2 * @file monster-process.c
3 * @brief モンスターの特殊技能と移動処理/ Monster spells and movement
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
12 * This file has several additions to it by Keldon Jones (keldon@umr.edu)
13 * to improve the general quality of the AI (version 0.1.1).
24 #include "spells-floor.h"
25 #include "spells-summon.h"
28 #include "realm-hex.h"
29 #include "object-flavor.h"
30 #include "object-hook.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"
41 #include "view-mainwindow.h"
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
51 static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
54 POSITION x = 0, y = 0;
59 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
60 monster_race *r_ptr = &r_info[m_ptr->r_idx];
63 if (p_ptr->riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
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;
68 else if (is_pet(m_ptr) && p_ptr->pet_t_m_idx)
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;
75 if (p_ptr->inside_battle)
77 start = randint1(current_floor_ptr->m_max-1)+current_floor_ptr->m_max;
78 if(randint0(2)) plus = -1;
80 else start = current_floor_ptr->m_max + 1;
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)
85 MONSTER_IDX dummy = (i % current_floor_ptr->m_max);
90 t_ptr = ¤t_floor_ptr->m_list[t_idx];
92 /* The monster itself isn't a target */
93 if (t_ptr == m_ptr) continue;
95 if (!monster_is_valid(t_ptr)) continue;
99 /* Hack -- only fight away from player */
100 if (p_ptr->pet_follow_distance < 0)
102 /* No fighting near player */
103 if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
108 /* Hack -- no fighting away from player */
109 else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > p_ptr->pet_follow_distance))
114 if (r_ptr->aaf < t_ptr->cdis) continue;
117 /* Monster must be 'an enemy' */
118 if (!are_enemies(m_ptr, t_ptr)) continue;
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)))
124 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
128 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
131 /* OK -- we've got a target */
137 if (!x && !y) return FALSE;
140 /* Extract the direction */
145 if ((y < 0) && (x == 0))
152 else if ((y > 0) && (x == 0))
159 else if ((x > 0) && (y == 0))
166 else if ((x < 0) && (y == 0))
173 else if ((y < 0) && (x < 0))
180 else if ((y < 0) && (x > 0))
187 else if ((y > 0) && (x < 0))
194 else if ((y > 0) && (x > 0))
201 /* Found a monster */
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。
211 * Monsters will attempt to avoid very powerful players. See below.\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
218 * Note that this function is responsible for about one to five percent\n
219 * of the processor use in normal conditions...\n
221 static bool mon_will_run(MONSTER_IDX m_idx)
223 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
227 monster_race *r_ptr = &r_info[m_ptr->r_idx];
231 HIT_POINT p_chp, p_mhp;
232 HIT_POINT m_chp, m_mhp;
237 /* Friends can be commanded to avoid the player */
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)));
245 /* Keep monsters from running too far away */
246 if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
248 /* All "afraid" monsters will run away */
249 if (MON_MONFEAR(m_ptr)) return (TRUE);
253 /* Nearby monsters will not become terrified */
254 if (m_ptr->cdis <= 5) return (FALSE);
256 /* Examine player power (level) */
259 /* Examine monster power (level plus morale) */
260 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
262 /* Optimize extreme cases below */
263 if (m_lev > p_lev + 4) return (FALSE);
264 if (m_lev + 4 <= p_lev) return (TRUE);
266 /* Examine player health */
270 /* Examine monster health */
272 m_mhp = m_ptr->maxhp;
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 */
278 /* Strong players scare strong monsters */
279 if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
283 /* Assume no terror */
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
296 static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
299 POSITION y, x, y1, x1;
302 bool can_open_door = FALSE;
305 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
306 monster_race *r_ptr = &r_info[m_ptr->r_idx];
308 /* Monster location */
312 /* Monster can already cast spell to player */
313 if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
315 /* Set current grid cost */
316 now_cost = current_floor_ptr->grid_array[y1][x1].cost;
317 if (now_cost == 0) now_cost = 999;
319 /* Can monster bash or open doors? */
320 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
322 can_open_door = TRUE;
325 /* Check nearby grids, diagonals first */
326 for (i = 7; i >= 0; i--)
333 /* Ignore locations off of edge */
334 if (!in_bounds2(y, x)) continue;
336 /* Simply move to player */
337 if (player_bold(y, x)) return (FALSE);
339 g_ptr = ¤t_floor_ptr->grid_array[y][x];
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))))
346 if (cost == 0) continue;
347 if (!can_open_door && is_closed_door(g_ptr->feat)) continue;
350 /* Hack -- for kill or pass wall monster.. */
351 if (cost == 0) cost = 998;
353 if (now_cost < cost) continue;
355 if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
357 /* Accept louder sounds */
358 if (best < cost) continue;
361 (*yp) = y1 + ddy_ddd[i];
362 (*xp) = x1 + ddx_ddd[i];
365 /* No legal move (?) */
366 if (best == 999) return (FALSE);
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
382 * Note that ghosts and rock-eaters are never allowed to "flow",\n
383 * since they should move directly towards the player.\n
385 * Prefer "non-diagonal" directions, but twiddle them a little\n
386 * to angle slightly towards the player's actual location.\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
393 * Note that if "smell" is turned on, all monsters get vicious.\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
401 static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
404 POSITION y, x, y1, x1;
407 bool use_scent = FALSE;
409 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
410 monster_race *r_ptr = &r_info[m_ptr->r_idx];
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))
417 /* Can move spell castable grid? */
418 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
421 /* Monster can't flow */
422 if (no_flow) return (FALSE);
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);
428 /* Monster location */
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);
436 g_ptr = ¤t_floor_ptr->grid_array[y1][x1];
438 /* If we can hear noises, advance towards them */
444 /* Otherwise, try to follow a scent trail */
445 else if (g_ptr->when)
448 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when - g_ptr->when > 127) return (FALSE);
454 /* Otherwise, advance blindly */
460 /* Check nearby grids, diagonals first */
461 for (i = 7; i >= 0; i--)
466 /* Ignore locations off of edge */
467 if (!in_bounds2(y, x)) continue;
469 g_ptr = ¤t_floor_ptr->grid_array[y][x];
471 /* We're following a scent trail */
474 int when = g_ptr->when;
476 /* Accept younger scent */
477 if (best > when) continue;
481 /* We're using sound */
486 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
488 else cost = g_ptr->cost;
490 /* Accept louder sounds */
491 if ((cost == 0) || (best < cost)) continue;
495 /* Hack -- Save the "twiddled" location */
496 (*yp) = p_ptr->y + 16 * ddy_ddd[i];
497 (*xp) = p_ptr->x + 16 * ddx_ddd[i];
500 /* No legal move (?) */
501 if (best == 999 || best == 0) return (FALSE);
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
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
520 static bool get_fear_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
522 POSITION y, x, y1, x1, fy, fx, gy = 0, gx = 0;
526 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
528 /* Monster location */
532 /* Desired destination */
536 /* Check nearby grids, diagonals first */
537 for (i = 7; i >= 0; i--)
544 /* Ignore locations off of edge */
545 if (!in_bounds2(y, x)) continue;
547 /* Don't move toward player */
548 /* if (current_floor_ptr->grid_array[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
550 /* Calculate distance of this grid from our destination */
551 dis = distance(y, x, y1, x1);
553 /* Score this grid */
554 s = 5000 / (dis + 3) - 500 / (current_floor_ptr->grid_array[y][x].dist + 1);
556 /* No negative scores */
559 /* Ignore lower scores */
560 if (s < score) continue;
562 /* Save the score and time */
565 /* Save the location */
570 /* No legal move (?) */
571 if (score == -1) return (FALSE);
582 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
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.
589 * This is, of course, fairly unreadable, but it eliminates multiple loops
590 * from the previous version.
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()").
597 * Also, the storage needs could be halved by using bytes.
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.
605 static POSITION d_off_y_0[] = { 0 };
606 static POSITION d_off_x_0[] = { 0 };
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 };
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 };
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 };
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 };
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,
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,
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,
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 };
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 };
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,
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,
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,
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 };
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 };
681 static POSITION *dist_offsets_y[10] =
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
687 static POSITION *dist_offsets_x[10] =
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
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
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
706 * This function may take lots of CPU time if lots of monsters are\n
709 * Return TRUE if a safe location is available.\n
711 static bool find_safety(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
713 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
715 POSITION fy = m_ptr->fy;
716 POSITION fx = m_ptr->fx;
718 POSITION y, x, dy, dx, d, dis, i;
719 POSITION gy = 0, gx = 0, gdis = 0;
726 /* Start with adjacent locations, spread further */
727 for (d = 1; d < 10; d++)
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];
733 /* Check the locations */
734 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
736 i++, dx = x_offsets[i], dy = y_offsets[i])
741 /* Skip illegal locations */
742 if (!in_bounds(y, x)) continue;
744 g_ptr = ¤t_floor_ptr->grid_array[y][x];
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;
749 /* Check for "availability" (if monsters can flow) */
750 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
752 /* Ignore grids very far from the player */
753 if (g_ptr->dist == 0) continue;
755 /* Ignore too-distant grids */
756 if (g_ptr->dist > current_floor_ptr->grid_array[fy][fx].dist + 2 * d) continue;
759 /* Check for absence of shot (more or less) */
760 if (!projectable(p_ptr->y, p_ptr->x, y, x))
762 /* Calculate distance from player */
763 dis = distance(y, x, p_ptr->y, p_ptr->x);
765 /* Remember if further than previous */
775 /* Check for success */
782 /* Found safe place */
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
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
803 * Return TRUE if a good location is available.\n
805 static bool find_hiding(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
807 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
808 monster_race *r_ptr = &r_info[m_ptr->r_idx];
810 POSITION fy = m_ptr->fy;
811 POSITION fx = m_ptr->fx;
813 POSITION y, x, dy, dx, d, dis, i;
814 POSITION gy = 0, gx = 0, gdis = 999;
816 POSITION *y_offsets, *x_offsets;
818 /* Start with adjacent locations, spread further */
819 for (d = 1; d < 10; d++)
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];
825 /* Check the locations */
826 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
828 i++, dx = x_offsets[i], dy = y_offsets[i])
833 /* Skip illegal locations */
834 if (!in_bounds(y, x)) continue;
836 /* Skip occupied locations */
837 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
839 /* Check for hidden, available grid */
840 if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
842 /* Calculate distance from player */
843 dis = distance(y, x, p_ptr->y, p_ptr->x);
845 /* Remember if closer than previous */
846 if (dis < gdis && dis >= 2)
855 /* Check for success */
862 /* Found good place */
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
879 static bool get_moves(MONSTER_IDX m_idx, DIRECTION *mm)
881 monster_type *m_ptr = ¤t_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;
885 POSITION y2 = p_ptr->y;
886 POSITION x2 = p_ptr->x;
888 bool will_run = mon_will_run(m_idx);
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));
893 /* Counter attack to an enemy monster */
894 if (!will_run && m_ptr->target_y)
896 int t_m_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
898 /* The monster must be an enemy, and in LOS */
900 are_enemies(m_ptr, ¤t_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))
904 /* Extract the "pseudo-direction" */
905 y = m_ptr->fy - m_ptr->target_y;
906 x = m_ptr->fx - m_ptr->target_x;
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)))
917 * Animal packs try to get the player out of corridors
918 * (...unless they can move through walls -- TY)
920 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
921 !(r_ptr->flags2 & RF2_KILL_WALL))
925 /* Count room grids next to player */
926 for (i = 0; i < 8; i++)
928 int xx = p_ptr->x + ddx_ddd[i];
929 int yy = p_ptr->y + ddy_ddd[i];
931 if (!in_bounds2(yy, xx)) continue;
933 g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
936 if (monster_can_cross_terrain(g_ptr->feat, r_ptr, 0))
938 /* One more room grid */
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;
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))
949 /* Find hiding place */
950 if (find_hiding(m_idx, &y, &x)) done = TRUE;
954 /* Monster groups try to surround the player */
955 if (!done && (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < 3))
959 /* Find an empty square near the player to fill */
960 for (i = 0; i < 8; i++)
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];
967 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
969 /* Attack the player */
976 if (!in_bounds2(y2, x2)) continue;
978 /* Ignore filled grids */
979 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
981 /* Try to fill this hole */
985 /* Extract the new "pseudo-direction" */
995 /* Flow towards the player */
996 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
998 /* Extract the "pseudo-direction" */
1005 /* Apply fear if possible and necessary */
1006 if (is_pet(m_ptr) && will_run)
1008 /* XXX XXX Not very "smart" */
1013 if (!done && will_run)
1018 /* Try to find safe place */
1019 if (find_safety(m_idx, &y, &x))
1021 /* Attempt to avoid the player */
1024 /* Adjust movement */
1025 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1031 /* This is not a very "smart" method XXX XXX */
1039 /* Check for no move */
1040 if (!x && !y) return (FALSE);
1043 /* Extract the "absolute distances" */
1047 /* Do something weird */
1048 if (y < 0) move_val += 8;
1049 if (x > 0) move_val += 4;
1051 /* Prevent the diamond maneuvre */
1052 if (ay > (ax << 1)) move_val += 2;
1053 else if (ax > (ay << 1)) move_val++;
1055 /* Extract some directions */
1200 /* Wants to move... */
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
1213 static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
1217 /* Percentile dice */
1220 if (stun && one_in_(2)) return FALSE;
1222 /* Hack -- Always miss or hit */
1223 if (k < 10) return (k < 5);
1225 /* Calculate the "attack quality" */
1226 i = (power + (level * 3));
1228 /* Power and Level compete against Armor */
1229 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
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
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
1248 static bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
1250 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1251 monster_type *t_ptr = ¤t_floor_ptr->m_list[t_idx];
1253 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1254 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1256 ARMOUR_CLASS ap_cnt;
1260 GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
1261 char temp[MAX_NLEN];
1263 bool explode = FALSE, touched = FALSE, fear = FALSE, dead = FALSE;
1264 POSITION y_saver = t_ptr->fy;
1265 POSITION x_saver = t_ptr->fx;
1268 bool see_m = is_seen(m_ptr);
1269 bool see_t = is_seen(t_ptr);
1270 bool see_either = see_m || see_t;
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);
1276 /* Cannot attack self */
1277 if (m_idx == t_idx) return FALSE;
1279 /* Not allowed to attack */
1280 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1282 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
1287 /* Extract the effective monster level */
1288 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1290 monster_desc(m_name, m_ptr, 0);
1291 monster_desc(t_name, t_ptr, 0);
1293 /* Assume no blink */
1296 if (!see_either && known)
1298 current_floor_ptr->monster_noise = TRUE;
1301 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
1303 /* Scan through all four blows */
1304 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1306 bool obvious = FALSE;
1308 HIT_POINT power = 0;
1309 HIT_POINT damage = 0;
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;
1319 if (!monster_is_valid(m_ptr)) break;
1321 /* Stop attacking if the target dies! */
1322 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1325 /* Hack -- no more attacks */
1328 if (method == RBM_SHOOT) continue;
1330 /* Extract the attack "power" */
1331 power = mbe_info[effect].power;
1334 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1336 (void)set_monster_csleep(t_idx, 0);
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);
1345 /* Describe the attack method */
1350 act = _("%sを殴った。", "hits %s.");
1357 act = _("%sを触った。", "touches %s.");
1364 act = _("%sをパンチした。", "punches %s.");
1371 act = _("%sを蹴った。", "kicks %s.");
1378 act = _("%sをひっかいた。", "claws %s.");
1385 act = _("%sを噛んだ。", "bites %s.");
1392 act = _("%sを刺した。", "stings %s.");
1399 act = _("%sを斬った。", "slashes %s.");
1405 act = _("%sを角で突いた。", "butts %s.");
1412 act = _("%sに体当りした。", "crushes %s.");
1419 act = _("%sを飲み込んだ。", "engulfs %s.");
1426 act = _("%sに請求書をよこした。", "charges %s.");
1433 act = _("%sの体の上を這い回った。", "crawls on %s.");
1440 act = _("%sによだれをたらした。", "drools on %s.");
1447 act = _("%sに唾を吐いた。", "spits on %s.");
1454 if (see_either) disturb(TRUE, TRUE);
1455 act = _("爆発した。", "explodes.");
1463 act = _("%sをにらんだ。", "gazes at %s.");
1470 act = _("%sに泣きついた。", "wails at %s.");
1477 act = _("%sに胞子を飛ばした。", "releases spores at %s.");
1484 act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
1491 act = _("%sに金をせがんだ。", "begs %s for money.");
1498 act = _("%sを侮辱した。", "insults %s.");
1505 act = _("%sにむかってうめいた。", "moans at %s.");
1512 act = _("%sにむかって歌った。", "sings to %s.");
1518 if (act && see_either)
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);
1525 if (do_silly_attack)
1527 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1528 strfmt(temp, "%s %s.", act, t_name);
1530 else strfmt(temp, act, t_name);
1531 msg_format("%^s %s", m_name, temp);
1535 /* Hack -- assume all attacks are obvious */
1538 /* Roll out the damage */
1539 damage = damroll(d_dice, d_side);
1541 /* Assume no effect */
1542 effect_type = BLOW_EFFECT_TYPE_NONE;
1546 /* Apply appropriate damage */
1555 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1557 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1558 damage = MAX(damage, tmp_damage * 2);
1565 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1580 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1616 effect_type = BLOW_EFFECT_TYPE_FEAR;
1620 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1624 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1625 if (damage > 23) earthquake(m_ptr->fy, m_ptr->fx, 8, m_idx);
1640 pt = GF_HYPODYNAMIA;
1641 effect_type = BLOW_EFFECT_TYPE_HEAL;
1659 /* Do damage if not exploding */
1662 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1663 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1666 switch (effect_type)
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);
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);
1678 case BLOW_EFFECT_TYPE_HEAL:
1679 if ((monster_living(m_idx)) && (damage > 2))
1681 bool did_heal = FALSE;
1683 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1686 m_ptr->hp += damroll(4, damage / 6);
1687 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
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);
1693 /* Special message */
1694 if (see_m && did_heal)
1696 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1705 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
1707 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1711 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
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);
1721 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1726 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
1728 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1732 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
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);
1742 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1747 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
1749 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1753 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
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);
1763 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1770 /* Monster missed player */
1773 /* Analyze failed attacks */
1789 (void)set_monster_csleep(t_idx, 0);
1791 /* Visible monsters */
1795 msg_format("%sは%^sの攻撃をかわした。", t_name, m_name);
1797 msg_format("%^s misses %s.", m_name, t_name);
1807 /* Analyze "visible" monsters only */
1808 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
1810 /* Count "obvious" attacks (and ones that cause damage) */
1811 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
1813 /* Count attacks of this type */
1814 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
1816 r_ptr->r_blows[ap_cnt]++;
1824 sound(SOUND_EXPLODE);
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);
1833 if (blinked && m_ptr->r_idx)
1835 if (teleport_barrier(m_idx))
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."));
1843 current_floor_ptr->monster_noise = TRUE;
1850 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
1854 current_floor_ptr->monster_noise = TRUE;
1857 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
1865 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
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));
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 /
1876 * @param m_idx 行動モンスターの参照ID
1879 * The monster is known to be within 100 grids of the player\n
1881 * In several cases, we directly update the monster lore\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
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
1894 * In addition, monsters which *cannot* open or bash\n
1895 * down a door will still stand there trying to open it...\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
1900 * A "direction" of "5" means "pick a random direction".\n
1902 void process_monster(MONSTER_IDX m_idx)
1904 monster_type *m_ptr = ¤t_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];
1909 POSITION oy, ox, ny, nx;
1914 feature_type *f_ptr;
1916 monster_type *y_ptr;
1921 bool must_alter_to_move;
1930 bool gets_angry = FALSE;
1935 bool is_riding_mon = (m_idx == p_ptr->riding);
1936 bool see_m = is_seen(m_ptr);
1938 if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
1940 if (rakuba(0, TRUE))
1943 msg_print("地面に落とされた。");
1945 GAME_TEXT m_name[MAX_NLEN];
1946 monster_desc(m_name, ¤t_floor_ptr->m_list[p_ptr->riding], 0);
1947 msg_format("You have fallen from %s.", m_name);
1952 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
1954 choose_new_monster(m_idx, FALSE, 0);
1955 r_ptr = &r_info[m_ptr->r_idx];
1958 /* Players hidden in shadow are almost imperceptable. -LM- */
1959 if (p_ptr->special_defense & NINJA_S_STEALTH)
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;
1969 /* Are there its parent? */
1970 if (m_ptr->parent_m_idx && !current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
1972 /* Its parent have gone, it also goes away. */
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);
1981 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
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);
1988 delete_monster_idx(m_idx);
1993 /* Quantum monsters are odd */
1994 if (r_ptr->flags2 & (RF2_QUANTUM))
1996 /* Sometimes skip move */
1997 if (!randint0(2)) return;
2000 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2004 if (is_pet(m_ptr) && !(m_ptr->ml)) sad = TRUE;
2008 GAME_TEXT m_name[MAX_NLEN];
2009 monster_desc(m_name, m_ptr, 0);
2011 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2014 /* Generate treasure, etc */
2015 monster_death(m_idx, FALSE);
2017 delete_monster_idx(m_idx);
2020 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2027 if (m_ptr->r_idx == MON_SHURYUUDAN)
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);
2033 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2035 static int riding_pinch = 0;
2037 if (m_ptr->hp < m_ptr->maxhp/3)
2039 GAME_TEXT m_name[MAX_NLEN];
2040 monster_desc(m_name, m_ptr, 0);
2042 if (is_riding_mon && riding_pinch < 2)
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);
2047 disturb(TRUE, TRUE);
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))
2056 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
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))
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);
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);
2071 if (is_riding_mon && rakuba(-1, FALSE))
2073 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2076 check_quest_completion(m_ptr);
2077 delete_monster_idx(m_idx);
2083 /* Reset the counter */
2084 if (is_riding_mon) riding_pinch = 0;
2088 /* Handle "sleep" */
2089 if (MON_CSLEEP(m_ptr))
2091 /* Handle non-aggravation - Still sleeping */
2092 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2094 (void)set_monster_csleep(m_idx, 0);
2096 /* Notice the "waking up" */
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);
2104 /* Hack -- Count the wakings */
2105 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2112 if (MON_STUNNED(m_ptr))
2114 /* Sometimes skip move */
2115 if (one_in_(2)) return;
2120 p_ptr->update |= (PU_BONUS);
2123 /* No one wants to be your friend if you're aggravating */
2124 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
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)))
2134 if (p_ptr->inside_battle) gets_angry = FALSE;
2138 if (is_pet(m_ptr) || see_m)
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);
2148 /* Get the origin */
2152 /* Attempt to "multiply" if able and allowed */
2153 if ((r_ptr->flags2 & RF2_MULTIPLY) && (current_floor_ptr->num_repro < MAX_REPRO))
2158 /* Count the adjacent monsters */
2159 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2161 for (x = ox - 1; x <= ox + 1; x++)
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++;
2170 if (multiply_barrier(m_idx)) k = 8;
2172 /* Hack -- multiply slower in crowded areas */
2173 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2175 /* Try to multiply */
2176 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2178 /* Take note if visible */
2179 if (current_floor_ptr->m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2181 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2184 /* Multiplying takes energy */
2190 if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
2192 /* Hack -- Ohmu scatters molds! */
2193 if (m_ptr->r_idx == MON_OHMU)
2195 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2197 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2200 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2201 BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2203 for (k = 0; k < A_MAX; k++)
2205 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
2207 if (current_floor_ptr->m_list[hack_m_idx_ii].ml) count++;
2211 if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2217 if (!p_ptr->inside_battle)
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))
2224 if (disturb_minor) disturb(FALSE, FALSE);
2225 msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
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))
2234 GAME_TEXT m_name[MAX_NLEN];
2235 char monmessage[1024];
2238 /* Acquire the monster name/poss */
2240 monster_desc(m_name, m_ptr, 0);
2242 strcpy(m_name, _("それ", "It"));
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");
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)
2257 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2262 /* Try to cast spell occasionally */
2263 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2265 bool counterattack = FALSE;
2267 /* Give priority to counter attack? */
2268 if (m_ptr->target_y)
2270 MONSTER_IDX t_m_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
2272 /* The monster must be an enemy, and projectable */
2273 if (t_m_idx && are_enemies(m_ptr, ¤t_floor_ptr->m_list[t_m_idx]) &&
2274 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2276 counterattack = TRUE;
2282 /* Attempt to cast a spell */
2283 if (aware && make_attack_spell(m_idx)) return;
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.)
2289 if (monst_spell_monst(m_idx)) return;
2293 /* Attempt to do counter attack at first */
2294 if (monst_spell_monst(m_idx)) return;
2296 if (aware && make_attack_spell(m_idx)) return;
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;
2305 /* Confused -- 100% random */
2306 if (MON_CONFUSED(m_ptr) || !aware)
2308 /* Try four "random" directions */
2309 mm[0] = mm[1] = mm[2] = mm[3] = 5;
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))
2316 /* Memorize flags */
2317 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2319 /* Try four "random" directions */
2320 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2323 /* 50% random movement */
2324 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2325 (randint0(100) < 50))
2327 /* Memorize flags */
2328 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2330 /* Try four "random" directions */
2331 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2334 /* 25% random movement */
2335 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2336 (randint0(100) < 25))
2338 /* Memorize flags */
2339 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2341 /* Try four "random" directions */
2342 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2345 /* Can't reach player - find something else to hit */
2346 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2348 /* Try four "random" directions */
2349 mm[0] = mm[1] = mm[2] = mm[3] = 5;
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);
2357 /* Pets will follow the player */
2358 else if (is_pet(m_ptr))
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)));
2363 /* Do we want to find the player? */
2364 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2366 /* Should we find the player if we can't find a monster? */
2367 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2369 /* by default, move randomly */
2370 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2372 /* Look for an enemy */
2373 if (!get_enemy_dir(m_idx, mm))
2375 /* Find the player if necessary */
2376 if (avoid || lonely || distant)
2378 /* Remember the leash length */
2379 POSITION dis = p_ptr->pet_follow_distance;
2381 /* Hack -- adjust follow distance temporarily */
2382 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2384 p_ptr->pet_follow_distance = PET_SEEK_DIST;
2387 /* Find the player */
2388 (void)get_moves(m_idx, mm);
2390 /* Restore the leash */
2391 p_ptr->pet_follow_distance = (s16b)dis;
2396 /* Friendly monster movement */
2397 else if (!is_hostile(m_ptr))
2399 /* by default, move randomly */
2400 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2402 /* Look for an enemy */
2403 get_enemy_dir(m_idx, mm);
2405 /* Normal movement */
2408 /* Logical moves, may do nothing */
2409 if (!get_moves(m_idx, mm)) return;
2412 /* Assume nothing */
2416 must_alter_to_move = FALSE;
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;
2427 /* Take a zero-terminated array of "directions" */
2428 for (i = 0; mm[i]; i++)
2430 /* Get the direction */
2433 /* Hack -- allow "randomized" motion */
2434 if (d == 5) d = ddd[randint0(8)];
2436 /* Get the destination */
2440 /* Ignore locations off of edge */
2441 if (!in_bounds2(ny, nx)) continue;
2443 /* Access that grid */
2444 g_ptr = ¤t_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);
2448 /* Access that grid's contents */
2449 y_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
2451 /* Hack -- player 'in' wall */
2452 if (player_bold(ny, nx))
2457 /* Possibly a monster to attack */
2458 else if (g_ptr->m_idx)
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))
2469 /* Eat through walls/doors/rubble */
2471 if (!can_cross) must_alter_to_move = TRUE;
2473 /* Monster destroyed a wall (later) */
2474 did_kill_wall = TRUE;
2477 /* Floor is open? */
2480 /* Go ahead and move */
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))
2487 /* Monster went through a wall */
2488 did_pass_wall = TRUE;
2492 /* Handle doors and secret doors */
2493 else if (is_closed_door(g_ptr->feat))
2495 bool may_bash = TRUE;
2497 /* Assume no move allowed */
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)))
2507 /* The door is open */
2508 did_open_door = TRUE;
2510 /* Do not bash the door */
2516 /* Locked doors (not jammed) */
2519 /* Try to unlock it */
2520 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2522 /* Unlock the door */
2523 cave_alter_feat(ny, nx, FF_DISARM);
2525 /* Do not bash the door */
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)))
2537 /* Attempt to Bash */
2538 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
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!"));
2543 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2545 /* Disturb (sometimes) */
2546 if (disturb_minor) disturb(FALSE, FALSE);
2548 /* The door was bashed open */
2549 did_bash_door = TRUE;
2551 /* Hack -- fall into doorway */
2553 must_alter_to_move = TRUE;
2558 /* Deal with doors in the way */
2559 if (did_open_door || did_bash_door)
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)))
2564 cave_alter_feat(ny, nx, FF_BASH);
2566 if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */
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);
2579 cave_alter_feat(ny, nx, FF_OPEN);
2582 f_ptr = &f_info[g_ptr->feat];
2584 /* Handle viewable doors */
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)))
2593 /* Assume no move allowed */
2596 /* Break the ward */
2597 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2599 /* Describe observable breakage */
2600 if (g_ptr->info & CAVE_MARK)
2602 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2605 /* Forget the rune */
2606 g_ptr->info &= ~(CAVE_MARK);
2608 /* Break the rune */
2609 g_ptr->info &= ~(CAVE_OBJECT);
2612 /* Allow movement */
2618 else if (do_move && is_explosive_rune_grid(g_ptr) &&
2619 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2621 /* Assume no move allowed */
2624 /* Break the ward */
2627 /* Break the ward */
2628 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2630 /* Describe observable breakage */
2631 if (g_ptr->info & CAVE_MARK)
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);
2639 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2642 /* Forget the rune */
2643 g_ptr->info &= ~(CAVE_MARK);
2645 /* Break the rune */
2646 g_ptr->info &= ~(CAVE_OBJECT);
2652 if (!monster_is_valid(m_ptr)) return;
2653 /* Allow movement */
2658 /* The player is in the way */
2659 if (do_move && player_bold(ny, nx))
2661 /* Some monsters never attack */
2662 if (r_ptr->flags1 & RF1_NEVER_BLOW)
2664 /* Hack -- memorize lack of attacks */
2665 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
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))
2674 if (!MON_CONFUSED(m_ptr))
2676 if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2679 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2684 /* The player is in the way. Attack him. */
2687 if (!p_ptr->riding || one_in_(2))
2690 (void)make_attack_normal(m_idx);
2695 /* Took a current_world_ptr->game_turn */
2701 /* A monster is in the way */
2702 if (do_move && g_ptr->m_idx)
2704 monster_race *z_ptr = &r_info[y_ptr->r_idx];
2706 /* Assume no movement */
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))
2715 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2717 if (r_ptr->flags2 & RF2_KILL_BODY)
2719 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2723 if (y_ptr->r_idx && (y_ptr->hp >= 0))
2725 if (monst_attack_monst(m_idx, g_ptr->m_idx)) return;
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)
2730 if (MON_CONFUSED(m_ptr)) return;
2731 else if (r_ptr->flags2 & RF2_STUPID)
2733 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
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))
2747 /* Allow movement */
2750 /* Monster pushed past another monster */
2751 did_move_body = TRUE;
2753 /* Wake up the moved monster */
2754 (void)set_monster_csleep(g_ptr->m_idx, 0);
2762 if (!p_ptr->riding_ryoute && !MON_MONFEAR(¤t_floor_ptr->m_list[p_ptr->riding])) do_move = FALSE;
2765 if (did_kill_wall && do_move)
2767 if (one_in_(GRINDNOISE))
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."));
2772 msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
2775 cave_alter_feat(ny, nx, FF_HURT_DISI);
2777 if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */
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);
2786 f_ptr = &f_info[g_ptr->feat];
2788 /* Note changes to viewable region */
2793 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
2795 if (!monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
2797 /* Assume no move allowed */
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.
2808 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
2810 /* Assume no move allowed */
2814 /* Some monsters never move */
2815 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
2817 /* Hack -- memorize lack of moves */
2818 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
2824 /* Creature has been allowed move */
2829 if (have_flag(f_ptr->flags, FF_TREE))
2831 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
2833 m_ptr->energy_need += ENERGY_NEED();
2839 /* Hack -- Update the old location */
2840 current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
2842 /* Mega-Hack -- move the old monster, if any */
2845 /* Move the old monster */
2849 /* Update the old monster */
2850 update_monster(g_ptr->m_idx, TRUE);
2853 /* Hack -- Update the new location */
2854 g_ptr->m_idx = m_idx;
2856 /* Move the monster */
2859 update_monster(m_idx, TRUE);
2866 /* sound(SOUND_WALK); */
2867 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
2870 /* Possible disturb */
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)))
2876 if (is_hostile(m_ptr))
2877 disturb(FALSE, TRUE);
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))))
2884 OBJECT_IDX this_o_idx, next_o_idx;
2885 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
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)
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 = ¤t_floor_ptr->o_list[this_o_idx];
2893 next_o_idx = o_ptr->next_o_idx;
2898 if (o_ptr->tval == TV_GOLD) continue;
2901 * Skip "real" corpses and statues, to avoid extreme
2902 * silliness like a novice rogue pockets full of statues
2905 if ((o_ptr->tval == TV_CORPSE) ||
2906 (o_ptr->tval == TV_STATUE)) continue;
2909 /* Extract some flags */
2910 object_flags(o_ptr, flgs);
2912 /* Acquire the object name */
2913 object_desc(o_name, o_ptr, 0);
2914 monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
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);
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)))
2945 /* Only give a message for "take_item" */
2946 if (do_take && (r_ptr->flags2 & RF2_STUPID))
2948 did_take_item = TRUE;
2950 /* Describe observable situations */
2951 if (m_ptr->ml && player_can_see_bold(ny, nx))
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);
2958 /* Pick up the item */
2961 did_take_item = TRUE;
2963 /* Describe observable situations */
2964 if (player_can_see_bold(ny, nx))
2966 msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
2969 /* Excise the object */
2970 excise_object_idx(this_o_idx);
2973 o_ptr->marked &= OM_TOUCHED;
2975 /* Forget location */
2976 o_ptr->iy = o_ptr->ix = 0;
2978 /* Memorize monster */
2979 o_ptr->held_m_idx = m_idx;
2982 o_ptr->next_o_idx = m_ptr->hold_o_idx;
2985 m_ptr->hold_o_idx = this_o_idx;
2988 /* Destroy the item if not a pet */
2989 else if (!is_pet(m_ptr))
2991 did_kill_item = TRUE;
2993 /* Describe observable situations */
2994 if (player_has_los_bold(ny, nx))
2996 msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
2999 delete_object_idx(this_o_idx);
3005 /* Stop when done */
3010 * Forward movements failed, but now received LOS attack!
3011 * Try to flow by smell.
3013 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3014 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
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)
3019 /* Try to cast spell again */
3020 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3022 if (make_attack_spell(m_idx)) return;
3027 /* Notice changes in view */
3030 p_ptr->update |= (PU_FLOW);
3031 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
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)))
3038 p_ptr->update |= (PU_MON_LITE);
3041 /* Learn things from observable monster */
3042 if (is_original_ap_and_seen(m_ptr))
3044 /* Monster opened a door */
3045 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3047 /* Monster bashed a door */
3048 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3050 /* Monster tried to pick something up */
3051 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3053 /* Monster tried to crush something */
3054 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3056 /* Monster pushed past another monster */
3057 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3059 /* Monster passed through a wall */
3060 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3062 /* Monster destroyed a wall */
3063 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3067 /* Hack -- get "bold" if out of options */
3068 if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3070 /* No longer afraid */
3071 (void)set_monster_monfear(m_idx, 0);
3073 /* Message if seen */
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);
3081 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3083 /* Actually do something now (?) */
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.
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
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
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
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
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
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
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
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
3121 void process_monsters(void)
3128 monster_type *m_ptr;
3129 monster_race *r_ptr;
3131 MONRACE_IDX old_monster_race_idx;
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;
3141 byte old_r_blows0 = 0;
3142 byte old_r_blows1 = 0;
3143 byte old_r_blows2 = 0;
3144 byte old_r_blows3 = 0;
3146 byte old_r_cast_spell = 0;
3150 /* Clear monster fighting indicator */
3151 current_floor_ptr->monster_noise = FALSE;
3153 /* Memorize old race */
3154 old_monster_race_idx = p_ptr->monster_race_idx;
3156 /* Acquire knowledge */
3157 if (p_ptr->monster_race_idx)
3159 /* Acquire current monster */
3160 r_ptr = &r_info[p_ptr->monster_race_idx];
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;
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];
3177 /* Memorize castings */
3178 old_r_cast_spell = r_ptr->r_cast_spell;
3182 /* Process the monsters (backwards) */
3183 for (i = current_floor_ptr->m_max - 1; i >= 1; i--)
3185 /* Access the monster */
3186 m_ptr = ¤t_floor_ptr->m_list[i];
3187 r_ptr = &r_info[m_ptr->r_idx];
3189 /* Handle "leaving" */
3190 if (p_ptr->leaving) break;
3192 /* Ignore "dead" monsters */
3193 if (!monster_is_valid(m_ptr)) continue;
3195 if (p_ptr->wild_mode) continue;
3198 /* Handle "fresh" monsters */
3199 if (m_ptr->mflag & MFLAG_BORN)
3201 /* No longer "fresh" */
3202 m_ptr->mflag &= ~(MFLAG_BORN);
3208 /* Hack -- Require proximity */
3209 if (m_ptr->cdis >= AAF_LIMIT) continue;
3214 /* Flow by smell is allowed */
3215 if (!p_ptr->no_flowed)
3217 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3220 /* Assume no move */
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))
3226 /* We can "sense" the player */
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)))
3234 /* We can "see" or "feel" the player */
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))
3247 /* We can "smell" the player */
3251 else if (m_ptr->target_y) test = TRUE;
3254 if (!test) continue;
3257 if (p_ptr->riding == i)
3258 speed = p_ptr->pspeed;
3261 speed = m_ptr->mspeed;
3263 /* Monsters move quickly in Nightmare mode */
3264 if (ironman_nightmare) speed += 5;
3266 if (MON_FAST(m_ptr)) speed += 10;
3267 if (MON_SLOW(m_ptr)) speed -= 10;
3270 /* Give this monster some energy */
3271 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3273 /* Not enough energy to move */
3274 if (m_ptr->energy_need > 0) continue;
3276 /* Use up "some" energy */
3277 m_ptr->energy_need += ENERGY_NEED();
3279 /* Save global index */
3282 /* Process the monster */
3285 reset_target(m_ptr);
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;
3291 /* Hack -- notice death or departure */
3292 if (!p_ptr->playing || p_ptr->is_dead) break;
3294 /* Notice leaving */
3295 if (p_ptr->leaving) break;
3298 /* Reset global index */
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))
3305 /* Acquire monster race */
3306 r_ptr = &r_info[p_ptr->monster_race_idx];
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))
3322 p_ptr->window |= (PW_MONSTER);