),
1759                                                                 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1760                                                 }
1761                                                 else
1762                                                 {
1763                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1764                                                 }
1765                                         }
1766                                 }
1767                         }
1768                 }
1769
1770                 /* Monster missed player */
1771                 else
1772                 {
1773                         /* Analyze failed attacks */
1774                         switch (method)
1775                         {
1776                         case RBM_HIT:
1777                         case RBM_TOUCH:
1778                         case RBM_PUNCH:
1779                         case RBM_KICK:
1780                         case RBM_CLAW:
1781                         case RBM_BITE:
1782                         case RBM_STING:
1783                         case RBM_SLASH:
1784                         case RBM_BUTT:
1785                         case RBM_CRUSH:
1786                         case RBM_ENGULF:
1787                         case RBM_CHARGE:
1788                                 {
1789                                         (void)set_monster_csleep(t_idx, 0);
1790
1791                                         /* Visible monsters */
1792                                         if (see_m)
1793                                         {
1794 #ifdef JP
1795                                                 msg_format("%sは%^sの攻撃をかわした。", t_name, m_name);
1796 #else
1797                                                 msg_format("%^s misses %s.", m_name, t_name);
1798 #endif
1799                                         }
1800
1801                                         break;
1802                                 }
1803                         }
1804                 }
1805
1806
1807                 /* Analyze "visible" monsters only */
1808                 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
1809                 {
1810                         /* Count "obvious" attacks (and ones that cause damage) */
1811                         if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
1812                         {
1813                                 /* Count attacks of this type */
1814                                 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
1815                                 {
1816                                         r_ptr->r_blows[ap_cnt]++;
1817                                 }
1818                         }
1819                 }
1820         }
1821
1822         if (explode)
1823         {
1824                 sound(SOUND_EXPLODE);
1825
1826                 /* Cancel Invulnerability */
1827                 (void)set_monster_invulner(m_idx, 0, FALSE);
1828                 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);
1829                 blinked = FALSE;
1830         }
1831
1832         /* Blink away */
1833         if (blinked && m_ptr->r_idx)
1834         {
1835                 if (teleport_barrier(m_idx))
1836                 {
1837                         if (see_m)
1838                         {
1839                                 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."));
1840                         }
1841                         else if (known)
1842                         {
1843                                 current_floor_ptr->monster_noise = TRUE;
1844                         }
1845                 }
1846                 else
1847                 {
1848                         if (see_m)
1849                         {
1850                                 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
1851                         }
1852                         else if (known)
1853                         {
1854                                 current_floor_ptr->monster_noise = TRUE;
1855                         }
1856
1857                         teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
1858                 }
1859         }
1860
1861         return TRUE;
1862 }
1863
1864
1865 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
1866 {
1867         return !have_flag(f_ptr->flags, FF_GLASS) ||
1868                 (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
1869                 (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
1870 }
1871
1872
1873 /*!
1874  * @brief モンスター単体の1ターン行動処理メインルーチン /
1875  * Process a monster
1876  * @param m_idx 行動モンスターの参照ID
1877  * @return なし
1878  * @details
1879  * The monster is known to be within 100 grids of the player\n
1880  *\n
1881  * In several cases, we directly update the monster lore\n
1882  *\n
1883  * Note that a monster is only allowed to "reproduce" if there\n
1884  * are a limited number of "reproducing" monsters on the current\n
1885  * level.  This should prevent the level from being "swamped" by\n
1886  * reproducing monsters.  It also allows a large mass of mice to\n
1887  * prevent a louse from multiplying, but this is a small price to\n
1888  * pay for a simple multiplication method.\n
1889  *\n
1890  * XXX Monster fear is slightly odd, in particular, monsters will\n
1891  * fixate on opening a door even if they cannot open it.  Actually,\n
1892  * the same thing happens to normal monsters when they hit a door\n
1893  *\n
1894  * In addition, monsters which *cannot* open or bash\n
1895  * down a door will still stand there trying to open it...\n
1896  *\n
1897  * XXX Technically, need to check for monster in the way\n
1898  * combined with that monster being in a wall (or door?)\n
1899  *\n
1900  * A "direction" of "5" means "pick a random direction".\n
1901  */
1902 void process_monster(MONSTER_IDX m_idx)
1903 {
1904         monster_type    *m_ptr = &current_floor_ptr->m_list[m_idx];
1905         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1906         monster_race    *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
1907
1908         int i, d;
1909         POSITION oy, ox, ny, nx;
1910
1911         DIRECTION mm[8];
1912
1913         grid_type       *g_ptr;
1914         feature_type    *f_ptr;
1915
1916         monster_type    *y_ptr;
1917
1918         bool            do_turn;
1919         bool            do_move;
1920         bool            do_view;
1921         bool            must_alter_to_move;
1922
1923         bool            did_open_door;
1924         bool            did_bash_door;
1925         bool            did_take_item;
1926         bool            did_kill_item;
1927         bool            did_move_body;
1928         bool            did_pass_wall;
1929         bool            did_kill_wall;
1930         bool            gets_angry = FALSE;
1931         bool            can_cross;
1932         bool            aware = TRUE;
1933
1934         bool fear, dead;
1935         bool is_riding_mon = (m_idx == p_ptr->riding);
1936         bool see_m = is_seen(m_ptr);
1937
1938         if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
1939         {
1940                 if (rakuba(0, TRUE))
1941                 {
1942 #ifdef JP
1943                         msg_print("地面に落とされた。");
1944 #else
1945                         GAME_TEXT m_name[MAX_NLEN];
1946                         monster_desc(m_name, &current_floor_ptr->m_list[p_ptr->riding], 0);
1947                         msg_format("You have fallen from %s.", m_name);
1948 #endif
1949                 }
1950         }
1951
1952         if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
1953         {
1954                 choose_new_monster(m_idx, FALSE, 0);
1955                 r_ptr = &r_info[m_ptr->r_idx];
1956         }
1957
1958         /* Players hidden in shadow are almost imperceptable. -LM- */
1959         if (p_ptr->special_defense & NINJA_S_STEALTH)
1960         {
1961                 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
1962                 if (p_ptr->monlite) tmp /= 3;
1963                 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1964                 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
1965                 /* Low-level monsters will find it difficult to locate the player. */
1966                 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
1967         }
1968
1969         /* Are there its parent? */
1970         if (m_ptr->parent_m_idx && !current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
1971         {
1972                 /* Its parent have gone, it also goes away. */
1973
1974                 if (see_m)
1975                 {
1976                         GAME_TEXT m_name[MAX_NLEN];
1977                         monster_desc(m_name, m_ptr, 0);
1978                         msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
1979                 }
1980
1981                 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1982                 {
1983                         GAME_TEXT m_name[MAX_NLEN];
1984                         monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1985                         do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
1986                 }
1987
1988                 delete_monster_idx(m_idx);
1989
1990                 return;
1991         }
1992
1993         /* Quantum monsters are odd */
1994         if (r_ptr->flags2 & (RF2_QUANTUM))
1995         {
1996                 /* Sometimes skip move */
1997                 if (!randint0(2)) return;
1998
1999                 /* Sometimes die */
2000                 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2001                 {
2002                         bool sad = FALSE;
2003
2004                         if (is_pet(m_ptr) && !(m_ptr->ml)) sad = TRUE;
2005
2006                         if (see_m)
2007                         {
2008                                 GAME_TEXT m_name[MAX_NLEN];
2009                                 monster_desc(m_name, m_ptr, 0);
2010
2011                                 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2012                         }
2013
2014                         /* Generate treasure, etc */
2015                         monster_death(m_idx, FALSE);
2016
2017                         delete_monster_idx(m_idx);
2018                         if (sad)
2019                         {
2020                                 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2021                         }
2022
2023                         return;
2024                 }
2025         }
2026
2027         if (m_ptr->r_idx == MON_SHURYUUDAN)
2028         {
2029                 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);
2030                 if(dead) return;
2031         }
2032
2033         if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2034         {
2035                 static int riding_pinch = 0;
2036
2037                 if (m_ptr->hp < m_ptr->maxhp/3)
2038                 {
2039                         GAME_TEXT m_name[MAX_NLEN];
2040                         monster_desc(m_name, m_ptr, 0);
2041
2042                         if (is_riding_mon && riding_pinch < 2)
2043                         {
2044                                 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。",
2045                                                          "%^s seems to be in so much pain, and trying to escape from your restriction."), m_name);
2046                                 riding_pinch++;
2047                                 disturb(TRUE, TRUE);
2048                         }
2049                         else
2050                         {
2051                                 if (is_riding_mon)
2052                                 {
2053                                         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);
2054                                         if (rakuba(-1, FALSE))
2055                                         {
2056                                                 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2057                                         }
2058                                 }
2059
2060                                 if (see_m)
2061                                 {
2062                                         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) &&
2063                                             player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))
2064                                         {
2065                                                 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);
2066                                         }
2067                                         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);
2068                                         msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
2069                                 }
2070
2071                                 if (is_riding_mon && rakuba(-1, FALSE))
2072                                 {
2073                                         msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2074                                 }
2075
2076                                 check_quest_completion(m_ptr);
2077                                 delete_monster_idx(m_idx);
2078                                 return;
2079                         }
2080                 }
2081                 else
2082                 {
2083                         /* Reset the counter */
2084                         if (is_riding_mon) riding_pinch = 0;
2085                 }
2086         }
2087
2088         /* Handle "sleep" */
2089         if (MON_CSLEEP(m_ptr))
2090         {
2091                 /* Handle non-aggravation - Still sleeping */
2092                 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2093
2094                 (void)set_monster_csleep(m_idx, 0);
2095
2096                 /* Notice the "waking up" */
2097                 if (m_ptr->ml)
2098                 {
2099                         GAME_TEXT m_name[MAX_NLEN];
2100                         monster_desc(m_name, m_ptr, 0);
2101                         msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2102                 }
2103
2104                 /* Hack -- Count the wakings */
2105                 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2106                 {
2107                         r_ptr->r_wake++;
2108                 }
2109         }
2110
2111         /* Handle "stun" */
2112         if (MON_STUNNED(m_ptr))
2113         {
2114                 /* Sometimes skip move */
2115                 if (one_in_(2)) return;
2116         }
2117
2118         if (is_riding_mon)
2119         {
2120                 p_ptr->update |= (PU_BONUS);
2121         }
2122
2123         /* No one wants to be your friend if you're aggravating */
2124         if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2125                 gets_angry = TRUE;
2126
2127         /* Paranoia... no pet uniques outside wizard mode -- TY */
2128         if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2129               monster_has_hostile_align(NULL, 10, -10, r_ptr)) || (r_ptr->flagsr & RFR_RES_ALL)))
2130         {
2131                 gets_angry = TRUE;
2132         }
2133
2134         if (p_ptr->inside_battle) gets_angry = FALSE;
2135
2136         if (gets_angry)
2137         {
2138                 if (is_pet(m_ptr) || see_m)
2139                 {
2140                         GAME_TEXT m_name[MAX_NLEN];
2141                         monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
2142                         msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
2143                 }
2144
2145                 set_hostile(m_ptr);
2146         }
2147
2148         /* Get the origin */
2149         oy = m_ptr->fy;
2150         ox = m_ptr->fx;
2151
2152         /* Attempt to "multiply" if able and allowed */
2153         if ((r_ptr->flags2 & RF2_MULTIPLY) && (current_floor_ptr->num_repro < MAX_REPRO))
2154         {
2155                 int k;
2156                 POSITION y, x;
2157
2158                 /* Count the adjacent monsters */
2159                 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2160                 {
2161                         for (x = ox - 1; x <= ox + 1; x++)
2162                         {
2163                                 /* Ignore locations off of edge */
2164                                 if (!in_bounds2(y, x)) continue;
2165                                 if (current_floor_ptr->grid_array[y][x].m_idx) k++;
2166                         }
2167                 }
2168
2169                 /* Hex */
2170                 if (multiply_barrier(m_idx)) k = 8;
2171
2172                 /* Hack -- multiply slower in crowded areas */
2173                 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2174                 {
2175                         /* Try to multiply */
2176                         if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2177                         {
2178                                 /* Take note if visible */
2179                                 if (current_floor_ptr->m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2180                                 {
2181                                         r_ptr->r_flags2 |= (RF2_MULTIPLY);
2182                                 }
2183
2184                                 /* Multiplying takes energy */
2185                                 return;
2186                         }
2187                 }
2188         }
2189
2190         if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
2191         {
2192                 /* Hack -- Ohmu scatters molds! */
2193                 if (m_ptr->r_idx == MON_OHMU)
2194                 {
2195                         if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2196                         {
2197                                 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2198                                 {
2199                                         int k, count = 0;
2200                                         DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2201                                         BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2202
2203                                         for (k = 0; k < A_MAX; k++)
2204                                         {
2205                                                 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
2206                                                 {
2207                                                         if (current_floor_ptr->m_list[hack_m_idx_ii].ml) count++;
2208                                                 }
2209                                         }
2210
2211                                         if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2212                                 }
2213                         }
2214                 }
2215         }
2216
2217         if (!p_ptr->inside_battle)
2218         {
2219                 /* Hack! "Cyber" monster makes noise... */
2220                 if (m_ptr->ap_r_idx == MON_CYBER &&
2221                     one_in_(CYBERNOISE) &&
2222                     !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2223                 {
2224                         if (disturb_minor) disturb(FALSE, FALSE);
2225                         msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
2226                 }
2227
2228                 /* Some monsters can speak */
2229                 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2230                     one_in_(SPEAK_CHANCE) &&
2231                     player_has_los_bold(oy, ox) &&
2232                     projectable(oy, ox, p_ptr->y, p_ptr->x))
2233                 {
2234                         GAME_TEXT m_name[MAX_NLEN];
2235                         char monmessage[1024];
2236                         concptr filename;
2237
2238                         /* Acquire the monster name/poss */
2239                         if (m_ptr->ml)
2240                                 monster_desc(m_name, m_ptr, 0);
2241                         else
2242                                 strcpy(m_name, _("それ", "It"));
2243
2244                         /* Select the file for monster quotes */
2245                         if (MON_MONFEAR(m_ptr))
2246                                 filename = _("monfear_j.txt", "monfear.txt");
2247                         else if (is_pet(m_ptr))
2248                                 filename = _("monpet_j.txt", "monpet.txt");
2249                         else if (is_friendly(m_ptr))
2250                                 filename = _("monfrien_j.txt", "monfrien.txt");
2251                         else
2252                                 filename = _("monspeak_j.txt", "monspeak.txt");
2253                         /* Get the monster line */
2254                         if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2255                         {
2256                                 /* Say something */
2257                                 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2258                         }
2259                 }
2260         }
2261
2262         /* Try to cast spell occasionally */
2263         if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2264         {
2265                 bool counterattack = FALSE;
2266
2267                 /* Give priority to counter attack? */
2268                 if (m_ptr->target_y)
2269                 {
2270                         MONSTER_IDX t_m_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
2271
2272                         /* The monster must be an enemy, and projectable */
2273                         if (t_m_idx && are_enemies(m_ptr, &current_floor_ptr->m_list[t_m_idx]) &&
2274                             projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2275                         {
2276                                 counterattack = TRUE;
2277                         }
2278                 }
2279
2280                 if (!counterattack)
2281                 {
2282                         /* Attempt to cast a spell */
2283                         if (aware && make_attack_spell(m_idx)) return;
2284
2285                         /*
2286                          * Attempt to cast a spell at an enemy other than the player
2287                          * (may slow the game a smidgeon, but I haven't noticed.)
2288                          */
2289                         if (monst_spell_monst(m_idx)) return;
2290                 }
2291                 else
2292                 {
2293                         /* Attempt to do counter attack at first */
2294                         if (monst_spell_monst(m_idx)) return;
2295
2296                         if (aware && make_attack_spell(m_idx)) return;
2297                 }
2298         }
2299
2300         /* Hack -- Assume no movement */
2301         mm[0] = mm[1] = mm[2] = mm[3] = 0;
2302         mm[4] = mm[5] = mm[6] = mm[7] = 0;
2303
2304
2305         /* Confused -- 100% random */
2306         if (MON_CONFUSED(m_ptr) || !aware)
2307         {
2308                 /* Try four "random" directions */
2309                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2310         }
2311
2312         /* 75% random movement */
2313         else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2314                  (randint0(100) < 75))
2315         {
2316                 /* Memorize flags */
2317                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2318
2319                 /* Try four "random" directions */
2320                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2321         }
2322
2323         /* 50% random movement */
2324         else if ((r_ptr->flags1 & RF1_RAND_50) &&
2325                                 (randint0(100) < 50))
2326         {
2327                 /* Memorize flags */
2328                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2329
2330                 /* Try four "random" directions */
2331                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2332         }
2333
2334         /* 25% random movement */
2335         else if ((r_ptr->flags1 & RF1_RAND_25) &&
2336                                 (randint0(100) < 25))
2337         {
2338                 /* Memorize flags */
2339                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2340
2341                 /* Try four "random" directions */
2342                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2343         }
2344
2345         /* Can't reach player - find something else to hit */
2346         else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2347         {
2348                 /* Try four "random" directions */
2349                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2350
2351                 /* Look for an enemy */
2352 #if 0  /* Hack - Too slow.  Mimic pits are horrible with this on. */
2353                 get_enemy_dir(m_idx, mm);
2354 #endif /* 0 */
2355         }
2356
2357         /* Pets will follow the player */
2358         else if (is_pet(m_ptr))
2359         {
2360                 /* Are we trying to avoid the player? */
2361                 bool avoid = ((p_ptr->pet_follow_distance < 0) && (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2362
2363                 /* Do we want to find the player? */
2364                 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2365
2366                 /* Should we find the player if we can't find a monster? */
2367                 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2368
2369                 /* by default, move randomly */
2370                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2371
2372                 /* Look for an enemy */
2373                 if (!get_enemy_dir(m_idx, mm))
2374                 {
2375                         /* Find the player if necessary */
2376                         if (avoid || lonely || distant)
2377                         {
2378                                 /* Remember the leash length */
2379                                 POSITION dis = p_ptr->pet_follow_distance;
2380
2381                                 /* Hack -- adjust follow distance temporarily */
2382                                 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2383                                 {
2384                                         p_ptr->pet_follow_distance = PET_SEEK_DIST;
2385                                 }
2386
2387                                 /* Find the player */
2388                                 (void)get_moves(m_idx, mm);
2389
2390                                 /* Restore the leash */
2391                                 p_ptr->pet_follow_distance = (s16b)dis;
2392                         }
2393                 }
2394         }
2395
2396         /* Friendly monster movement */
2397         else if (!is_hostile(m_ptr))
2398         {
2399                 /* by default, move randomly */
2400                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2401
2402                 /* Look for an enemy */
2403                 get_enemy_dir(m_idx, mm);
2404         }
2405         /* Normal movement */
2406         else
2407         {
2408                 /* Logical moves, may do nothing */
2409                 if (!get_moves(m_idx, mm)) return;
2410         }
2411
2412         /* Assume nothing */
2413         do_turn = FALSE;
2414         do_move = FALSE;
2415         do_view = FALSE;
2416         must_alter_to_move = FALSE;
2417
2418         /* Assume nothing */
2419         did_open_door = FALSE;
2420         did_bash_door = FALSE;
2421         did_take_item = FALSE;
2422         did_kill_item = FALSE;
2423         did_move_body = FALSE;
2424         did_pass_wall = FALSE;
2425         did_kill_wall = FALSE;
2426
2427         /* Take a zero-terminated array of "directions" */
2428         for (i = 0; mm[i]; i++)
2429         {
2430                 /* Get the direction */
2431                 d = mm[i];
2432
2433                 /* Hack -- allow "randomized" motion */
2434                 if (d == 5) d = ddd[randint0(8)];
2435
2436                 /* Get the destination */
2437                 ny = oy + ddy[d];
2438                 nx = ox + ddx[d];
2439
2440                 /* Ignore locations off of edge */
2441                 if (!in_bounds2(ny, nx)) continue;
2442
2443                 /* Access that grid */
2444                 g_ptr = &current_floor_ptr->grid_array[ny][nx];
2445                 f_ptr = &f_info[g_ptr->feat];
2446                 can_cross = monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2447
2448                 /* Access that grid's contents */
2449                 y_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
2450
2451                 /* Hack -- player 'in' wall */
2452                 if (player_bold(ny, nx))
2453                 {
2454                         do_move = TRUE;
2455                 }
2456
2457                 /* Possibly a monster to attack */
2458                 else if (g_ptr->m_idx)
2459                 {
2460                         do_move = TRUE;
2461                 }
2462
2463                 /* Monster destroys walls (and doors) */
2464                 else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
2465                          (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
2466                          have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
2467                          check_hp_for_feat_destruction(f_ptr, m_ptr))
2468                 {
2469                         /* Eat through walls/doors/rubble */
2470                         do_move = TRUE;
2471                         if (!can_cross) must_alter_to_move = TRUE;
2472
2473                         /* Monster destroyed a wall (later) */
2474                         did_kill_wall = TRUE;
2475                 }
2476
2477                 /* Floor is open? */
2478                 else if (can_cross)
2479                 {
2480                         /* Go ahead and move */
2481                         do_move = TRUE;
2482
2483                         /* Monster moves through walls (and doors) */
2484                         if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2485                             have_flag(f_ptr->flags, FF_CAN_PASS))
2486                         {
2487                                 /* Monster went through a wall */
2488                                 did_pass_wall = TRUE;
2489                         }
2490                 }
2491
2492                 /* Handle doors and secret doors */
2493                 else if (is_closed_door(g_ptr->feat))
2494                 {
2495                         bool may_bash = TRUE;
2496
2497                         /* Assume no move allowed */
2498                         do_move = FALSE;
2499
2500                         /* Creature can open doors. */
2501                         if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2502                                  (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2503                         {
2504                                 /* Closed doors */
2505                                 if (!f_ptr->power)
2506                                 {
2507                                         /* The door is open */
2508                                         did_open_door = TRUE;
2509
2510                                         /* Do not bash the door */
2511                                         may_bash = FALSE;
2512
2513                                         do_turn = TRUE;
2514                                 }
2515
2516                                 /* Locked doors (not jammed) */
2517                                 else
2518                                 {
2519                                         /* Try to unlock it */
2520                                         if (randint0(m_ptr->hp / 10) > f_ptr->power)
2521                                         {
2522                                                 /* Unlock the door */
2523                                                 cave_alter_feat(ny, nx, FF_DISARM);
2524
2525                                                 /* Do not bash the door */
2526                                                 may_bash = FALSE;
2527
2528                                                 do_turn = TRUE;
2529                                         }
2530                                 }
2531                         }
2532
2533                         /* Stuck doors -- attempt to bash them down if allowed */
2534                         if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2535                                 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2536                         {
2537                                 /* Attempt to Bash */
2538                                 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
2539                                 {
2540                                         if (have_flag(f_ptr->flags, FF_GLASS))
2541                                                 msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
2542                                         else
2543                                                 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2544
2545                                         /* Disturb (sometimes) */
2546                                         if (disturb_minor) disturb(FALSE, FALSE);
2547
2548                                         /* The door was bashed open */
2549                                         did_bash_door = TRUE;
2550
2551                                         /* Hack -- fall into doorway */
2552                                         do_move = TRUE;
2553                                         must_alter_to_move = TRUE;
2554                                 }
2555                         }
2556
2557
2558                         /* Deal with doors in the way */
2559                         if (did_open_door || did_bash_door)
2560                         {
2561                                 /* Break down the door */
2562                                 if (did_bash_door && ((randint0(100) < 50) || (feat_state(g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
2563                                 {
2564                                         cave_alter_feat(ny, nx, FF_BASH);
2565
2566                                         if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */
2567                                         {
2568                                                 p_ptr->update |= (PU_FLOW);
2569                                                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2570                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2571
2572                                                 return;
2573                                         }
2574                                 }
2575
2576                                 /* Open the door */
2577                                 else
2578                                 {
2579                                         cave_alter_feat(ny, nx, FF_OPEN);
2580                                 }
2581
2582                                 f_ptr = &f_info[g_ptr->feat];
2583
2584                                 /* Handle viewable doors */
2585                                 do_view = TRUE;
2586                         }
2587                 }
2588
2589                 /* Hack -- check for Glyph of Warding */
2590                 if (do_move && is_glyph_grid(g_ptr) &&
2591                     !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2592                 {
2593                         /* Assume no move allowed */
2594                         do_move = FALSE;
2595
2596                         /* Break the ward */
2597                         if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2598                         {
2599                                 /* Describe observable breakage */
2600                                 if (g_ptr->info & CAVE_MARK)
2601                                 {
2602                                         msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2603                                 }
2604
2605                                 /* Forget the rune */
2606                                 g_ptr->info &= ~(CAVE_MARK);
2607
2608                                 /* Break the rune */
2609                                 g_ptr->info &= ~(CAVE_OBJECT);
2610                                 g_ptr->mimic = 0;
2611
2612                                 /* Allow movement */
2613                                 do_move = TRUE;
2614
2615                                 note_spot(ny, nx);
2616                         }
2617                 }
2618                 else if (do_move && is_explosive_rune_grid(g_ptr) &&
2619                          !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2620                 {
2621                         /* Assume no move allowed */
2622                         do_move = FALSE;
2623
2624                         /* Break the ward */
2625                         if (!is_pet(m_ptr))
2626                         {
2627                                 /* Break the ward */
2628                                 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2629                                 {
2630                                         /* Describe observable breakage */
2631                                         if (g_ptr->info & CAVE_MARK)
2632                                         {
2633                                                 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2634                                                 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);
2635                                         }
2636                                 }
2637                                 else
2638                                 {
2639                                         msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2640                                 }
2641
2642                                 /* Forget the rune */
2643                                 g_ptr->info &= ~(CAVE_MARK);
2644
2645                                 /* Break the rune */
2646                                 g_ptr->info &= ~(CAVE_OBJECT);
2647                                 g_ptr->mimic = 0;
2648
2649                                 note_spot(ny, nx);
2650                                 lite_spot(ny, nx);
2651
2652                                 if (!monster_is_valid(m_ptr)) return;
2653                                 /* Allow movement */
2654                                 do_move = TRUE;
2655                         }
2656                 }
2657
2658                 /* The player is in the way */
2659                 if (do_move && player_bold(ny, nx))
2660                 {
2661                         /* Some monsters never attack */
2662                         if (r_ptr->flags1 & RF1_NEVER_BLOW)
2663                         {
2664                                 /* Hack -- memorize lack of attacks */
2665                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
2666
2667                                 /* Do not move */
2668                                 do_move = FALSE;
2669                         }
2670
2671                         /* In anti-melee dungeon, stupid or confused monster takes useless current_world_ptr->game_turn */
2672                         if (do_move && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
2673                         {
2674                                 if (!MON_CONFUSED(m_ptr))
2675                                 {
2676                                         if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2677                                         else
2678                                         {
2679                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2680                                         }
2681                                 }
2682                         }
2683
2684                         /* The player is in the way.  Attack him. */
2685                         if (do_move)
2686                         {
2687                                 if (!p_ptr->riding || one_in_(2))
2688                                 {
2689                                         /* Do the attack */
2690                                         (void)make_attack_normal(m_idx);
2691
2692                                         /* Do not move */
2693                                         do_move = FALSE;
2694
2695                                         /* Took a current_world_ptr->game_turn */
2696                                         do_turn = TRUE;
2697                                 }
2698                         }
2699                 }
2700
2701                 /* A monster is in the way */
2702                 if (do_move && g_ptr->m_idx)
2703                 {
2704                         monster_race *z_ptr = &r_info[y_ptr->r_idx];
2705
2706                         /* Assume no movement */
2707                         do_move = FALSE;
2708
2709                         /* Attack 'enemies' */
2710                         if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
2711                                  (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
2712                                  can_cross && (g_ptr->m_idx != p_ptr->riding)) ||
2713                                 are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
2714                         {
2715                                 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2716                                 {
2717                                         if (r_ptr->flags2 & RF2_KILL_BODY)
2718                                         {
2719                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2720                                         }
2721
2722                                         /* attack */
2723                                         if (y_ptr->r_idx && (y_ptr->hp >= 0))
2724                                         {
2725                                                 if (monst_attack_monst(m_idx, g_ptr->m_idx)) return;
2726
2727                                                 /* In anti-melee dungeon, stupid or confused monster takes useless current_world_ptr->game_turn */
2728                                                 else if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
2729                                                 {
2730                                                         if (MON_CONFUSED(m_ptr)) return;
2731                                                         else if (r_ptr->flags2 & RF2_STUPID)
2732                                                         {
2733                                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2734                                                                 return;
2735                                                         }
2736                                                 }
2737                                         }
2738                                 }
2739                         }
2740
2741                         /* Push past weaker monsters (unless leaving a wall) */
2742                         else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
2743                                 (r_ptr->mexp > z_ptr->mexp) &&
2744                                 can_cross && (g_ptr->m_idx != p_ptr->riding) &&
2745                                 monster_can_cross_terrain(current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
2746                         {
2747                                 /* Allow movement */
2748                                 do_move = TRUE;
2749
2750                                 /* Monster pushed past another monster */
2751                                 did_move_body = TRUE;
2752
2753                                 /* Wake up the moved monster */
2754                                 (void)set_monster_csleep(g_ptr->m_idx, 0);
2755
2756                                 /* Message */
2757                         }
2758                 }
2759
2760                 if (is_riding_mon)
2761                 {
2762                         if (!p_ptr->riding_ryoute && !MON_MONFEAR(&current_floor_ptr->m_list[p_ptr->riding])) do_move = FALSE;
2763                 }
2764
2765                 if (did_kill_wall && do_move)
2766                 {
2767                         if (one_in_(GRINDNOISE))
2768                         {
2769                                 if (have_flag(f_ptr->flags, FF_GLASS))
2770                                         msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
2771                                 else
2772                                         msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
2773                         }
2774
2775                         cave_alter_feat(ny, nx, FF_HURT_DISI);
2776
2777                         if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */
2778                         {
2779                                 p_ptr->update |= (PU_FLOW);
2780                                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2781                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
2782
2783                                 return;
2784                         }
2785
2786                         f_ptr = &f_info[g_ptr->feat];
2787
2788                         /* Note changes to viewable region */
2789                         do_view = TRUE;
2790                         do_turn = TRUE;
2791                 }
2792
2793                 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
2794                 {
2795                         if (!monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
2796                         {
2797                                 /* Assume no move allowed */
2798                                 do_move = FALSE;
2799                         }
2800                 }
2801
2802                 /*
2803                  * Check if monster can cross terrain
2804                  * This is checked after the normal attacks
2805                  * to allow monsters to attack an enemy,
2806                  * even if it can't enter the terrain.
2807                  */
2808                 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
2809                 {
2810                         /* Assume no move allowed */
2811                         do_move = FALSE;
2812                 }
2813
2814                 /* Some monsters never move */
2815                 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
2816                 {
2817                         /* Hack -- memorize lack of moves */
2818                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
2819
2820                         /* Do not move */
2821                         do_move = FALSE;
2822                 }
2823
2824                 /* Creature has been allowed move */
2825                 if (do_move)
2826                 {
2827                         do_turn = TRUE;
2828
2829                         if (have_flag(f_ptr->flags, FF_TREE))
2830                         {
2831                                 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
2832                                 {
2833                                         m_ptr->energy_need += ENERGY_NEED();
2834                                 }
2835                         }
2836
2837                         if (!is_riding_mon)
2838                         {
2839                                 /* Hack -- Update the old location */
2840                                 current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
2841
2842                                 /* Mega-Hack -- move the old monster, if any */
2843                                 if (g_ptr->m_idx)
2844                                 {
2845                                         /* Move the old monster */
2846                                         y_ptr->fy = oy;
2847                                         y_ptr->fx = ox;
2848
2849                                         /* Update the old monster */
2850                                         update_monster(g_ptr->m_idx, TRUE);
2851                                 }
2852
2853                                 /* Hack -- Update the new location */
2854                                 g_ptr->m_idx = m_idx;
2855
2856                                 /* Move the monster */
2857                                 m_ptr->fy = ny;
2858                                 m_ptr->fx = nx;
2859                                 update_monster(m_idx, TRUE);
2860
2861                                 lite_spot(oy, ox);
2862                                 lite_spot(ny, nx);
2863                         }
2864                         else
2865                         {
2866                                 /* sound(SOUND_WALK); */
2867                                 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
2868                         }
2869
2870                         /* Possible disturb */
2871                         if (m_ptr->ml &&
2872                             (disturb_move ||
2873                              (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
2874                              (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
2875                         {
2876                                 if (is_hostile(m_ptr))
2877                                         disturb(FALSE, TRUE);
2878                         }
2879
2880                         /* Take or Kill objects on the floor */
2881                         if (g_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
2882                             (!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
2883                         {
2884                                 OBJECT_IDX this_o_idx, next_o_idx;
2885                                 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
2886
2887                                 /* Scan all objects in the grid */
2888                                 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
2889                                 {
2890                                         BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
2891                                         GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
2892                                         object_type *o_ptr = &current_floor_ptr->o_list[this_o_idx];
2893                                         next_o_idx = o_ptr->next_o_idx;
2894
2895                                         if (do_take)
2896                                         {
2897                                                 /* Skip gold */
2898                                                 if (o_ptr->tval == TV_GOLD) continue;
2899
2900                                                 /*
2901                                                  * Skip "real" corpses and statues, to avoid extreme
2902                                                  * silliness like a novice rogue pockets full of statues
2903                                                  * and corpses.
2904                                                  */
2905                                                 if ((o_ptr->tval == TV_CORPSE) ||
2906                                                     (o_ptr->tval == TV_STATUE)) continue;
2907                                         }
2908
2909                                         /* Extract some flags */
2910                                         object_flags(o_ptr, flgs);
2911
2912                                         /* Acquire the object name */
2913                                         object_desc(o_name, o_ptr, 0);
2914                                         monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
2915
2916                                         /* React to objects that hurt the monster */
2917                                         if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
2918                                         if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
2919                                         if (have_flag(flgs, TR_SLAY_TROLL))  flg3 |= (RF3_TROLL);
2920                                         if (have_flag(flgs, TR_KILL_TROLL))  flg3 |= (RF3_TROLL);
2921                                         if (have_flag(flgs, TR_SLAY_GIANT))  flg3 |= (RF3_GIANT);
2922                                         if (have_flag(flgs, TR_KILL_GIANT))  flg3 |= (RF3_GIANT);
2923                                         if (have_flag(flgs, TR_SLAY_ORC))    flg3 |= (RF3_ORC);
2924                                         if (have_flag(flgs, TR_KILL_ORC))    flg3 |= (RF3_ORC);
2925                                         if (have_flag(flgs, TR_SLAY_DEMON))  flg3 |= (RF3_DEMON);
2926                                         if (have_flag(flgs, TR_KILL_DEMON))  flg3 |= (RF3_DEMON);
2927                                         if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
2928                                         if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
2929                                         if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
2930                                         if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
2931                                         if (have_flag(flgs, TR_SLAY_EVIL))   flg3 |= (RF3_EVIL);
2932                                         if (have_flag(flgs, TR_KILL_EVIL))   flg3 |= (RF3_EVIL);
2933                                         if (have_flag(flgs, TR_SLAY_HUMAN))  flg2 |= (RF2_HUMAN);
2934                                         if (have_flag(flgs, TR_KILL_HUMAN))  flg2 |= (RF2_HUMAN);
2935                                         if (have_flag(flgs, TR_BRAND_ACID))  flgr |= (RFR_IM_ACID);
2936                                         if (have_flag(flgs, TR_BRAND_ELEC))  flgr |= (RFR_IM_ELEC);
2937                                         if (have_flag(flgs, TR_BRAND_FIRE))  flgr |= (RFR_IM_FIRE);
2938                                         if (have_flag(flgs, TR_BRAND_COLD))  flgr |= (RFR_IM_COLD);
2939                                         if (have_flag(flgs, TR_BRAND_POIS))  flgr |= (RFR_IM_POIS);
2940
2941                                         /* The object cannot be picked up by the monster */
2942                                         if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
2943                                             ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
2944                                         {
2945                                                 /* Only give a message for "take_item" */
2946                                                 if (do_take && (r_ptr->flags2 & RF2_STUPID))
2947                                                 {
2948                                                         did_take_item = TRUE;
2949
2950                                                         /* Describe observable situations */
2951                                                         if (m_ptr->ml && player_can_see_bold(ny, nx))
2952                                                         {
2953                                                                 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);
2954                                                         }
2955                                                 }
2956                                         }
2957
2958                                         /* Pick up the item */
2959                                         else if (do_take)
2960                                         {
2961                                                 did_take_item = TRUE;
2962
2963                                                 /* Describe observable situations */
2964                                                 if (player_can_see_bold(ny, nx))
2965                                                 {
2966                                                         msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
2967                                                 }
2968
2969                                                 /* Excise the object */
2970                                                 excise_object_idx(this_o_idx);
2971
2972                                                 /* Forget mark */
2973                                                 o_ptr->marked &= OM_TOUCHED;
2974
2975                                                 /* Forget location */
2976                                                 o_ptr->iy = o_ptr->ix = 0;
2977
2978                                                 /* Memorize monster */
2979                                                 o_ptr->held_m_idx = m_idx;
2980
2981                                                 /* Build a stack */
2982                                                 o_ptr->next_o_idx = m_ptr->hold_o_idx;
2983
2984                                                 /* Carry object */
2985                                                 m_ptr->hold_o_idx = this_o_idx;
2986                                         }
2987
2988                                         /* Destroy the item if not a pet */
2989                                         else if (!is_pet(m_ptr))
2990                                         {
2991                                                 did_kill_item = TRUE;
2992
2993                                                 /* Describe observable situations */
2994                                                 if (player_has_los_bold(ny, nx))
2995                                                 {
2996                                                         msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
2997                                                 }
2998
2999                                                 delete_object_idx(this_o_idx);
3000                                         }
3001                                 }
3002                         }
3003                 }
3004
3005                 /* Stop when done */
3006                 if (do_turn) break;
3007         }
3008
3009         /*
3010          *  Forward movements failed, but now received LOS attack!
3011          *  Try to flow by smell.
3012          */
3013         if (p_ptr->no_flowed && i > 2 &&  m_ptr->target_y)
3014                 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3015
3016         /* If we haven't done anything, try casting a spell again */
3017         if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
3018         {
3019                 /* Try to cast spell again */
3020                 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3021                 {
3022                         if (make_attack_spell(m_idx)) return;
3023                 }
3024         }
3025
3026
3027         /* Notice changes in view */
3028         if (do_view)
3029         {
3030                 p_ptr->update |= (PU_FLOW);
3031                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3032         }
3033
3034         /* Notice changes in view */
3035         if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3036                 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3037         {
3038                 p_ptr->update |= (PU_MON_LITE);
3039         }
3040
3041         /* Learn things from observable monster */
3042         if (is_original_ap_and_seen(m_ptr))
3043         {
3044                 /* Monster opened a door */
3045                 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3046
3047                 /* Monster bashed a door */
3048                 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3049
3050                 /* Monster tried to pick something up */
3051                 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3052
3053                 /* Monster tried to crush something */
3054                 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3055
3056                 /* Monster pushed past another monster */
3057                 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3058
3059                 /* Monster passed through a wall */
3060                 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3061
3062                 /* Monster destroyed a wall */
3063                 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3064         }
3065
3066
3067         /* Hack -- get "bold" if out of options */
3068         if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3069         {
3070                 /* No longer afraid */
3071                 (void)set_monster_monfear(m_idx, 0);
3072
3073                 /* Message if seen */
3074                 if (see_m)
3075                 {
3076                         GAME_TEXT m_name[MAX_NLEN];
3077                         monster_desc(m_name, m_ptr, 0);
3078                         msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
3079                 }
3080
3081                 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3082
3083                 /* Actually do something now (?) */
3084         }
3085 }
3086
3087 /*!
3088  * @brief 全モンスターのターン管理メインルーチン /
3089  * Process all the "live" monsters, once per game turn.
3090  * @return なし
3091  * @details
3092  * During each game current game turn, we scan through the list of all the "live" monsters,\n
3093  * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
3094  * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
3095  *\n
3096  * Note that monsters can never move in the monster array (except when the\n
3097  * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
3098  *\n
3099  * This function is responsible for at least half of the processor time\n
3100  * on a normal system with a "normal" amount of monsters and a player doing\n
3101  * normal things.\n
3102  *\n
3103  * When the player is resting, virtually 90% of the processor time is spent\n
3104  * in this function, and its children, "process_monster()" and "make_move()".\n
3105  *\n
3106  * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
3107  * especially when the player is running.\n
3108  *\n
3109  * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
3110  * monsters while they are still being "born".  A monster is "fresh" only\n
3111  * during the game turn in which it is created, and we use the "hack_m_idx" to\n
3112  * determine if the monster is yet to be processed during the game turn.\n
3113  *\n
3114  * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
3115  * move before any "nasty" monsters get to use their spell attacks.\n
3116  *\n
3117  * Note that when the "knowledge" about the currently tracked monster\n
3118  * changes (flags, attacks, spells), we induce a redraw of the monster\n
3119  * recall window.\n
3120  */
3121 void process_monsters(void)
3122 {
3123         MONSTER_IDX i;
3124         POSITION fx, fy;
3125
3126         bool            test;
3127
3128         monster_type    *m_ptr;
3129         monster_race    *r_ptr;
3130
3131         MONRACE_IDX old_monster_race_idx;
3132
3133         BIT_FLAGS old_r_flags1 = 0L;
3134         BIT_FLAGS old_r_flags2 = 0L;
3135         BIT_FLAGS old_r_flags3 = 0L;
3136         BIT_FLAGS old_r_flags4 = 0L;
3137         BIT_FLAGS old_r_flags5 = 0L;
3138         BIT_FLAGS old_r_flags6 = 0L;
3139         BIT_FLAGS old_r_flagsr = 0L;
3140
3141         byte old_r_blows0 = 0;
3142         byte old_r_blows1 = 0;
3143         byte old_r_blows2 = 0;
3144         byte old_r_blows3 = 0;
3145
3146         byte old_r_cast_spell = 0;
3147
3148         SPEED speed;
3149
3150         /* Clear monster fighting indicator */
3151         current_floor_ptr->monster_noise = FALSE;
3152
3153         /* Memorize old race */
3154         old_monster_race_idx = p_ptr->monster_race_idx;
3155
3156         /* Acquire knowledge */
3157         if (p_ptr->monster_race_idx)
3158         {
3159                 /* Acquire current monster */
3160                 r_ptr = &r_info[p_ptr->monster_race_idx];
3161
3162                 /* Memorize flags */
3163                 old_r_flags1 = r_ptr->r_flags1;
3164                 old_r_flags2 = r_ptr->r_flags2;
3165                 old_r_flags3 = r_ptr->r_flags3;
3166                 old_r_flags4 = r_ptr->r_flags4;
3167                 old_r_flags5 = r_ptr->r_flags5;
3168                 old_r_flags6 = r_ptr->r_flags6;
3169                 old_r_flagsr = r_ptr->r_flagsr;
3170
3171                 /* Memorize blows */
3172                 old_r_blows0 = r_ptr->r_blows[0];
3173                 old_r_blows1 = r_ptr->r_blows[1];
3174                 old_r_blows2 = r_ptr->r_blows[2];
3175                 old_r_blows3 = r_ptr->r_blows[3];
3176
3177                 /* Memorize castings */
3178                 old_r_cast_spell = r_ptr->r_cast_spell;
3179         }
3180
3181
3182         /* Process the monsters (backwards) */
3183         for (i = current_floor_ptr->m_max - 1; i >= 1; i--)
3184         {
3185                 /* Access the monster */
3186                 m_ptr = &current_floor_ptr->m_list[i];
3187                 r_ptr = &r_info[m_ptr->r_idx];
3188
3189                 /* Handle "leaving" */
3190                 if (p_ptr->leaving) break;
3191
3192                 /* Ignore "dead" monsters */
3193                 if (!monster_is_valid(m_ptr)) continue;
3194
3195                 if (p_ptr->wild_mode) continue;
3196
3197
3198                 /* Handle "fresh" monsters */
3199                 if (m_ptr->mflag & MFLAG_BORN)
3200                 {
3201                         /* No longer "fresh" */
3202                         m_ptr->mflag &= ~(MFLAG_BORN);
3203
3204                         /* Skip */
3205                         continue;
3206                 }
3207
3208                 /* Hack -- Require proximity */
3209                 if (m_ptr->cdis >= AAF_LIMIT) continue;
3210
3211                 fx = m_ptr->fx;
3212                 fy = m_ptr->fy;
3213
3214                 /* Flow by smell is allowed */
3215                 if (!p_ptr->no_flowed)
3216                 {
3217                         m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3218                 }
3219
3220                 /* Assume no move */
3221                 test = FALSE;
3222
3223                 /* Handle "sensing radius" */
3224                 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3225                 {
3226                         /* We can "sense" the player */
3227                         test = TRUE;
3228                 }
3229
3230                 /* Handle "sight" and "aggravation" */
3231         else if ((m_ptr->cdis <= MAX_SIGHT || p_ptr->inside_battle) &&
3232                         (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3233                 {
3234                         /* We can "see" or "feel" the player */
3235                         test = TRUE;
3236                 }
3237
3238 #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... */
3239                 /* Hack -- Monsters can "smell" the player from far away */
3240                 /* Note that most monsters have "aaf" of "20" or so */
3241                 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3242                         cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_MOVE) &&
3243                         (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when == current_floor_ptr->grid_array[fy][fx].when) &&
3244                         (current_floor_ptr->grid_array[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3245                         (current_floor_ptr->grid_array[fy][fx].dist < r_ptr->aaf))
3246                 {
3247                         /* We can "smell" the player */
3248                         test = TRUE;
3249                 }
3250 #endif
3251                 else if (m_ptr->target_y) test = TRUE;
3252
3253                 /* Do nothing */
3254                 if (!test) continue;
3255
3256
3257                 if (p_ptr->riding == i)
3258                         speed = p_ptr->pspeed;
3259                 else
3260                 {
3261                         speed = m_ptr->mspeed;
3262
3263                         /* Monsters move quickly in Nightmare mode */
3264                         if (ironman_nightmare) speed += 5;
3265
3266                         if (MON_FAST(m_ptr)) speed += 10;
3267                         if (MON_SLOW(m_ptr)) speed -= 10;
3268                 }
3269
3270                 /* Give this monster some energy */
3271                 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3272
3273                 /* Not enough energy to move */
3274                 if (m_ptr->energy_need > 0) continue;
3275
3276                 /* Use up "some" energy */
3277                 m_ptr->energy_need += ENERGY_NEED();
3278
3279                 /* Save global index */
3280                 hack_m_idx = i;
3281
3282                 /* Process the monster */
3283                 process_monster(i);
3284
3285                 reset_target(m_ptr);
3286
3287                 /* Give up flow_by_smell when it might useless */
3288                 if (p_ptr->no_flowed && one_in_(3))
3289                         m_ptr->mflag2 |= MFLAG2_NOFLOW;
3290
3291                 /* Hack -- notice death or departure */
3292                 if (!p_ptr->playing || p_ptr->is_dead) break;
3293
3294                 /* Notice leaving */
3295                 if (p_ptr->leaving) break;
3296         }
3297
3298         /* Reset global index */
3299         hack_m_idx = 0;
3300
3301
3302         /* Tracking a monster race (the same one we were before) */
3303         if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3304         {
3305                 /* Acquire monster race */
3306                 r_ptr = &r_info[p_ptr->monster_race_idx];
3307
3308                 /* Check for knowledge change */
3309                 if ((old_r_flags1 != r_ptr->r_flags1) ||
3310                         (old_r_flags2 != r_ptr->r_flags2) ||
3311                         (old_r_flags3 != r_ptr->r_flags3) ||
3312                         (old_r_flags4 != r_ptr->r_flags4) ||
3313                         (old_r_flags5 != r_ptr->r_flags5) ||
3314                         (old_r_flags6 != r_ptr->r_flags6) ||
3315                         (old_r_flagsr != r_ptr->r_flagsr) ||
3316                         (old_r_blows0 != r_ptr->r_blows[0]) ||
3317                         (old_r_blows1 != r_ptr->r_blows[1]) ||
3318                         (old_r_blows2 != r_ptr->r_blows[2]) ||
3319                         (old_r_blows3 != r_ptr->r_blows[3]) ||
3320                         (old_r_cast_spell != r_ptr->r_cast_spell))
3321                 {
3322                         p_ptr->window |= (PW_MONSTER);
3323                 }
3324         }
3325 }
3326