2 * @file monster-process.c
3 * @brief モンスターの特殊技能と移動処理/ Monster spells and movement
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
12 * This file has several additions to it by Keldon Jones (keldon@umr.edu)
13 * to improve the general quality of the AI (version 0.1.1).
18 #include "monsterrace-hook.h"
20 #include "projection.h"
21 #include "spells-summon.h"
24 #include "realm-hex.h"
25 #include "object-hook.h"
30 * @brief モンスターが敵に接近するための方向を決める /
31 * Calculate the direction to the next enemy
32 * @param m_idx モンスターの参照ID
33 * @param mm 移動するべき方角IDを返す参照ポインタ
34 * @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
36 static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
39 POSITION x = 0, y = 0;
44 monster_type *m_ptr = &m_list[m_idx];
45 monster_race *r_ptr = &r_info[m_ptr->r_idx];
48 if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
50 y = m_list[riding_t_m_idx].fy;
51 x = m_list[riding_t_m_idx].fx;
53 else if (is_pet(m_ptr) && pet_t_m_idx)
55 y = m_list[pet_t_m_idx].fy;
56 x = m_list[pet_t_m_idx].fx;
60 if (p_ptr->inside_battle)
62 start = randint1(m_max-1)+m_max;
63 if(randint0(2)) plus = -1;
65 else start = m_max + 1;
67 /* Scan thru all monsters */
68 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
70 IDX dummy = (i % m_max);
75 t_ptr = &m_list[t_idx];
77 /* The monster itself isn't a target */
78 if (t_ptr == m_ptr) continue;
80 /* Paranoia -- Skip dead monsters */
81 if (!t_ptr->r_idx) continue;
85 /* Hack -- only fight away from player */
86 if (p_ptr->pet_follow_distance < 0)
88 /* No fighting near player */
89 if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
94 /* Hack -- no fighting away from player */
95 else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > p_ptr->pet_follow_distance))
100 if (r_ptr->aaf < t_ptr->cdis) continue;
103 /* Monster must be 'an enemy' */
104 if (!are_enemies(m_ptr, t_ptr)) continue;
106 /* Monster must be projectable if we can't pass through walls */
107 if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
108 ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
110 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
114 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
117 /* OK -- we've got a target */
123 if (!x && !y) return FALSE;
126 /* Extract the direction */
131 if ((y < 0) && (x == 0))
138 else if ((y > 0) && (x == 0))
145 else if ((x > 0) && (y == 0))
152 else if ((x < 0) && (y == 0))
159 else if ((y < 0) && (x < 0))
166 else if ((y < 0) && (x > 0))
173 else if ((y > 0) && (x < 0))
180 else if ((y > 0) && (x > 0))
187 /* Found a monster */
193 * @brief モンスターが敵モンスターに行う打撃処理 /
194 * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
195 * @param m_idx 目標となるモンスターの参照ID
197 * @param dead 目標となったモンスターの死亡状態を返す参照ポインタ
198 * @param fear 目標となったモンスターの恐慌状態を返す参照ポインタ
199 * @param note 目標モンスターが死亡した場合の特別メッセージ(NULLならば標準表示を行う)
200 * @param who 打撃を行ったモンスターの参照ID
203 void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, IDX who)
205 monster_type *m_ptr = &m_list[m_idx];
206 monster_race *r_ptr = &r_info[m_ptr->r_idx];
207 GAME_TEXT m_name[160];
208 bool seen = is_seen(m_ptr);
210 /* Can the player be aware of this attack? */
211 bool known = (m_ptr->cdis <= MAX_SIGHT);
213 /* Extract monster name */
214 monster_desc(m_name, m_ptr, 0);
216 /* Redraw (later) if needed */
219 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
220 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
223 (void)set_monster_csleep(m_idx, 0);
225 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
227 if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
231 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
236 if (r_ptr->flagsr & RFR_RES_ALL)
241 if((dam == 0) && one_in_(3)) dam = 1;
247 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
256 /* It is dead now... or is it? */
259 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
260 (r_ptr->flags7 & RF7_NAZGUL)) &&
261 !p_ptr->inside_battle)
268 if (!monster_living(m_ptr->r_idx))
281 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
282 /* Unseen death by normal attack */
287 /* Death by special attack */
290 msg_format(_("%^s%s", "%^s%s"), m_name, note);
292 /* Death by normal attack -- nonliving monster */
293 else if (!monster_living(m_ptr->r_idx))
295 msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
297 /* Death by normal attack -- living monster */
300 msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
304 monster_gain_exp(who, m_ptr->r_idx);
305 monster_death(m_idx, FALSE);
306 delete_monster_idx(m_idx);
311 /* Monster is dead */
320 /* Mega-Hack -- Pain cancels fear */
321 if (MON_MONFEAR(m_ptr) && (dam > 0))
324 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
331 /* Sometimes a monster gets scared by damage */
332 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
334 /* Percentage of fully healthy */
335 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
338 * Run (sometimes) if at 10% or less of max hit points,
339 * or (usually) when hit for half its current hit points
341 if (((percentage <= 10) && (randint0(10) < percentage)) ||
342 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
344 /* Hack -- note fear */
347 /* Hack -- Add some timed fear */
348 (void)set_monster_monfear(m_idx, (randint1(10) +
349 (((dam >= m_ptr->hp) && (percentage > 7)) ?
350 20 : ((11 - percentage) * 5))));
354 #endif /* ALLOW_FEAR */
356 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
358 if (is_pet(&m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
360 set_target(m_ptr, m_list[who].fy, m_list[who].fx);
364 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
366 /* Extract monster name */
367 monster_desc(m_name, m_ptr, 0);
369 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
370 if (rakuba((dam > 200) ? 200 : dam, FALSE))
372 msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);
382 * @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 /
383 * Returns whether a given monster will try to run from the player.
384 * @param m_idx 逃走するモンスターの参照ID
385 * @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。
387 * Monsters will attempt to avoid very powerful players. See below.\n
389 * Because this function is called so often, little details are important\n
390 * for efficiency. Like not using "mod" or "div" when possible. And\n
391 * attempting to check the conditions in an optimal order. Note that\n
392 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
394 * Note that this function is responsible for about one to five percent\n
395 * of the processor use in normal conditions...\n
397 static bool mon_will_run(MONSTER_IDX m_idx)
399 monster_type *m_ptr = &m_list[m_idx];
403 monster_race *r_ptr = &r_info[m_ptr->r_idx];
407 HIT_POINT p_chp, p_mhp;
408 HIT_POINT m_chp, m_mhp;
413 /* Friends can be commanded to avoid the player */
416 /* Are we trying to avoid the player? */
417 return ((p_ptr->pet_follow_distance < 0) &&
418 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
421 /* Keep monsters from running too far away */
422 if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
424 /* All "afraid" monsters will run away */
425 if (MON_MONFEAR(m_ptr)) return (TRUE);
429 /* Nearby monsters will not become terrified */
430 if (m_ptr->cdis <= 5) return (FALSE);
432 /* Examine player power (level) */
435 /* Examine monster power (level plus morale) */
436 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
438 /* Optimize extreme cases below */
439 if (m_lev > p_lev + 4) return (FALSE);
440 if (m_lev + 4 <= p_lev) return (TRUE);
442 /* Examine player health */
446 /* Examine monster health */
448 m_mhp = m_ptr->maxhp;
450 /* Prepare to optimize the calculation */
451 p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
452 m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
454 /* Strong players scare strong monsters */
455 if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
459 /* Assume no terror */
465 * @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 /
466 * Search spell castable grid
467 * @param m_idx モンスターの参照ID
468 * @param yp 適したマスのY座標を返す参照ポインタ
469 * @param xp 適したマスのX座標を返す参照ポインタ
470 * @return 有効なマスがあった場合TRUEを返す
472 static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
475 POSITION y, x, y1, x1;
478 bool can_open_door = FALSE;
481 monster_type *m_ptr = &m_list[m_idx];
482 monster_race *r_ptr = &r_info[m_ptr->r_idx];
484 /* Monster location */
488 /* Monster can already cast spell to player */
489 if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
491 /* Set current grid cost */
492 now_cost = grid_array[y1][x1].cost;
493 if (now_cost == 0) now_cost = 999;
495 /* Can monster bash or open doors? */
496 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
498 can_open_door = TRUE;
501 /* Check nearby grids, diagonals first */
502 for (i = 7; i >= 0; i--)
509 /* Ignore locations off of edge */
510 if (!in_bounds2(y, x)) continue;
512 /* Simply move to player */
513 if (player_bold(y, x)) return (FALSE);
515 g_ptr = &grid_array[y][x];
519 /* Monster cannot kill or pass walls */
520 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))))
522 if (cost == 0) continue;
523 if (!can_open_door && is_closed_door(g_ptr->feat)) continue;
526 /* Hack -- for kill or pass wall monster.. */
527 if (cost == 0) cost = 998;
529 if (now_cost < cost) continue;
531 if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
533 /* Accept louder sounds */
534 if (best < cost) continue;
537 (*yp) = y1 + ddy_ddd[i];
538 (*xp) = x1 + ddx_ddd[i];
541 /* No legal move (?) */
542 if (best == 999) return (FALSE);
550 * @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 /
551 * Choose the "best" direction for "flowing"
552 * @param m_idx モンスターの参照ID
553 * @param yp 移動先のマスのY座標を返す参照ポインタ
554 * @param xp 移動先のマスのX座標を返す参照ポインタ
555 * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
556 * @return 有効なマスがあった場合TRUEを返す
558 * Note that ghosts and rock-eaters are never allowed to "flow",\n
559 * since they should move directly towards the player.\n
561 * Prefer "non-diagonal" directions, but twiddle them a little\n
562 * to angle slightly towards the player's actual location.\n
564 * Allow very perceptive monsters to track old "spoor" left by\n
565 * previous locations occupied by the player. This will tend\n
566 * to have monsters end up either near the player or on a grid\n
567 * recently occupied by the player (and left via "teleport").\n
569 * Note that if "smell" is turned on, all monsters get vicious.\n
571 * Also note that teleporting away from a location will cause\n
572 * the monsters who were chasing you to converge on that location\n
573 * as long as you are still near enough to "annoy" them without\n
574 * being close enough to chase directly. I have no idea what will\n
575 * happen if you combine "smell" with low "aaf" values.\n
577 static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
580 POSITION y, x, y1, x1;
583 bool use_scent = FALSE;
585 monster_type *m_ptr = &m_list[m_idx];
586 monster_race *r_ptr = &r_info[m_ptr->r_idx];
588 /* Can monster cast attack spell? */
589 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
590 r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
591 r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
593 /* Can move spell castable grid? */
594 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
597 /* Monster can't flow */
598 if (no_flow) return (FALSE);
600 /* Monster can go through rocks */
601 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
602 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
604 /* Monster location */
608 /* Hack -- Player can see us, run towards him */
609 if (player_has_los_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)) return (FALSE);
612 g_ptr = &grid_array[y1][x1];
614 /* If we can hear noises, advance towards them */
620 /* Otherwise, try to follow a scent trail */
621 else if (g_ptr->when)
624 if (grid_array[p_ptr->y][p_ptr->x].when - g_ptr->when > 127) return (FALSE);
630 /* Otherwise, advance blindly */
636 /* Check nearby grids, diagonals first */
637 for (i = 7; i >= 0; i--)
642 /* Ignore locations off of edge */
643 if (!in_bounds2(y, x)) continue;
645 g_ptr = &grid_array[y][x];
647 /* We're following a scent trail */
650 int when = g_ptr->when;
652 /* Accept younger scent */
653 if (best > when) continue;
657 /* We're using sound */
662 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
664 else cost = g_ptr->cost;
666 /* Accept louder sounds */
667 if ((cost == 0) || (best < cost)) continue;
671 /* Hack -- Save the "twiddled" location */
672 (*yp) = p_ptr->y + 16 * ddy_ddd[i];
673 (*xp) = p_ptr->x + 16 * ddx_ddd[i];
676 /* No legal move (?) */
677 if (best == 999 || best == 0) return (FALSE);
685 * @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 /
686 * Provide a location to flee to, but give the player a wide berth.
687 * @param m_idx モンスターの参照ID
688 * @param yp 移動先のマスのY座標を返す参照ポインタ
689 * @param xp 移動先のマスのX座標を返す参照ポインタ
690 * @return 有効なマスがあった場合TRUEを返す
692 * A monster may wish to flee to a location that is behind the player,\n
693 * but instead of heading directly for it, the monster should "swerve"\n
694 * around the player so that he has a smaller chance of getting hit.\n
696 static bool get_fear_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
698 POSITION y, x, y1, x1, fy, fx, gy = 0, gx = 0;
702 monster_type *m_ptr = &m_list[m_idx];
704 /* Monster location */
708 /* Desired destination */
712 /* Check nearby grids, diagonals first */
713 for (i = 7; i >= 0; i--)
720 /* Ignore locations off of edge */
721 if (!in_bounds2(y, x)) continue;
723 /* Don't move toward player */
724 /* if (grid_array[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
726 /* Calculate distance of this grid from our destination */
727 dis = distance(y, x, y1, x1);
729 /* Score this grid */
730 s = 5000 / (dis + 3) - 500 / (grid_array[y][x].dist + 1);
732 /* No negative scores */
735 /* Ignore lower scores */
736 if (s < score) continue;
738 /* Save the score and time */
741 /* Save the location */
746 /* No legal move (?) */
747 if (score == -1) return (FALSE);
758 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
761 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
762 * offsets of all the locations with a distance of n from a central point,
763 * with an offset of (0,0) indicating no more offsets at this distance.
765 * This is, of course, fairly unreadable, but it eliminates multiple loops
766 * from the previous version.
768 * It is probably better to replace these arrays with code to compute
769 * the relevant arrays, even if the storage is pre-allocated in hard
770 * coded sizes. At the very least, code should be included which is
771 * able to generate and dump these arrays (ala "los()").
773 * Also, the storage needs could be halved by using bytes.
775 * These arrays could be combined into two big arrays, using sub-arrays
776 * to hold the offsets and lengths of each portion of the sub-arrays, and
777 * this could perhaps also be used somehow in the "look" code.
781 static POSITION d_off_y_0[] = { 0 };
782 static POSITION d_off_x_0[] = { 0 };
784 static POSITION d_off_y_1[] = { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
785 static POSITION d_off_x_1[] = { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
787 static POSITION d_off_y_2[] = { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
788 static POSITION d_off_x_2[] = { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
790 static POSITION d_off_y_3[] = { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2, 3, 3, 3, 0 };
791 static POSITION d_off_x_3[] = { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2, -1, 0, 1, 0 };
793 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 };
794 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 };
797 static POSITION d_off_y_5[] =
798 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
799 -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
802 static POSITION d_off_x_5[] =
803 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
804 -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
808 static POSITION d_off_y_6[] =
809 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
810 -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
813 static POSITION d_off_x_6[] =
814 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
815 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
816 -3, 2, 3, -1, 0, 1, 0 };
819 static POSITION d_off_y_7[] =
820 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
821 -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
822 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
824 static POSITION d_off_x_7[] =
825 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
826 -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
827 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
831 static POSITION d_off_y_8[] =
832 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
833 -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
834 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
837 static POSITION d_off_x_8[] =
838 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
839 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
840 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
844 static POSITION d_off_y_9[] =
845 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
846 -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
847 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
848 7, 8, 8, 8, 8, 9, 9, 9, 0 };
850 static POSITION d_off_x_9[] =
851 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
852 -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
853 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
854 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
857 static POSITION *dist_offsets_y[10] =
859 d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
860 d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
863 static POSITION *dist_offsets_x[10] =
865 d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
866 d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
870 * @brief モンスターが逃げ込める安全な地点を返す /
871 * Choose a "safe" location near a monster for it to run toward.
872 * @param m_idx モンスターの参照ID
873 * @param yp 移動先のマスのY座標を返す参照ポインタ
874 * @param xp 移動先のマスのX座標を返す参照ポインタ
875 * @return 有効なマスがあった場合TRUEを返す
877 * A location is "safe" if it can be reached quickly and the player\n
878 * is not able to fire into it (it isn't a "clean shot"). So, this will\n
879 * cause monsters to "duck" behind walls. Hopefully, monsters will also\n
880 * try to run towards corridor openings if they are in a room.\n
882 * This function may take lots of CPU time if lots of monsters are\n
885 * Return TRUE if a safe location is available.\n
887 static bool find_safety(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
889 monster_type *m_ptr = &m_list[m_idx];
891 POSITION fy = m_ptr->fy;
892 POSITION fx = m_ptr->fx;
894 POSITION y, x, dy, dx, d, dis, i;
895 POSITION gy = 0, gx = 0, gdis = 0;
902 /* Start with adjacent locations, spread further */
903 for (d = 1; d < 10; d++)
905 /* Get the lists of points with a distance d from (fx, fy) */
906 y_offsets = dist_offsets_y[d];
907 x_offsets = dist_offsets_x[d];
909 /* Check the locations */
910 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
912 i++, dx = x_offsets[i], dy = y_offsets[i])
917 /* Skip illegal locations */
918 if (!in_bounds(y, x)) continue;
920 g_ptr = &grid_array[y][x];
922 /* Skip locations in a wall */
923 if (!monster_can_cross_terrain(g_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
925 /* Check for "availability" (if monsters can flow) */
926 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
928 /* Ignore grids very far from the player */
929 if (g_ptr->dist == 0) continue;
931 /* Ignore too-distant grids */
932 if (g_ptr->dist > grid_array[fy][fx].dist + 2 * d) continue;
935 /* Check for absence of shot (more or less) */
936 if (!projectable(p_ptr->y, p_ptr->x, y, x))
938 /* Calculate distance from player */
939 dis = distance(y, x, p_ptr->y, p_ptr->x);
941 /* Remember if further than previous */
951 /* Check for success */
958 /* Found safe place */
969 * @brief モンスターが隠れ潜める地点を返す /
970 * Choose a good hiding place near a monster for it to run toward.
971 * @param m_idx モンスターの参照ID
972 * @param yp 移動先のマスのY座標を返す参照ポインタ
973 * @param xp 移動先のマスのX座標を返す参照ポインタ
974 * @return 有効なマスがあった場合TRUEを返す
976 * Pack monsters will use this to "ambush" the player and lure him out\n
977 * of corridors into open space so they can swarm him.\n
979 * Return TRUE if a good location is available.\n
981 static bool find_hiding(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
983 monster_type *m_ptr = &m_list[m_idx];
984 monster_race *r_ptr = &r_info[m_ptr->r_idx];
986 POSITION fy = m_ptr->fy;
987 POSITION fx = m_ptr->fx;
989 POSITION y, x, dy, dx, d, dis, i;
990 POSITION gy = 0, gx = 0, gdis = 999;
992 POSITION *y_offsets, *x_offsets;
994 /* Start with adjacent locations, spread further */
995 for (d = 1; d < 10; d++)
997 /* Get the lists of points with a distance d from (fx, fy) */
998 y_offsets = dist_offsets_y[d];
999 x_offsets = dist_offsets_x[d];
1001 /* Check the locations */
1002 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
1004 i++, dx = x_offsets[i], dy = y_offsets[i])
1009 /* Skip illegal locations */
1010 if (!in_bounds(y, x)) continue;
1012 /* Skip occupied locations */
1013 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
1015 /* Check for hidden, available grid */
1016 if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
1018 /* Calculate distance from player */
1019 dis = distance(y, x, p_ptr->y, p_ptr->x);
1021 /* Remember if closer than previous */
1022 if (dis < gdis && dis >= 2)
1031 /* Check for success */
1038 /* Found good place */
1049 * @brief モンスターの移動方向を返す /
1050 * Choose "logical" directions for monster movement
1051 * @param m_idx モンスターの参照ID
1052 * @param mm 移動方向を返す方向IDの参照ポインタ
1053 * @return 有効方向があった場合TRUEを返す
1055 static bool get_moves(MONSTER_IDX m_idx, DIRECTION *mm)
1057 monster_type *m_ptr = &m_list[m_idx];
1058 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1059 POSITION y = 0, ay, x = 0, ax;
1061 POSITION y2 = p_ptr->y;
1062 POSITION x2 = p_ptr->x;
1064 bool will_run = mon_will_run(m_idx);
1066 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (grid_array[m_ptr->fy][m_ptr->fx].cost > 2));
1067 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
1069 /* Counter attack to an enemy monster */
1070 if (!will_run && m_ptr->target_y)
1072 int t_m_idx = grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
1074 /* The monster must be an enemy, and in LOS */
1076 are_enemies(m_ptr, &m_list[t_m_idx]) &&
1077 los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
1078 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1080 /* Extract the "pseudo-direction" */
1081 y = m_ptr->fy - m_ptr->target_y;
1082 x = m_ptr->fx - m_ptr->target_x;
1087 if (!done && !will_run && is_hostile(m_ptr) &&
1088 (r_ptr->flags1 & RF1_FRIENDS) &&
1089 ((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)) ||
1090 (grid_array[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1093 * Animal packs try to get the player out of corridors
1094 * (...unless they can move through walls -- TY)
1096 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1097 !(r_ptr->flags2 & RF2_KILL_WALL))
1101 /* Count room grids next to player */
1102 for (i = 0; i < 8; i++)
1104 int xx = p_ptr->x + ddx_ddd[i];
1105 int yy = p_ptr->y + ddy_ddd[i];
1107 if (!in_bounds2(yy, xx)) continue;
1109 g_ptr = &grid_array[yy][xx];
1112 if (monster_can_cross_terrain(g_ptr->feat, r_ptr, 0))
1114 /* One more room grid */
1118 if (grid_array[p_ptr->y][p_ptr->x].info & CAVE_ROOM) room -= 2;
1119 if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
1121 /* Not in a room and strong player */
1122 if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1123 (p_ptr->mhp + p_ptr->msp))
1125 /* Find hiding place */
1126 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1130 /* Monster groups try to surround the player */
1131 if (!done && (grid_array[m_ptr->fy][m_ptr->fx].dist < 3))
1135 /* Find an empty square near the player to fill */
1136 for (i = 0; i < 8; i++)
1138 /* Pick squares near player (semi-randomly) */
1139 y2 = p_ptr->y + ddy_ddd[(m_idx + i) & 7];
1140 x2 = p_ptr->x + ddx_ddd[(m_idx + i) & 7];
1142 /* Already there? */
1143 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1145 /* Attack the player */
1152 if (!in_bounds2(y2, x2)) continue;
1154 /* Ignore filled grids */
1155 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
1157 /* Try to fill this hole */
1161 /* Extract the new "pseudo-direction" */
1171 /* Flow towards the player */
1172 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1174 /* Extract the "pseudo-direction" */
1181 /* Apply fear if possible and necessary */
1182 if (is_pet(m_ptr) && will_run)
1184 /* XXX XXX Not very "smart" */
1189 if (!done && will_run)
1194 /* Try to find safe place */
1195 if (find_safety(m_idx, &y, &x))
1197 /* Attempt to avoid the player */
1200 /* Adjust movement */
1201 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1207 /* This is not a very "smart" method XXX XXX */
1215 /* Check for no move */
1216 if (!x && !y) return (FALSE);
1219 /* Extract the "absolute distances" */
1223 /* Do something weird */
1224 if (y < 0) move_val += 8;
1225 if (x > 0) move_val += 4;
1227 /* Prevent the diamond maneuvre */
1228 if (ay > (ax << 1)) move_val += 2;
1229 else if (ax > (ay << 1)) move_val++;
1231 /* Extract some directions */
1376 /* Wants to move... */
1382 * @brief モンスターから敵モンスターへの命中判定
1383 * @param power 打撃属性による基本命中値
1384 * @param level 攻撃側モンスターのレベル
1385 * @param ac 目標モンスターのAC
1386 * @param stun 攻撃側モンスターが朦朧状態ならTRUEを返す
1387 * @return 命中ならばTRUEを返す
1389 static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
1393 /* Percentile dice */
1396 if (stun && one_in_(2)) return FALSE;
1398 /* Hack -- Always miss or hit */
1399 if (k < 10) return (k < 5);
1401 /* Calculate the "attack quality" */
1402 i = (power + (level * 3));
1404 /* Power and Level compete against Armor */
1405 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1412 #define BLOW_EFFECT_TYPE_NONE 0
1413 #define BLOW_EFFECT_TYPE_FEAR 1
1414 #define BLOW_EFFECT_TYPE_SLEEP 2
1415 #define BLOW_EFFECT_TYPE_HEAL 3
1419 * @brief モンスターから敵モンスターへの打撃攻撃処理
1420 * @param m_idx 攻撃側モンスターの参照ID
1421 * @param t_idx 目標側モンスターの参照ID
1422 * @return 実際に打撃処理が行われた場合TRUEを返す
1424 static bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
1426 monster_type *m_ptr = &m_list[m_idx];
1427 monster_type *t_ptr = &m_list[t_idx];
1429 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1430 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1432 ARMOUR_CLASS ap_cnt;
1436 GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
1437 char temp[MAX_NLEN];
1439 bool explode = FALSE, touched = FALSE, fear = FALSE, dead = FALSE;
1440 POSITION y_saver = t_ptr->fy;
1441 POSITION x_saver = t_ptr->fx;
1444 bool see_m = is_seen(m_ptr);
1445 bool see_t = is_seen(t_ptr);
1446 bool see_either = see_m || see_t;
1448 /* Can the player be aware of this attack? */
1449 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1450 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1452 /* Cannot attack self */
1453 if (m_idx == t_idx) return FALSE;
1455 /* Not allowed to attack */
1456 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1458 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
1463 /* Extract the effective monster level */
1464 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1466 monster_desc(m_name, m_ptr, 0);
1467 monster_desc(t_name, t_ptr, 0);
1469 /* Assume no blink */
1472 if (!see_either && known)
1477 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
1479 /* Scan through all four blows */
1480 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1482 bool obvious = FALSE;
1484 HIT_POINT power = 0;
1485 HIT_POINT damage = 0;
1489 /* Extract the attack infomation */
1490 int effect = r_ptr->blow[ap_cnt].effect;
1491 int method = r_ptr->blow[ap_cnt].method;
1492 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1493 int d_side = r_ptr->blow[ap_cnt].d_side;
1495 if (!m_ptr->r_idx) break;
1497 /* Stop attacking if the target dies! */
1498 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1501 /* Hack -- no more attacks */
1504 if (method == RBM_SHOOT) continue;
1506 /* Extract the attack "power" */
1507 power = mbe_info[effect].power;
1510 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1512 (void)set_monster_csleep(t_idx, 0);
1516 /* Redraw the health bar */
1517 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
1518 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
1521 /* Describe the attack method */
1526 act = _("%sを殴った。", "hits %s.");
1533 act = _("%sを触った。", "touches %s.");
1540 act = _("%sをパンチした。", "punches %s.");
1547 act = _("%sを蹴った。", "kicks %s.");
1554 act = _("%sをひっかいた。", "claws %s.");
1561 act = _("%sを噛んだ。", "bites %s.");
1568 act = _("%sを刺した。", "stings %s.");
1575 act = _("%sを斬った。", "slashes %s.");
1581 act = _("%sを角で突いた。", "butts %s.");
1588 act = _("%sに体当りした。", "crushes %s.");
1595 act = _("%sを飲み込んだ。", "engulfs %s.");
1602 act = _("%sに請求書をよこした。", "charges %s.");
1609 act = _("%sの体の上を這い回った。", "crawls on %s.");
1616 act = _("%sによだれをたらした。", "drools on %s.");
1623 act = _("%sに唾を吐いた。", "spits on %s.");
1630 if (see_either) disturb(TRUE, TRUE);
1631 act = _("爆発した。", "explodes.");
1639 act = _("%sをにらんだ。", "gazes at %s.");
1646 act = _("%sに泣きついた。", "wails at %s.");
1653 act = _("%sに胞子を飛ばした。", "releases spores at %s.");
1660 act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
1667 act = _("%sに金をせがんだ。", "begs %s for money.");
1674 act = _("%sを侮辱した。", "insults %s.");
1681 act = _("%sにむかってうめいた。", "moans at %s.");
1688 act = _("%sにむかって歌った。", "sings to %s.");
1694 if (act && see_either)
1697 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1698 strfmt(temp, act, t_name);
1699 msg_format("%^sは%s", m_name, temp);
1701 if (do_silly_attack)
1703 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1704 strfmt(temp, "%s %s.", act, t_name);
1706 else strfmt(temp, act, t_name);
1707 msg_format("%^s %s", m_name, temp);
1711 /* Hack -- assume all attacks are obvious */
1714 /* Roll out the damage */
1715 damage = damroll(d_dice, d_side);
1717 /* Assume no effect */
1718 effect_type = BLOW_EFFECT_TYPE_NONE;
1722 /* Apply appropriate damage */
1731 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1733 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1734 damage = MAX(damage, tmp_damage * 2);
1741 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1756 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1792 effect_type = BLOW_EFFECT_TYPE_FEAR;
1796 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1800 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1801 if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1816 pt = GF_HYPODYNAMIA;
1817 effect_type = BLOW_EFFECT_TYPE_HEAL;
1835 /* Do damage if not exploding */
1838 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1839 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1842 switch (effect_type)
1844 case BLOW_EFFECT_TYPE_FEAR:
1845 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1846 damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1849 case BLOW_EFFECT_TYPE_SLEEP:
1850 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1851 r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1854 case BLOW_EFFECT_TYPE_HEAL:
1855 if ((monster_living(m_idx)) && (damage > 2))
1857 bool did_heal = FALSE;
1859 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1862 m_ptr->hp += damroll(4, damage / 6);
1863 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1865 /* Redraw (later) if needed */
1866 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1867 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1869 /* Special message */
1870 if (see_m && did_heal)
1872 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1881 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
1883 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1887 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
1889 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
1890 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1891 damroll (1 + ((tr_ptr->level) / 26),
1892 1 + ((tr_ptr->level) / 17)),
1893 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1897 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1902 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
1904 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1908 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
1910 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
1911 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1912 damroll (1 + ((tr_ptr->level) / 26),
1913 1 + ((tr_ptr->level) / 17)),
1914 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1918 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1923 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
1925 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1929 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
1931 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
1932 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1933 damroll (1 + ((tr_ptr->level) / 26),
1934 1 + ((tr_ptr->level) / 17)),
1935 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1939 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1946 /* Monster missed player */
1949 /* Analyze failed attacks */
1965 (void)set_monster_csleep(t_idx, 0);
1967 /* Visible monsters */
1971 msg_format("%sは%^sの攻撃をかわした。", t_name, m_name);
1973 msg_format("%^s misses %s.", m_name, t_name);
1983 /* Analyze "visible" monsters only */
1984 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
1986 /* Count "obvious" attacks (and ones that cause damage) */
1987 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
1989 /* Count attacks of this type */
1990 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
1992 r_ptr->r_blows[ap_cnt]++;
2000 sound(SOUND_EXPLODE);
2002 /* Cancel Invulnerability */
2003 (void)set_monster_invulner(m_idx, 0, FALSE);
2004 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);
2009 if (blinked && m_ptr->r_idx)
2011 if (teleport_barrier(m_idx))
2015 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."));
2026 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
2033 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
2041 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
2043 return !have_flag(f_ptr->flags, FF_GLASS) ||
2044 (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
2045 (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
2050 * @brief モンスター単体の1ターン行動処理メインルーチン /
2052 * @param m_idx 行動モンスターの参照ID
2055 * The monster is known to be within 100 grids of the player\n
2057 * In several cases, we directly update the monster lore\n
2059 * Note that a monster is only allowed to "reproduce" if there\n
2060 * are a limited number of "reproducing" monsters on the current\n
2061 * level. This should prevent the level from being "swamped" by\n
2062 * reproducing monsters. It also allows a large mass of mice to\n
2063 * prevent a louse from multiplying, but this is a small price to\n
2064 * pay for a simple multiplication method.\n
2066 * XXX Monster fear is slightly odd, in particular, monsters will\n
2067 * fixate on opening a door even if they cannot open it. Actually,\n
2068 * the same thing happens to normal monsters when they hit a door\n
2070 * In addition, monsters which *cannot* open or bash\n
2071 * down a door will still stand there trying to open it...\n
2073 * XXX Technically, need to check for monster in the way\n
2074 * combined with that monster being in a wall (or door?)\n
2076 * A "direction" of "5" means "pick a random direction".\n
2078 void process_monster(MONSTER_IDX m_idx)
2080 monster_type *m_ptr = &m_list[m_idx];
2081 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2082 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2085 POSITION oy, ox, ny, nx;
2090 feature_type *f_ptr;
2092 monster_type *y_ptr;
2097 bool must_alter_to_move;
2106 bool gets_angry = FALSE;
2111 bool is_riding_mon = (m_idx == p_ptr->riding);
2112 bool see_m = is_seen(m_ptr);
2114 if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
2116 if (rakuba(0, TRUE))
2119 msg_print("地面に落とされた。");
2121 GAME_TEXT m_name[MAX_NLEN];
2122 monster_desc(m_name, &m_list[p_ptr->riding], 0);
2123 msg_format("You have fallen from %s.", m_name);
2128 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
2130 choose_new_monster(m_idx, FALSE, 0);
2131 r_ptr = &r_info[m_ptr->r_idx];
2134 /* Players hidden in shadow are almost imperceptable. -LM- */
2135 if (p_ptr->special_defense & NINJA_S_STEALTH)
2137 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2138 if (p_ptr->monlite) tmp /= 3;
2139 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2140 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
2141 /* Low-level monsters will find it difficult to locate the player. */
2142 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
2145 /* Are there its parent? */
2146 if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
2148 /* Its parent have gone, it also goes away. */
2152 GAME_TEXT m_name[MAX_NLEN];
2153 monster_desc(m_name, m_ptr, 0);
2154 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2157 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2159 GAME_TEXT m_name[MAX_NLEN];
2160 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2161 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
2164 delete_monster_idx(m_idx);
2169 /* Quantum monsters are odd */
2170 if (r_ptr->flags2 & (RF2_QUANTUM))
2172 /* Sometimes skip move */
2173 if (!randint0(2)) return;
2176 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2180 if (is_pet(m_ptr) && !(m_ptr->ml)) sad = TRUE;
2184 GAME_TEXT m_name[MAX_NLEN];
2185 monster_desc(m_name, m_ptr, 0);
2187 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2190 /* Generate treasure, etc */
2191 monster_death(m_idx, FALSE);
2193 delete_monster_idx(m_idx);
2196 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2203 if (m_ptr->r_idx == MON_SHURYUUDAN)
2205 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);
2209 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2211 static int riding_pinch = 0;
2213 if (m_ptr->hp < m_ptr->maxhp/3)
2215 GAME_TEXT m_name[MAX_NLEN];
2216 monster_desc(m_name, m_ptr, 0);
2218 if (is_riding_mon && riding_pinch < 2)
2220 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。",
2221 "%^s seems to be in so much pain, and trying to escape from your restriction."), m_name);
2223 disturb(TRUE, TRUE);
2229 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);
2230 if (rakuba(-1, FALSE))
2232 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2238 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) &&
2239 player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))
2241 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);
2243 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);
2244 msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
2247 if (is_riding_mon && rakuba(-1, FALSE))
2249 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2252 /* Check for quest completion */
2253 check_quest_completion(m_ptr);
2255 delete_monster_idx(m_idx);
2262 /* Reset the counter */
2263 if (is_riding_mon) riding_pinch = 0;
2267 /* Handle "sleep" */
2268 if (MON_CSLEEP(m_ptr))
2270 /* Handle non-aggravation - Still sleeping */
2271 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2273 /* Reset sleep counter */
2274 (void)set_monster_csleep(m_idx, 0);
2276 /* Notice the "waking up" */
2279 GAME_TEXT m_name[MAX_NLEN];
2280 monster_desc(m_name, m_ptr, 0);
2281 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2284 /* Hack -- Count the wakings */
2285 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2292 if (MON_STUNNED(m_ptr))
2294 /* Sometimes skip move */
2295 if (one_in_(2)) return;
2300 p_ptr->update |= (PU_BONUS);
2303 /* No one wants to be your friend if you're aggravating */
2304 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2307 /* Paranoia... no pet uniques outside wizard mode -- TY */
2308 if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2309 monster_has_hostile_align(NULL, 10, -10, r_ptr))
2310 || (r_ptr->flagsr & RFR_RES_ALL)))
2315 if (p_ptr->inside_battle) gets_angry = FALSE;
2319 if (is_pet(m_ptr) || see_m)
2321 GAME_TEXT m_name[MAX_NLEN];
2322 monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
2323 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
2329 /* Get the origin */
2333 /* Attempt to "multiply" if able and allowed */
2334 if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2339 /* Count the adjacent monsters */
2340 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2342 for (x = ox - 1; x <= ox + 1; x++)
2344 /* Ignore locations off of edge */
2345 if (!in_bounds2(y, x)) continue;
2346 if (grid_array[y][x].m_idx) k++;
2351 if (multiply_barrier(m_idx)) k = 8;
2353 /* Hack -- multiply slower in crowded areas */
2354 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2356 /* Try to multiply */
2357 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2359 /* Take note if visible */
2360 if (m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2362 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2365 /* Multiplying takes energy */
2371 if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
2373 /* Hack -- Ohmu scatters molds! */
2374 if (m_ptr->r_idx == MON_OHMU)
2376 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2378 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2381 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2382 BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2384 for (k = 0; k < A_MAX; k++)
2386 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode), '\0'))
2388 if (m_list[hack_m_idx_ii].ml) count++;
2392 if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2398 if (!p_ptr->inside_battle)
2400 /* Hack! "Cyber" monster makes noise... */
2401 if (m_ptr->ap_r_idx == MON_CYBER &&
2402 one_in_(CYBERNOISE) &&
2403 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2405 if (disturb_minor) disturb(FALSE, FALSE);
2406 msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
2409 /* Some monsters can speak */
2410 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2411 one_in_(SPEAK_CHANCE) &&
2412 player_has_los_bold(oy, ox) &&
2413 projectable(oy, ox, p_ptr->y, p_ptr->x))
2415 GAME_TEXT m_name[MAX_NLEN];
2416 char monmessage[1024];
2419 /* Acquire the monster name/poss */
2421 monster_desc(m_name, m_ptr, 0);
2423 strcpy(m_name, _("それ", "It"));
2425 /* Select the file for monster quotes */
2426 if (MON_MONFEAR(m_ptr))
2427 filename = _("monfear_j.txt", "monfear.txt");
2428 else if (is_pet(m_ptr))
2429 filename = _("monpet_j.txt", "monpet.txt");
2430 else if (is_friendly(m_ptr))
2431 filename = _("monfrien_j.txt", "monfrien.txt");
2433 filename = _("monspeak_j.txt", "monspeak.txt");
2434 /* Get the monster line */
2435 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2438 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2443 /* Try to cast spell occasionally */
2444 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2446 bool counterattack = FALSE;
2448 /* Give priority to counter attack? */
2449 if (m_ptr->target_y)
2451 MONSTER_IDX t_m_idx = grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
2453 /* The monster must be an enemy, and projectable */
2454 if (t_m_idx && are_enemies(m_ptr, &m_list[t_m_idx]) &&
2455 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2457 counterattack = TRUE;
2463 /* Attempt to cast a spell */
2464 if (aware && make_attack_spell(m_idx)) return;
2467 * Attempt to cast a spell at an enemy other than the player
2468 * (may slow the game a smidgeon, but I haven't noticed.)
2470 if (monst_spell_monst(m_idx)) return;
2474 /* Attempt to do counter attack at first */
2475 if (monst_spell_monst(m_idx)) return;
2477 if (aware && make_attack_spell(m_idx)) return;
2481 /* Hack -- Assume no movement */
2482 mm[0] = mm[1] = mm[2] = mm[3] = 0;
2483 mm[4] = mm[5] = mm[6] = mm[7] = 0;
2486 /* Confused -- 100% random */
2487 if (MON_CONFUSED(m_ptr) || !aware)
2489 /* Try four "random" directions */
2490 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2493 /* 75% random movement */
2494 else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2495 (randint0(100) < 75))
2497 /* Memorize flags */
2498 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2500 /* Try four "random" directions */
2501 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2504 /* 50% random movement */
2505 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2506 (randint0(100) < 50))
2508 /* Memorize flags */
2509 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2511 /* Try four "random" directions */
2512 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2515 /* 25% random movement */
2516 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2517 (randint0(100) < 25))
2519 /* Memorize flags */
2520 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2522 /* Try four "random" directions */
2523 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2526 /* Can't reach player - find something else to hit */
2527 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2529 /* Try four "random" directions */
2530 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2532 /* Look for an enemy */
2533 #if 0 /* Hack - Too slow. Mimic pits are horrible with this on. */
2534 get_enemy_dir(m_idx, mm);
2538 /* Pets will follow the player */
2539 else if (is_pet(m_ptr))
2541 /* Are we trying to avoid the player? */
2542 bool avoid = ((p_ptr->pet_follow_distance < 0) && (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2544 /* Do we want to find the player? */
2545 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2547 /* Should we find the player if we can't find a monster? */
2548 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2550 /* by default, move randomly */
2551 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2553 /* Look for an enemy */
2554 if (!get_enemy_dir(m_idx, mm))
2556 /* Find the player if necessary */
2557 if (avoid || lonely || distant)
2559 /* Remember the leash length */
2560 POSITION dis = p_ptr->pet_follow_distance;
2562 /* Hack -- adjust follow distance temporarily */
2563 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2565 p_ptr->pet_follow_distance = PET_SEEK_DIST;
2568 /* Find the player */
2569 (void)get_moves(m_idx, mm);
2571 /* Restore the leash */
2572 p_ptr->pet_follow_distance = (s16b)dis;
2577 /* Friendly monster movement */
2578 else if (!is_hostile(m_ptr))
2580 /* by default, move randomly */
2581 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2583 /* Look for an enemy */
2584 get_enemy_dir(m_idx, mm);
2586 /* Normal movement */
2589 /* Logical moves, may do nothing */
2590 if (!get_moves(m_idx, mm)) return;
2593 /* Assume nothing */
2597 must_alter_to_move = FALSE;
2599 /* Assume nothing */
2600 did_open_door = FALSE;
2601 did_bash_door = FALSE;
2602 did_take_item = FALSE;
2603 did_kill_item = FALSE;
2604 did_move_body = FALSE;
2605 did_pass_wall = FALSE;
2606 did_kill_wall = FALSE;
2608 /* Take a zero-terminated array of "directions" */
2609 for (i = 0; mm[i]; i++)
2611 /* Get the direction */
2614 /* Hack -- allow "randomized" motion */
2615 if (d == 5) d = ddd[randint0(8)];
2617 /* Get the destination */
2621 /* Ignore locations off of edge */
2622 if (!in_bounds2(ny, nx)) continue;
2624 /* Access that grid */
2625 g_ptr = &grid_array[ny][nx];
2626 f_ptr = &f_info[g_ptr->feat];
2627 can_cross = monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2629 /* Access that grid's contents */
2630 y_ptr = &m_list[g_ptr->m_idx];
2632 /* Hack -- player 'in' wall */
2633 if (player_bold(ny, nx))
2638 /* Possibly a monster to attack */
2639 else if (g_ptr->m_idx)
2644 /* Monster destroys walls (and doors) */
2645 else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
2646 (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
2647 have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
2648 check_hp_for_feat_destruction(f_ptr, m_ptr))
2650 /* Eat through walls/doors/rubble */
2652 if (!can_cross) must_alter_to_move = TRUE;
2654 /* Monster destroyed a wall (later) */
2655 did_kill_wall = TRUE;
2658 /* Floor is open? */
2661 /* Go ahead and move */
2664 /* Monster moves through walls (and doors) */
2665 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2666 have_flag(f_ptr->flags, FF_CAN_PASS))
2668 /* Monster went through a wall */
2669 did_pass_wall = TRUE;
2673 /* Handle doors and secret doors */
2674 else if (is_closed_door(g_ptr->feat))
2676 bool may_bash = TRUE;
2678 /* Assume no move allowed */
2681 /* Creature can open doors. */
2682 if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2683 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2688 /* The door is open */
2689 did_open_door = TRUE;
2691 /* Do not bash the door */
2697 /* Locked doors (not jammed) */
2700 /* Try to unlock it */
2701 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2703 /* Unlock the door */
2704 cave_alter_feat(ny, nx, FF_DISARM);
2706 /* Do not bash the door */
2714 /* Stuck doors -- attempt to bash them down if allowed */
2715 if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2716 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2718 /* Attempt to Bash */
2719 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
2721 if (have_flag(f_ptr->flags, FF_GLASS))
2722 msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
2724 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2726 /* Disturb (sometimes) */
2727 if (disturb_minor) disturb(FALSE, FALSE);
2729 /* The door was bashed open */
2730 did_bash_door = TRUE;
2732 /* Hack -- fall into doorway */
2734 must_alter_to_move = TRUE;
2739 /* Deal with doors in the way */
2740 if (did_open_door || did_bash_door)
2742 /* Break down the door */
2743 if (did_bash_door && ((randint0(100) < 50) || (feat_state(g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
2745 cave_alter_feat(ny, nx, FF_BASH);
2747 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2749 /* Update some things */
2750 p_ptr->update |= (PU_FLOW);
2751 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2752 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2761 cave_alter_feat(ny, nx, FF_OPEN);
2764 f_ptr = &f_info[g_ptr->feat];
2766 /* Handle viewable doors */
2771 /* Hack -- check for Glyph of Warding */
2772 if (do_move && is_glyph_grid(g_ptr) &&
2773 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2775 /* Assume no move allowed */
2778 /* Break the ward */
2779 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2781 /* Describe observable breakage */
2782 if (g_ptr->info & CAVE_MARK)
2784 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2787 /* Forget the rune */
2788 g_ptr->info &= ~(CAVE_MARK);
2790 /* Break the rune */
2791 g_ptr->info &= ~(CAVE_OBJECT);
2794 /* Allow movement */
2800 else if (do_move && is_explosive_rune_grid(g_ptr) &&
2801 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2803 /* Assume no move allowed */
2806 /* Break the ward */
2809 /* Break the ward */
2810 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2812 /* Describe observable breakage */
2813 if (g_ptr->info & CAVE_MARK)
2815 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2816 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);
2821 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2824 /* Forget the rune */
2825 g_ptr->info &= ~(CAVE_MARK);
2827 /* Break the rune */
2828 g_ptr->info &= ~(CAVE_OBJECT);
2834 if (!m_ptr->r_idx) return;
2835 /* Allow movement */
2840 /* The player is in the way */
2841 if (do_move && player_bold(ny, nx))
2843 /* Some monsters never attack */
2844 if (r_ptr->flags1 & RF1_NEVER_BLOW)
2846 /* Hack -- memorize lack of attacks */
2847 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
2853 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2854 if (do_move && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
2856 if (!MON_CONFUSED(m_ptr))
2858 if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2861 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2866 /* The player is in the way. Attack him. */
2869 if (!p_ptr->riding || one_in_(2))
2872 (void)make_attack_normal(m_idx);
2883 /* A monster is in the way */
2884 if (do_move && g_ptr->m_idx)
2886 monster_race *z_ptr = &r_info[y_ptr->r_idx];
2888 /* Assume no movement */
2891 /* Attack 'enemies' */
2892 if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
2893 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
2894 can_cross && (g_ptr->m_idx != p_ptr->riding)) ||
2895 are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
2897 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2899 if (r_ptr->flags2 & RF2_KILL_BODY)
2901 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2905 if (y_ptr->r_idx && (y_ptr->hp >= 0))
2907 if (monst_attack_monst(m_idx, g_ptr->m_idx)) return;
2909 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2910 else if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
2912 if (MON_CONFUSED(m_ptr)) return;
2913 else if (r_ptr->flags2 & RF2_STUPID)
2915 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2923 /* Push past weaker monsters (unless leaving a wall) */
2924 else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
2925 (r_ptr->mexp > z_ptr->mexp) &&
2926 can_cross && (g_ptr->m_idx != p_ptr->riding) &&
2927 monster_can_cross_terrain(grid_array[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
2929 /* Allow movement */
2932 /* Monster pushed past another monster */
2933 did_move_body = TRUE;
2935 /* Wake up the moved monster */
2936 (void)set_monster_csleep(g_ptr->m_idx, 0);
2944 if (!p_ptr->riding_ryoute && !MON_MONFEAR(&m_list[p_ptr->riding])) do_move = FALSE;
2947 if (did_kill_wall && do_move)
2949 if (one_in_(GRINDNOISE))
2951 if (have_flag(f_ptr->flags, FF_GLASS))
2952 msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
2954 msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
2957 cave_alter_feat(ny, nx, FF_HURT_DISI);
2959 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2961 /* Update some things */
2962 p_ptr->update |= (PU_FLOW);
2963 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2964 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
2969 f_ptr = &f_info[g_ptr->feat];
2971 /* Note changes to viewable region */
2976 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
2978 if (!monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
2980 /* Assume no move allowed */
2986 * Check if monster can cross terrain
2987 * This is checked after the normal attacks
2988 * to allow monsters to attack an enemy,
2989 * even if it can't enter the terrain.
2991 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
2993 /* Assume no move allowed */
2997 /* Some monsters never move */
2998 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
3000 /* Hack -- memorize lack of moves */
3001 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3007 /* Creature has been allowed move */
3012 if (have_flag(f_ptr->flags, FF_TREE))
3014 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3016 m_ptr->energy_need += ENERGY_NEED();
3022 /* Hack -- Update the old location */
3023 grid_array[oy][ox].m_idx = g_ptr->m_idx;
3025 /* Mega-Hack -- move the old monster, if any */
3028 /* Move the old monster */
3032 /* Update the old monster */
3033 update_monster(g_ptr->m_idx, TRUE);
3036 /* Hack -- Update the new location */
3037 g_ptr->m_idx = m_idx;
3039 /* Move the monster */
3042 update_monster(m_idx, TRUE);
3049 /* sound(SOUND_WALK); */
3050 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
3053 /* Possible disturb */
3056 (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
3057 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3059 if (is_hostile(m_ptr))
3060 disturb(FALSE, TRUE);
3063 /* Take or Kill objects on the floor */
3064 if (g_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3065 (!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
3067 OBJECT_IDX this_o_idx, next_o_idx;
3068 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
3070 /* Scan all objects in the grid */
3071 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3073 BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
3074 GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
3075 object_type *o_ptr = &o_list[this_o_idx];
3077 /* Acquire next object */
3078 next_o_idx = o_ptr->next_o_idx;
3083 if (o_ptr->tval == TV_GOLD) continue;
3086 * Skip "real" corpses and statues, to avoid extreme
3087 * silliness like a novice rogue pockets full of statues
3090 if ((o_ptr->tval == TV_CORPSE) ||
3091 (o_ptr->tval == TV_STATUE)) continue;
3094 /* Extract some flags */
3095 object_flags(o_ptr, flgs);
3097 /* Acquire the object name */
3098 object_desc(o_name, o_ptr, 0);
3099 monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
3101 /* React to objects that hurt the monster */
3102 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3103 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3104 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
3105 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
3106 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
3107 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
3108 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
3109 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
3110 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
3111 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
3112 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3113 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3114 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3115 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3116 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
3117 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
3118 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
3119 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
3120 if (have_flag(flgs, TR_BRAND_ACID)) flgr |= (RFR_IM_ACID);
3121 if (have_flag(flgs, TR_BRAND_ELEC)) flgr |= (RFR_IM_ELEC);
3122 if (have_flag(flgs, TR_BRAND_FIRE)) flgr |= (RFR_IM_FIRE);
3123 if (have_flag(flgs, TR_BRAND_COLD)) flgr |= (RFR_IM_COLD);
3124 if (have_flag(flgs, TR_BRAND_POIS)) flgr |= (RFR_IM_POIS);
3126 /* The object cannot be picked up by the monster */
3127 if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
3128 ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
3130 /* Only give a message for "take_item" */
3131 if (do_take && (r_ptr->flags2 & RF2_STUPID))
3133 did_take_item = TRUE;
3135 /* Describe observable situations */
3136 if (m_ptr->ml && player_can_see_bold(ny, nx))
3138 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);
3143 /* Pick up the item */
3146 did_take_item = TRUE;
3148 /* Describe observable situations */
3149 if (player_can_see_bold(ny, nx))
3151 msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
3154 /* Excise the object */
3155 excise_object_idx(this_o_idx);
3158 o_ptr->marked &= OM_TOUCHED;
3160 /* Forget location */
3161 o_ptr->iy = o_ptr->ix = 0;
3163 /* Memorize monster */
3164 o_ptr->held_m_idx = m_idx;
3167 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3170 m_ptr->hold_o_idx = this_o_idx;
3173 /* Destroy the item if not a pet */
3174 else if (!is_pet(m_ptr))
3176 did_kill_item = TRUE;
3178 /* Describe observable situations */
3179 if (player_has_los_bold(ny, nx))
3181 msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
3184 delete_object_idx(this_o_idx);
3190 /* Stop when done */
3195 * Forward movements failed, but now received LOS attack!
3196 * Try to flow by smell.
3198 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3199 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3201 /* If we haven't done anything, try casting a spell again */
3202 if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
3204 /* Try to cast spell again */
3205 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3207 if (make_attack_spell(m_idx)) return;
3212 /* Notice changes in view */
3215 p_ptr->update |= (PU_FLOW);
3216 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3219 /* Notice changes in view */
3220 if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3221 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3223 /* Update some things */
3224 p_ptr->update |= (PU_MON_LITE);
3227 /* Learn things from observable monster */
3228 if (is_original_ap_and_seen(m_ptr))
3230 /* Monster opened a door */
3231 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3233 /* Monster bashed a door */
3234 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3236 /* Monster tried to pick something up */
3237 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3239 /* Monster tried to crush something */
3240 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3242 /* Monster pushed past another monster */
3243 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3245 /* Monster passed through a wall */
3246 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3248 /* Monster destroyed a wall */
3249 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3253 /* Hack -- get "bold" if out of options */
3254 if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3256 /* No longer afraid */
3257 (void)set_monster_monfear(m_idx, 0);
3259 /* Message if seen */
3262 GAME_TEXT m_name[MAX_NLEN];
3263 monster_desc(m_name, m_ptr, 0);
3264 msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
3267 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3269 /* Actually do something now (?) */
3274 * @brief 全モンスターのターン管理メインルーチン /
3275 * Process all the "live" monsters, once per game turn.
3278 * During each game turn, we scan through the list of all the "live" monsters,\n
3279 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
3280 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
3282 * Note that monsters can never move in the monster array (except when the\n
3283 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
3285 * This function is responsible for at least half of the processor time\n
3286 * on a normal system with a "normal" amount of monsters and a player doing\n
3289 * When the player is resting, virtually 90% of the processor time is spent\n
3290 * in this function, and its children, "process_monster()" and "make_move()".\n
3292 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
3293 * especially when the player is running.\n
3295 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
3296 * monsters while they are still being "born". A monster is "fresh" only\n
3297 * during the turn in which it is created, and we use the "hack_m_idx" to\n
3298 * determine if the monster is yet to be processed during the current turn.\n
3300 * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
3301 * move before any "nasty" monsters get to use their spell attacks.\n
3303 * Note that when the "knowledge" about the currently tracked monster\n
3304 * changes (flags, attacks, spells), we induce a redraw of the monster\n
3307 void process_monsters(void)
3314 monster_type *m_ptr;
3315 monster_race *r_ptr;
3317 MONRACE_IDX old_monster_race_idx;
3319 BIT_FLAGS old_r_flags1 = 0L;
3320 BIT_FLAGS old_r_flags2 = 0L;
3321 BIT_FLAGS old_r_flags3 = 0L;
3322 BIT_FLAGS old_r_flags4 = 0L;
3323 BIT_FLAGS old_r_flags5 = 0L;
3324 BIT_FLAGS old_r_flags6 = 0L;
3325 BIT_FLAGS old_r_flagsr = 0L;
3327 byte old_r_blows0 = 0;
3328 byte old_r_blows1 = 0;
3329 byte old_r_blows2 = 0;
3330 byte old_r_blows3 = 0;
3332 byte old_r_cast_spell = 0;
3336 /* Clear monster fighting indicator */
3339 /* Memorize old race */
3340 old_monster_race_idx = p_ptr->monster_race_idx;
3342 /* Acquire knowledge */
3343 if (p_ptr->monster_race_idx)
3345 /* Acquire current monster */
3346 r_ptr = &r_info[p_ptr->monster_race_idx];
3348 /* Memorize flags */
3349 old_r_flags1 = r_ptr->r_flags1;
3350 old_r_flags2 = r_ptr->r_flags2;
3351 old_r_flags3 = r_ptr->r_flags3;
3352 old_r_flags4 = r_ptr->r_flags4;
3353 old_r_flags5 = r_ptr->r_flags5;
3354 old_r_flags6 = r_ptr->r_flags6;
3355 old_r_flagsr = r_ptr->r_flagsr;
3357 /* Memorize blows */
3358 old_r_blows0 = r_ptr->r_blows[0];
3359 old_r_blows1 = r_ptr->r_blows[1];
3360 old_r_blows2 = r_ptr->r_blows[2];
3361 old_r_blows3 = r_ptr->r_blows[3];
3363 /* Memorize castings */
3364 old_r_cast_spell = r_ptr->r_cast_spell;
3368 /* Process the monsters (backwards) */
3369 for (i = m_max - 1; i >= 1; i--)
3371 /* Access the monster */
3373 r_ptr = &r_info[m_ptr->r_idx];
3375 /* Handle "leaving" */
3376 if (p_ptr->leaving) break;
3378 /* Ignore "dead" monsters */
3379 if (!m_ptr->r_idx) continue;
3381 if (p_ptr->wild_mode) continue;
3384 /* Handle "fresh" monsters */
3385 if (m_ptr->mflag & MFLAG_BORN)
3387 /* No longer "fresh" */
3388 m_ptr->mflag &= ~(MFLAG_BORN);
3394 /* Hack -- Require proximity */
3395 if (m_ptr->cdis >= AAF_LIMIT) continue;
3398 /* Access the location */
3402 /* Flow by smell is allowed */
3403 if (!p_ptr->no_flowed)
3405 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3408 /* Assume no move */
3411 /* Handle "sensing radius" */
3412 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3414 /* We can "sense" the player */
3418 /* Handle "sight" and "aggravation" */
3419 else if ((m_ptr->cdis <= MAX_SIGHT || p_ptr->inside_battle) &&
3420 (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3422 /* We can "see" or "feel" the player */
3426 #if 0 /* (grid_array[p_ptr->y][p_ptr->x].when == grid_array[fy][fx].when) is always FALSE... */
3427 /* Hack -- Monsters can "smell" the player from far away */
3428 /* Note that most monsters have "aaf" of "20" or so */
3429 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3430 cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_MOVE) &&
3431 (grid_array[p_ptr->y][p_ptr->x].when == grid_array[fy][fx].when) &&
3432 (grid_array[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3433 (grid_array[fy][fx].dist < r_ptr->aaf))
3435 /* We can "smell" the player */
3439 else if (m_ptr->target_y) test = TRUE;
3442 if (!test) continue;
3445 if (p_ptr->riding == i)
3446 speed = p_ptr->pspeed;
3449 speed = m_ptr->mspeed;
3451 /* Monsters move quickly in Nightmare mode */
3452 if (ironman_nightmare) speed += 5;
3454 if (MON_FAST(m_ptr)) speed += 10;
3455 if (MON_SLOW(m_ptr)) speed -= 10;
3458 /* Give this monster some energy */
3459 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3461 /* Not enough energy to move */
3462 if (m_ptr->energy_need > 0) continue;
3464 /* Use up "some" energy */
3465 m_ptr->energy_need += ENERGY_NEED();
3468 /* Save global index */
3471 /* Process the monster */
3474 reset_target(m_ptr);
3476 /* Give up flow_by_smell when it might useless */
3477 if (p_ptr->no_flowed && one_in_(3))
3478 m_ptr->mflag2 |= MFLAG2_NOFLOW;
3480 /* Hack -- notice death or departure */
3481 if (!p_ptr->playing || p_ptr->is_dead) break;
3483 /* Notice leaving */
3484 if (p_ptr->leaving) break;
3487 /* Reset global index */
3491 /* Tracking a monster race (the same one we were before) */
3492 if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3494 /* Acquire monster race */
3495 r_ptr = &r_info[p_ptr->monster_race_idx];
3497 /* Check for knowledge change */
3498 if ((old_r_flags1 != r_ptr->r_flags1) ||
3499 (old_r_flags2 != r_ptr->r_flags2) ||
3500 (old_r_flags3 != r_ptr->r_flags3) ||
3501 (old_r_flags4 != r_ptr->r_flags4) ||
3502 (old_r_flags5 != r_ptr->r_flags5) ||
3503 (old_r_flags6 != r_ptr->r_flags6) ||
3504 (old_r_flagsr != r_ptr->r_flagsr) ||
3505 (old_r_blows0 != r_ptr->r_blows[0]) ||
3506 (old_r_blows1 != r_ptr->r_blows[1]) ||
3507 (old_r_blows2 != r_ptr->r_blows[2]) ||
3508 (old_r_blows3 != r_ptr->r_blows[3]) ||
3509 (old_r_cast_spell != r_ptr->r_cast_spell))
3511 p_ptr->window |= (PW_MONSTER);