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 target_ptr プレーヤーへの参照ポインタ
48 * @param m_idx モンスターの参照ID
49 * @param mm 移動するべき方角IDを返す参照ポインタ
50 * @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
52 static bool get_enemy_dir(player_type *target_ptr, MONSTER_IDX m_idx, int *mm)
54 floor_type *floor_ptr = target_ptr->current_floor_ptr;
55 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
56 monster_race *r_ptr = &r_info[m_ptr->r_idx];
59 POSITION x = 0, y = 0;
60 if (target_ptr->riding_t_m_idx && player_bold(target_ptr, m_ptr->fy, m_ptr->fx))
62 y = floor_ptr->m_list[target_ptr->riding_t_m_idx].fy;
63 x = floor_ptr->m_list[target_ptr->riding_t_m_idx].fx;
65 else if (is_pet(m_ptr) && target_ptr->pet_t_m_idx)
67 y = floor_ptr->m_list[target_ptr->pet_t_m_idx].fy;
68 x = floor_ptr->m_list[target_ptr->pet_t_m_idx].fx;
74 if (target_ptr->phase_out)
76 start = randint1(floor_ptr->m_max - 1) + floor_ptr->m_max;
77 if (randint0(2)) plus = -1;
79 else start = floor_ptr->m_max + 1;
81 /* Scan thru all monsters */
82 for (int i = start; ((i < start + floor_ptr->m_max) && (i > start - floor_ptr->m_max)); i += plus)
84 MONSTER_IDX dummy = (i % floor_ptr->m_max);
88 MONSTER_IDX t_idx = dummy;
89 t_ptr = &floor_ptr->m_list[t_idx];
91 /* The monster itself isn't a target */
92 if (t_ptr == m_ptr) continue;
94 if (!monster_is_valid(t_ptr)) continue;
98 /* Hack -- only fight away from player */
99 if (target_ptr->pet_follow_distance < 0)
101 /* No fighting near player */
102 if (t_ptr->cdis <= (0 - target_ptr->pet_follow_distance))
107 /* Hack -- no fighting away from player */
108 else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > target_ptr->pet_follow_distance))
113 if (r_ptr->aaf < t_ptr->cdis) continue;
116 /* Monster must be 'an enemy' */
117 if (!are_enemies(m_ptr, t_ptr)) continue;
119 /* Monster must be projectable if we can't pass through walls */
120 if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) ||
121 ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding)))
123 if (!in_disintegration_range(floor_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
127 if (!projectable(target_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
130 /* 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))
205 * @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 /
206 * Returns whether a given monster will try to run from the player.
207 * @param m_idx 逃走するモンスターの参照ID
208 * @return モンスターがプレイヤーから逃走するならばTRUEを返す。
210 * Monsters will attempt to avoid very powerful players. See below.\n
212 * Because this function is called so often, little details are important\n
213 * for efficiency. Like not using "mod" or "div" when possible. And\n
214 * attempting to check the conditions in an optimal order. Note that\n
215 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
217 * Note that this function is responsible for about one to five percent\n
218 * of the processor use in normal conditions...\n
220 static bool mon_will_run(player_type *target_ptr, MONSTER_IDX m_idx)
222 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
226 monster_race *r_ptr = &r_info[m_ptr->r_idx];
230 HIT_POINT p_chp, p_mhp;
231 HIT_POINT m_chp, m_mhp;
236 /* Friends can be commanded to avoid the player */
239 /* Are we trying to avoid the player? */
240 return ((target_ptr->pet_follow_distance < 0) &&
241 (m_ptr->cdis <= (0 - target_ptr->pet_follow_distance)));
244 /* Keep monsters from running too far away */
245 if (m_ptr->cdis > MAX_SIGHT + 5) return FALSE;
247 /* All "afraid" monsters will run away */
248 if (MON_MONFEAR(m_ptr)) return TRUE;
252 /* Nearby monsters will not become terrified */
253 if (m_ptr->cdis <= 5) return FALSE;
255 /* Examine player power (level) */
256 p_lev = target_ptr->lev;
258 /* Examine monster power (level plus morale) */
259 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
261 /* Optimize extreme cases below */
262 if (m_lev > p_lev + 4) return FALSE;
263 if (m_lev + 4 <= p_lev) return TRUE;
265 /* Examine player health */
266 p_chp = target_ptr->chp;
267 p_mhp = target_ptr->mhp;
269 /* Examine monster health */
271 m_mhp = m_ptr->maxhp;
273 /* Prepare to optimize the calculation */
274 p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
275 m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
277 /* Strong players scare strong monsters */
278 if (p_val * m_mhp > m_val * p_mhp) return TRUE;
287 * @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 /
288 * Search spell castable grid
289 * @param target_ptr プレーヤーへの参照ポインタ
290 * @param m_idx モンスターの参照ID
291 * @param yp 適したマスのY座標を返す参照ポインタ
292 * @param xp 適したマスのX座標を返す参照ポインタ
293 * @return 有効なマスがあった場合TRUEを返す
295 static bool get_moves_aux2(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
297 floor_type *floor_ptr = target_ptr->current_floor_ptr;
298 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
299 monster_race *r_ptr = &r_info[m_ptr->r_idx];
301 /* Monster location */
302 POSITION y1 = m_ptr->fy;
303 POSITION x1 = m_ptr->fx;
305 /* Monster can already cast spell to player */
306 if (projectable(target_ptr, y1, x1, target_ptr->y, target_ptr->x)) return FALSE;
308 /* Set current grid cost */
309 int now_cost = floor_ptr->grid_array[y1][x1].cost;
310 if (now_cost == 0) now_cost = 999;
312 /* Can monster bash or open doors? */
313 bool can_open_door = FALSE;
314 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
316 can_open_door = TRUE;
319 /* Check nearby grids, diagonals first */
321 for (int i = 7; i >= 0; i--)
325 POSITION y = y1 + ddy_ddd[i];
326 POSITION x = x1 + ddx_ddd[i];
328 /* Ignore locations off of edge */
329 if (!in_bounds2(floor_ptr, y, x)) continue;
331 /* Simply move to player */
332 if (player_bold(target_ptr, y, x)) return FALSE;
335 g_ptr = &floor_ptr->grid_array[y][x];
339 /* Monster cannot kill or pass walls */
340 if (!(((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) || ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding))))
342 if (cost == 0) continue;
343 if (!can_open_door && is_closed_door(g_ptr->feat)) continue;
346 /* Hack -- for kill or pass wall monster.. */
347 if (cost == 0) cost = 998;
349 if (now_cost < cost) continue;
351 if (!projectable(target_ptr, y, x, target_ptr->y, target_ptr->x)) continue;
353 /* Accept louder sounds */
354 if (best < cost) continue;
357 (*yp) = y1 + ddy_ddd[i];
358 (*xp) = x1 + ddx_ddd[i];
361 if (best == 999) return FALSE;
368 * @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 /
369 * Choose the "best" direction for "flowing"
370 * @param m_idx モンスターの参照ID
371 * @param yp 移動先のマスのY座標を返す参照ポインタ
372 * @param xp 移動先のマスのX座標を返す参照ポインタ
373 * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
374 * @return 有効なマスがあった場合TRUEを返す
376 * Note that ghosts and rock-eaters are never allowed to "flow",\n
377 * since they should move directly towards the player.\n
379 * Prefer "non-diagonal" directions, but twiddle them a little\n
380 * to angle slightly towards the player's actual location.\n
382 * Allow very perceptive monsters to track old "spoor" left by\n
383 * previous locations occupied by the player. This will tend\n
384 * to have monsters end up either near the player or on a grid\n
385 * recently occupied by the player (and left via "teleport").\n
387 * Note that if "smell" is turned on, all monsters get vicious.\n
389 * Also note that teleporting away from a location will cause\n
390 * the monsters who were chasing you to converge on that location\n
391 * as long as you are still near enough to "annoy" them without\n
392 * being close enough to chase directly. I have no idea what will\n
393 * happen if you combine "smell" with low "aaf" values.\n
395 static bool get_moves_aux(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
398 floor_type *floor_ptr = target_ptr->current_floor_ptr;
399 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
400 monster_race *r_ptr = &r_info[m_ptr->r_idx];
402 /* Can monster cast attack spell? */
403 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
404 r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
405 r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
407 /* Can move spell castable grid? */
408 if (get_moves_aux2(target_ptr, m_idx, yp, xp)) return TRUE;
411 /* Monster can't flow */
412 if (no_flow) return FALSE;
414 /* Monster can go through rocks */
415 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) return FALSE;
416 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding)) return FALSE;
418 /* Monster location */
419 POSITION y1 = m_ptr->fy;
420 POSITION x1 = m_ptr->fx;
422 /* Hack -- Player can see us, run towards him */
423 if (player_has_los_bold(target_ptr, y1, x1) && projectable(target_ptr, target_ptr->y, target_ptr->x, y1, x1)) return FALSE;
426 g_ptr = &floor_ptr->grid_array[y1][x1];
428 /* If we can hear noises, advance towards them */
430 bool use_scent = FALSE;
436 /* Otherwise, try to follow a scent trail */
437 else if (g_ptr->when)
440 if (floor_ptr->grid_array[target_ptr->y][target_ptr->x].when - g_ptr->when > 127) return FALSE;
446 /* Otherwise, advance blindly */
452 /* Check nearby grids, diagonals first */
453 for (int i = 7; i >= 0; i--)
455 POSITION y = y1 + ddy_ddd[i];
456 POSITION x = x1 + ddx_ddd[i];
458 /* Ignore locations off of edge */
459 if (!in_bounds2(floor_ptr, y, x)) continue;
461 g_ptr = &floor_ptr->grid_array[y][x];
463 /* We're following a scent trail */
466 int when = g_ptr->when;
468 /* Accept younger scent */
469 if (best > when) continue;
473 /* We're using sound */
478 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
480 else cost = g_ptr->cost;
482 /* Accept louder sounds */
483 if ((cost == 0) || (best < cost)) continue;
487 /* Hack -- Save the "twiddled" location */
488 (*yp) = target_ptr->y + 16 * ddy_ddd[i];
489 (*xp) = target_ptr->x + 16 * ddx_ddd[i];
492 if (best == 999 || best == 0) return FALSE;
499 * @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 /
500 * Provide a location to flee to, but give the player a wide berth.
501 * @param m_idx モンスターの参照ID
502 * @param yp 移動先のマスのY座標を返す参照ポインタ
503 * @param xp 移動先のマスのX座標を返す参照ポインタ
504 * @return 有効なマスがあった場合TRUEを返す
506 * A monster may wish to flee to a location that is behind the player,\n
507 * but instead of heading directly for it, the monster should "swerve"\n
508 * around the player so that he has a smaller chance of getting hit.\n
510 static bool get_fear_moves_aux(floor_type *floor_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
512 POSITION gy = 0, gx = 0;
514 /* Monster location */
515 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
516 POSITION fy = m_ptr->fy;
517 POSITION fx = m_ptr->fx;
519 /* Desired destination */
520 POSITION y1 = fy - (*yp);
521 POSITION x1 = fx - (*xp);
523 /* Check nearby grids, diagonals first */
525 for (int i = 7; i >= 0; i--)
528 POSITION y = fy + ddy_ddd[i];
529 POSITION x = fx + ddx_ddd[i];
531 /* Ignore locations off of edge */
532 if (!in_bounds2(floor_ptr, y, x)) continue;
534 /* Calculate distance of this grid from our destination */
535 dis = distance(y, x, y1, x1);
537 /* Score this grid */
538 s = 5000 / (dis + 3) - 500 / (floor_ptr->grid_array[y][x].dist + 1);
540 /* No negative scores */
543 /* Ignore lower scores */
544 if (s < score) continue;
546 /* Save the score and time */
549 /* Save the location */
554 /* No legal move (?) */
555 if (score == -1) return FALSE;
566 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
569 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
570 * offsets of all the locations with a distance of n from a central point,
571 * with an offset of (0,0) indicating no more offsets at this distance.
573 * This is, of course, fairly unreadable, but it eliminates multiple loops
574 * from the previous version.
576 * It is probably better to replace these arrays with code to compute
577 * the relevant arrays, even if the storage is pre-allocated in hard
578 * coded sizes. At the very least, code should be included which is
579 * able to generate and dump these arrays (ala "los()").
581 * Also, the storage needs could be halved by using bytes.
583 * These arrays could be combined into two big arrays, using sub-arrays
584 * to hold the offsets and lengths of each portion of the sub-arrays, and
585 * this could perhaps also be used somehow in the "look" code.
589 static POSITION d_off_y_0[] = { 0 };
590 static POSITION d_off_x_0[] = { 0 };
592 static POSITION d_off_y_1[] = { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
593 static POSITION d_off_x_1[] = { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
595 static POSITION d_off_y_2[] = { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
596 static POSITION d_off_x_2[] = { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
598 static POSITION d_off_y_3[] = { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2, 3, 3, 3, 0 };
599 static POSITION d_off_x_3[] = { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2, -1, 0, 1, 0 };
601 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 };
602 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 };
605 static POSITION d_off_y_5[] =
606 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
607 -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
610 static POSITION d_off_x_5[] =
611 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
612 -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
616 static POSITION d_off_y_6[] =
617 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
618 -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
621 static POSITION d_off_x_6[] =
622 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
623 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
624 -3, 2, 3, -1, 0, 1, 0 };
627 static POSITION d_off_y_7[] =
628 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
629 -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
630 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
632 static POSITION d_off_x_7[] =
633 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
634 -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
635 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
639 static POSITION d_off_y_8[] =
640 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
641 -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
642 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
645 static POSITION d_off_x_8[] =
646 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
647 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
648 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
652 static POSITION d_off_y_9[] =
653 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
654 -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
655 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
656 7, 8, 8, 8, 8, 9, 9, 9, 0 };
658 static POSITION d_off_x_9[] =
659 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
660 -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
661 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
662 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
665 static POSITION *dist_offsets_y[10] =
667 d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
668 d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
671 static POSITION *dist_offsets_x[10] =
673 d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
674 d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
678 * @brief モンスターが逃げ込める安全な地点を返す /
679 * Choose a "safe" location near a monster for it to run toward.
680 * @param target_ptr プレーヤーへの参照ポインタ
681 * @param m_idx モンスターの参照ID
682 * @param yp 移動先のマスのY座標を返す参照ポインタ
683 * @param xp 移動先のマスのX座標を返す参照ポインタ
684 * @return 有効なマスがあった場合TRUEを返す
686 * A location is "safe" if it can be reached quickly and the player\n
687 * is not able to fire into it (it isn't a "clean shot"). So, this will\n
688 * cause monsters to "duck" behind walls. Hopefully, monsters will also\n
689 * try to run towards corridor openings if they are in a room.\n
691 * This function may take lots of CPU time if lots of monsters are\n
694 * Return TRUE if a safe location is available.\n
696 static bool find_safety(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
698 floor_type *floor_ptr = target_ptr->current_floor_ptr;
699 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
701 POSITION fy = m_ptr->fy;
702 POSITION fx = m_ptr->fx;
704 POSITION gy = 0, gx = 0, gdis = 0;
706 /* Start with adjacent locations, spread further */
707 for (POSITION d = 1; d < 10; d++)
709 /* Get the lists of points with a distance d from (fx, fy) */
711 y_offsets = dist_offsets_y[d];
714 x_offsets = dist_offsets_x[d];
716 /* Check the locations */
717 for (POSITION i = 0, dx = x_offsets[0], dy = y_offsets[0];
719 i++, dx = x_offsets[i], dy = y_offsets[i])
721 POSITION y = fy + dy;
722 POSITION x = fx + dx;
724 /* Skip illegal locations */
725 if (!in_bounds(floor_ptr, y, x)) continue;
728 g_ptr = &floor_ptr->grid_array[y][x];
730 /* Skip locations in a wall */
731 if (!monster_can_cross_terrain(g_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == target_ptr->riding) ? CEM_RIDING : 0)) continue;
733 /* Check for "availability" (if monsters can flow) */
734 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
736 /* Ignore grids very far from the player */
737 if (g_ptr->dist == 0) continue;
739 /* Ignore too-distant grids */
740 if (g_ptr->dist > floor_ptr->grid_array[fy][fx].dist + 2 * d) continue;
743 /* Check for absence of shot (more or less) */
744 if (projectable(target_ptr, target_ptr->y, target_ptr->x, y, x)) continue;
746 /* Calculate distance from player */
747 POSITION dis = distance(y, x, target_ptr->y, target_ptr->x);
749 /* Remember if further than previous */
750 if (dis <= gdis) continue;
757 /* Check for success */
758 if (gdis <= 0) continue;
772 * @brief モンスターが隠れ潜める地点を返す /
773 * Choose a good hiding place near a monster for it to run toward.
774 * @param target_ptr プレーヤーへの参照ポインタ
775 * @param m_idx モンスターの参照ID
776 * @param yp 移動先のマスのY座標を返す参照ポインタ
777 * @param xp 移動先のマスのX座標を返す参照ポインタ
778 * @return 有効なマスがあった場合TRUEを返す
780 * Pack monsters will use this to "ambush" the player and lure him out\n
781 * of corridors into open space so they can swarm him.\n
783 * Return TRUE if a good location is available.\n
785 static bool find_hiding(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
787 floor_type *floor_ptr = target_ptr->current_floor_ptr;
788 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
789 monster_race *r_ptr = &r_info[m_ptr->r_idx];
791 POSITION fy = m_ptr->fy;
792 POSITION fx = m_ptr->fx;
794 POSITION gy = 0, gx = 0, gdis = 999;
796 /* Start with adjacent locations, spread further */
797 for (POSITION d = 1; d < 10; d++)
799 /* Get the lists of points with a distance d from (fx, fy) */
801 y_offsets = dist_offsets_y[d];
804 x_offsets = dist_offsets_x[d];
806 /* Check the locations */
807 for (POSITION i = 0, dx = x_offsets[0], dy = y_offsets[0];
809 i++, dx = x_offsets[i], dy = y_offsets[i])
811 POSITION y = fy + dy;
812 POSITION x = fx + dx;
814 /* Skip illegal locations */
815 if (!in_bounds(floor_ptr, y, x)) continue;
817 /* Skip occupied locations */
818 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
820 /* Check for hidden, available grid */
821 if (projectable(target_ptr, target_ptr->y, target_ptr->x, y, x) && clean_shot(target_ptr, fy, fx, y, x, FALSE))
824 /* Calculate distance from player */
825 POSITION dis = distance(y, x, target_ptr->y, target_ptr->x);
827 /* Remember if closer than previous */
828 if (dis < gdis && dis >= 2)
836 if (gdis >= 999) continue;
849 * @brief モンスターの移動方向を返す /
850 * Choose "logical" directions for monster movement
851 * @param target_ptr プレーヤーへの参照ポインタ
852 * @param m_idx モンスターの参照ID
853 * @param mm 移動方向を返す方向IDの参照ポインタ
854 * @return 有効方向があった場合TRUEを返す
856 static bool get_moves(player_type *target_ptr, MONSTER_IDX m_idx, DIRECTION *mm)
858 floor_type *floor_ptr = target_ptr->current_floor_ptr;
859 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
860 monster_race *r_ptr = &r_info[m_ptr->r_idx];
861 POSITION y = 0, ay, x = 0, ax;
863 POSITION y2 = target_ptr->y;
864 POSITION x2 = target_ptr->x;
866 bool will_run = mon_will_run(target_ptr, m_idx);
868 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].cost > 2));
869 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall));
871 /* Counter attack to an enemy monster */
872 if (!will_run && m_ptr->target_y)
874 int t_m_idx = floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
876 /* The monster must be an enemy, and in LOS */
878 are_enemies(m_ptr, &floor_ptr->m_list[t_m_idx]) &&
879 los(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
880 projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
882 /* Extract the "pseudo-direction" */
883 y = m_ptr->fy - m_ptr->target_y;
884 x = m_ptr->fx - m_ptr->target_x;
889 if (!done && !will_run && is_hostile(m_ptr) &&
890 (r_ptr->flags1 & RF1_FRIENDS) &&
891 ((los(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x) && projectable(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x)) ||
892 (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
895 * Animal packs try to get the player out of corridors
896 * (...unless they can move through walls -- TY)
898 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
899 !(r_ptr->flags2 & RF2_KILL_WALL))
903 /* Count room grids next to player */
904 for (i = 0; i < 8; i++)
906 int xx = target_ptr->x + ddx_ddd[i];
907 int yy = target_ptr->y + ddy_ddd[i];
909 if (!in_bounds2(floor_ptr, yy, xx)) continue;
911 g_ptr = &floor_ptr->grid_array[yy][xx];
914 if (monster_can_cross_terrain(g_ptr->feat, r_ptr, 0))
916 /* One more room grid */
920 if (floor_ptr->grid_array[target_ptr->y][target_ptr->x].info & CAVE_ROOM) room -= 2;
921 if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
923 /* Not in a room and strong player */
924 if (room < (8 * (target_ptr->chp + target_ptr->csp)) /
925 (target_ptr->mhp + target_ptr->msp))
927 /* Find hiding place */
928 if (find_hiding(target_ptr, m_idx, &y, &x)) done = TRUE;
932 /* Monster groups try to surround the player */
933 if (!done && (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < 3))
937 /* Find an empty square near the player to fill */
938 for (i = 0; i < 8; i++)
940 /* Pick squares near player (semi-randomly) */
941 y2 = target_ptr->y + ddy_ddd[(m_idx + i) & 7];
942 x2 = target_ptr->x + ddx_ddd[(m_idx + i) & 7];
945 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
947 /* Attack the player */
954 if (!in_bounds2(floor_ptr, y2, x2)) continue;
956 /* Ignore filled grids */
957 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
959 /* Try to fill this hole */
963 /* Extract the new "pseudo-direction" */
973 /* Flow towards the player */
974 (void)get_moves_aux(target_ptr, m_idx, &y2, &x2, no_flow);
976 /* Extract the "pseudo-direction" */
983 /* Apply fear if possible and necessary */
984 if (is_pet(m_ptr) && will_run)
986 /* XXX XXX Not very "smart" */
991 if (!done && will_run)
996 /* Try to find safe place */
997 if (find_safety(target_ptr, m_idx, &y, &x))
999 /* Attempt to avoid the player */
1002 /* Adjust movement */
1003 if (get_fear_moves_aux(target_ptr->current_floor_ptr, m_idx, &y, &x)) done = TRUE;
1009 /* This is not a very "smart" method XXX XXX */
1017 /* Check for no move */
1018 if (!x && !y) return FALSE;
1021 /* Extract the "absolute distances" */
1025 /* Do something weird */
1026 if (y < 0) move_val += 8;
1027 if (x > 0) move_val += 4;
1029 /* Prevent the diamond maneuvre */
1030 if (ay > (ax << 1)) move_val += 2;
1031 else if (ax > (ay << 1)) move_val++;
1033 /* Extract some directions */
1178 /* Wants to move... */
1183 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
1185 return !have_flag(f_ptr->flags, FF_GLASS) ||
1186 (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
1187 (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
1192 * @brief モンスター単体の1ターン行動処理メインルーチン /
1194 * @param target_ptr プレーヤーへの参照ポインタ
1195 * @param m_idx 行動モンスターの参照ID
1198 * The monster is known to be within 100 grids of the player\n
1200 * In several cases, we directly update the monster lore\n
1202 * Note that a monster is only allowed to "reproduce" if there\n
1203 * are a limited number of "reproducing" monsters on the current\n
1204 * level. This should prevent the level from being "swamped" by\n
1205 * reproducing monsters. It also allows a large mass of mice to\n
1206 * prevent a louse from multiplying, but this is a small price to\n
1207 * pay for a simple multiplication method.\n
1209 * XXX Monster fear is slightly odd, in particular, monsters will\n
1210 * fixate on opening a door even if they cannot open it. Actually,\n
1211 * the same thing happens to normal monsters when they hit a door\n
1213 * In addition, monsters which *cannot* open or bash\n
1214 * down a door will still stand there trying to open it...\n
1216 * XXX Technically, need to check for monster in the way\n
1217 * combined with that monster being in a wall (or door?)\n
1219 * A "direction" of "5" means "pick a random direction".\n
1221 void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
1223 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1224 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1225 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
1228 POSITION oy, ox, ny, nx;
1233 feature_type *f_ptr;
1235 monster_type *y_ptr;
1240 bool must_alter_to_move;
1249 bool gets_angry = FALSE;
1254 bool is_riding_mon = (m_idx == target_ptr->riding);
1255 bool see_m = is_seen(m_ptr);
1257 if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
1259 if (rakuba(target_ptr, 0, TRUE))
1262 msg_print("地面に落とされた。");
1264 GAME_TEXT m_name[MAX_NLEN];
1265 monster_desc(m_name, &target_ptr->current_floor_ptr->m_list[target_ptr->riding], 0);
1266 msg_format("You have fallen from %s.", m_name);
1271 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
1273 choose_new_monster(target_ptr, m_idx, FALSE, 0);
1274 r_ptr = &r_info[m_ptr->r_idx];
1277 /* Players hidden in shadow are almost imperceptable. -LM- */
1278 if (target_ptr->special_defense & NINJA_S_STEALTH)
1280 int tmp = target_ptr->lev * 6 + (target_ptr->skill_stl + 10) * 4;
1281 if (target_ptr->monlite) tmp /= 3;
1282 if (target_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1283 if (r_ptr->level > (target_ptr->lev * target_ptr->lev / 20 + 10)) tmp /= 3;
1284 /* Low-level monsters will find it difficult to locate the player. */
1285 if (randint0(tmp) > (r_ptr->level + 20)) aware = FALSE;
1288 /* Are there its parent? */
1289 if (m_ptr->parent_m_idx && !target_ptr->current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
1291 /* Its parent have gone, it also goes away. */
1295 GAME_TEXT m_name[MAX_NLEN];
1296 monster_desc(m_name, m_ptr, 0);
1297 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
1300 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1302 GAME_TEXT m_name[MAX_NLEN];
1303 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1304 exe_write_diary(target_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
1307 delete_monster_idx(m_idx);
1312 /* Quantum monsters are odd */
1313 if (r_ptr->flags2 & (RF2_QUANTUM))
1315 /* Sometimes skip move */
1316 if (!randint0(2)) return;
1319 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
1323 if (is_pet(m_ptr) && !(m_ptr->ml)) sad = TRUE;
1327 GAME_TEXT m_name[MAX_NLEN];
1328 monster_desc(m_name, m_ptr, 0);
1330 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
1333 /* Generate treasure, etc */
1334 monster_death(target_ptr, m_idx, FALSE);
1336 delete_monster_idx(m_idx);
1339 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
1346 if (m_ptr->r_idx == MON_SHURYUUDAN)
1348 mon_take_hit_mon(target_ptr, m_idx, 1, &dead, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
1352 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !target_ptr->phase_out)
1354 static int riding_pinch = 0;
1356 if (m_ptr->hp < m_ptr->maxhp / 3)
1358 GAME_TEXT m_name[MAX_NLEN];
1359 monster_desc(m_name, m_ptr, 0);
1361 if (is_riding_mon && riding_pinch < 2)
1363 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。",
1364 "%^s seems to be in so much pain and trying to escape from your restriction."), m_name);
1366 disturb(target_ptr, TRUE, TRUE);
1372 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);
1373 if (rakuba(target_ptr, -1, FALSE))
1375 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
1381 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) &&
1382 player_has_los_bold(target_ptr, m_ptr->fy, m_ptr->fx) && projectable(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x))
1384 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);
1386 msg_format(_("%^sがテレポート・レベルの巻物を読んだ。", "%^s reads a scroll of teleport level."), m_name);
1387 msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
1390 if (is_riding_mon && rakuba(target_ptr, -1, FALSE))
1392 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
1395 check_quest_completion(target_ptr, m_ptr);
1396 delete_monster_idx(m_idx);
1402 /* Reset the counter */
1403 if (is_riding_mon) riding_pinch = 0;
1407 /* Handle "sleep" */
1408 if (MON_CSLEEP(m_ptr))
1410 /* Handle non-aggravation - Still sleeping */
1411 if (!(target_ptr->cursed & TRC_AGGRAVATE)) return;
1413 (void)set_monster_csleep(target_ptr, m_idx, 0);
1415 /* Notice the "waking up" */
1418 GAME_TEXT m_name[MAX_NLEN];
1419 monster_desc(m_name, m_ptr, 0);
1420 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1423 /* Hack -- Count the wakings */
1424 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
1431 if (MON_STUNNED(m_ptr))
1433 /* Sometimes skip move */
1434 if (one_in_(2)) return;
1439 target_ptr->update |= (PU_BONUS);
1442 /* No one wants to be your friend if you're aggravating */
1443 if (is_friendly(m_ptr) && (target_ptr->cursed & TRC_AGGRAVATE))
1446 /* Paranoia... no pet uniques outside wizard mode -- TY */
1447 if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
1448 monster_has_hostile_align(NULL, 10, -10, r_ptr)) || (r_ptr->flagsr & RFR_RES_ALL)))
1453 if (target_ptr->phase_out) gets_angry = FALSE;
1457 if (is_pet(m_ptr) || see_m)
1459 GAME_TEXT m_name[MAX_NLEN];
1460 monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
1461 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
1467 /* Get the origin */
1471 /* Attempt to "multiply" if able and allowed */
1472 if ((r_ptr->flags2 & RF2_MULTIPLY) && (target_ptr->current_floor_ptr->num_repro < MAX_REPRO))
1477 /* Count the adjacent monsters */
1478 for (k = 0, y = oy - 1; y <= oy + 1; y++)
1480 for (x = ox - 1; x <= ox + 1; x++)
1482 /* Ignore locations off of edge */
1483 if (!in_bounds2(target_ptr->current_floor_ptr, y, x)) continue;
1484 if (target_ptr->current_floor_ptr->grid_array[y][x].m_idx) k++;
1488 if (multiply_barrier(target_ptr, m_idx)) k = 8;
1490 /* Hack -- multiply slower in crowded areas */
1491 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
1493 /* Try to multiply */
1494 if (multiply_monster(target_ptr, m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
1496 /* Take note if visible */
1497 if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
1499 r_ptr->r_flags2 |= (RF2_MULTIPLY);
1502 /* Multiplying takes energy */
1508 if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
1510 /* Hack -- Ohmu scatters molds! */
1511 if (m_ptr->r_idx == MON_OHMU)
1513 if (!target_ptr->current_floor_ptr->inside_arena && !target_ptr->phase_out)
1515 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
1518 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1519 BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
1521 for (k = 0; k < A_MAX; k++)
1523 if (summon_specific(target_ptr, m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
1525 if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml) count++;
1529 if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
1535 if (!target_ptr->phase_out)
1537 /* Hack! "Cyber" monster makes noise... */
1538 if (m_ptr->ap_r_idx == MON_CYBER &&
1539 one_in_(CYBERNOISE) &&
1540 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
1542 if (disturb_minor) disturb(target_ptr, FALSE, FALSE);
1543 msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
1546 /* Some monsters can speak */
1547 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
1548 one_in_(SPEAK_CHANCE) &&
1549 player_has_los_bold(target_ptr, oy, ox) &&
1550 projectable(target_ptr, oy, ox, target_ptr->y, target_ptr->x))
1552 GAME_TEXT m_name[MAX_NLEN];
1553 char monmessage[1024];
1556 /* Acquire the monster name/poss */
1558 monster_desc(m_name, m_ptr, 0);
1560 strcpy(m_name, _("それ", "It"));
1562 /* Select the file for monster quotes */
1563 if (MON_MONFEAR(m_ptr))
1564 filename = _("monfear_j.txt", "monfear.txt");
1565 else if (is_pet(m_ptr))
1566 filename = _("monpet_j.txt", "monpet.txt");
1567 else if (is_friendly(m_ptr))
1568 filename = _("monfrien_j.txt", "monfrien.txt");
1570 filename = _("monspeak_j.txt", "monspeak.txt");
1571 /* Get the monster line */
1572 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
1575 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
1580 /* Try to cast spell occasionally */
1581 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
1583 bool counterattack = FALSE;
1585 /* Give priority to counter attack? */
1586 if (m_ptr->target_y)
1588 MONSTER_IDX t_m_idx = target_ptr->current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
1590 /* The monster must be an enemy, and projectable */
1591 if (t_m_idx && are_enemies(m_ptr, &target_ptr->current_floor_ptr->m_list[t_m_idx]) &&
1592 projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1594 counterattack = TRUE;
1600 /* Attempt to cast a spell */
1601 if (aware && make_attack_spell(m_idx, target_ptr)) return;
1604 * Attempt to cast a spell at an enemy other than the player
1605 * (may slow the game a smidgeon, but I haven't noticed.)
1607 if (monst_spell_monst(target_ptr, m_idx)) return;
1611 /* Attempt to do counter attack at first */
1612 if (monst_spell_monst(target_ptr, m_idx)) return;
1614 if (aware && make_attack_spell(m_idx, target_ptr)) return;
1618 /* Hack -- Assume no movement */
1619 mm[0] = mm[1] = mm[2] = mm[3] = 0;
1620 mm[4] = mm[5] = mm[6] = mm[7] = 0;
1623 /* Confused -- 100% random */
1624 if (MON_CONFUSED(m_ptr) || !aware)
1626 /* Try four "random" directions */
1627 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1630 /* 75% random movement */
1631 else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
1632 (randint0(100) < 75))
1634 /* Memorize flags */
1635 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
1637 /* Try four "random" directions */
1638 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1641 /* 50% random movement */
1642 else if ((r_ptr->flags1 & RF1_RAND_50) &&
1643 (randint0(100) < 50))
1645 /* Memorize flags */
1646 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
1648 /* Try four "random" directions */
1649 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1652 /* 25% random movement */
1653 else if ((r_ptr->flags1 & RF1_RAND_25) &&
1654 (randint0(100) < 25))
1656 /* Memorize flags */
1657 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
1659 /* Try four "random" directions */
1660 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1663 /* Can't reach player - find something else to hit */
1664 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
1666 /* Try four "random" directions */
1667 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1670 /* Pets will follow the player */
1671 else if (is_pet(m_ptr))
1673 /* Are we trying to avoid the player? */
1674 bool avoid = ((target_ptr->pet_follow_distance < 0) && (m_ptr->cdis <= (0 - target_ptr->pet_follow_distance)));
1676 /* Do we want to find the player? */
1677 bool lonely = (!avoid && (m_ptr->cdis > target_ptr->pet_follow_distance));
1679 /* Should we find the player if we can't find a monster? */
1680 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
1682 /* by default, move randomly */
1683 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1685 /* Look for an enemy */
1686 if (!get_enemy_dir(target_ptr, m_idx, mm))
1688 /* Find the player if necessary */
1689 if (avoid || lonely || distant)
1691 /* Remember the leash length */
1692 POSITION dis = target_ptr->pet_follow_distance;
1694 /* Hack -- adjust follow distance temporarily */
1695 if (target_ptr->pet_follow_distance > PET_SEEK_DIST)
1697 target_ptr->pet_follow_distance = PET_SEEK_DIST;
1700 /* Find the player */
1701 (void)get_moves(target_ptr, m_idx, mm);
1703 /* Restore the leash */
1704 target_ptr->pet_follow_distance = (s16b)dis;
1709 /* Friendly monster movement */
1710 else if (!is_hostile(m_ptr))
1712 /* by default, move randomly */
1713 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1715 /* Look for an enemy */
1716 get_enemy_dir(target_ptr, m_idx, mm);
1718 /* Normal movement */
1721 /* Logical moves, may do nothing */
1722 if (!get_moves(target_ptr, m_idx, mm)) return;
1725 /* Assume nothing */
1729 must_alter_to_move = FALSE;
1731 /* Assume nothing */
1732 did_open_door = FALSE;
1733 did_bash_door = FALSE;
1734 did_take_item = FALSE;
1735 did_kill_item = FALSE;
1736 did_move_body = FALSE;
1737 did_pass_wall = FALSE;
1738 did_kill_wall = FALSE;
1740 /* Take a zero-terminated array of "directions" */
1741 for (i = 0; mm[i]; i++)
1743 /* Get the direction */
1746 /* Hack -- allow "randomized" motion */
1747 if (d == 5) d = ddd[randint0(8)];
1749 /* Get the destination */
1753 /* Ignore locations off of edge */
1754 if (!in_bounds2(target_ptr->current_floor_ptr, ny, nx)) continue;
1756 /* Access that grid */
1757 g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
1758 f_ptr = &f_info[g_ptr->feat];
1759 can_cross = monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
1761 /* Access that grid's contents */
1762 y_ptr = &target_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
1764 /* Hack -- player 'in' wall */
1765 if (player_bold(target_ptr, ny, nx))
1770 /* Possibly a monster to attack */
1771 else if (g_ptr->m_idx)
1776 /* Monster destroys walls (and doors) */
1777 else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
1778 (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
1779 have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
1780 check_hp_for_feat_destruction(f_ptr, m_ptr))
1782 /* Eat through walls/doors/rubble */
1784 if (!can_cross) must_alter_to_move = TRUE;
1786 /* Monster destroyed a wall (later) */
1787 did_kill_wall = TRUE;
1790 /* Floor is open? */
1793 /* Go ahead and move */
1796 /* Monster moves through walls (and doors) */
1797 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || target_ptr->pass_wall) &&
1798 have_flag(f_ptr->flags, FF_CAN_PASS))
1800 /* Monster went through a wall */
1801 did_pass_wall = TRUE;
1805 /* Handle doors and secret doors */
1806 else if (is_closed_door(g_ptr->feat))
1808 bool may_bash = TRUE;
1810 /* Assume no move allowed */
1813 /* Creature can open doors. */
1814 if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
1815 (!is_pet(m_ptr) || (target_ptr->pet_extra_flags & PF_OPEN_DOORS)))
1820 /* The door is open */
1821 did_open_door = TRUE;
1823 /* Do not bash the door */
1829 /* Locked doors (not jammed) */
1832 /* Try to unlock it */
1833 if (randint0(m_ptr->hp / 10) > f_ptr->power)
1835 /* Unlock the door */
1836 cave_alter_feat(target_ptr, ny, nx, FF_DISARM);
1838 /* Do not bash the door */
1846 /* Stuck doors -- attempt to bash them down if allowed */
1847 if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
1848 (!is_pet(m_ptr) || (target_ptr->pet_extra_flags & PF_OPEN_DOORS)))
1850 /* Attempt to Bash */
1851 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
1853 if (have_flag(f_ptr->flags, FF_GLASS))
1854 msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
1856 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
1858 /* Disturb (sometimes) */
1859 if (disturb_minor) disturb(target_ptr, FALSE, FALSE);
1861 /* The door was bashed open */
1862 did_bash_door = TRUE;
1864 /* Hack -- fall into doorway */
1866 must_alter_to_move = TRUE;
1871 /* Deal with doors in the way */
1872 if (did_open_door || did_bash_door)
1874 /* Break down the door */
1875 if (did_bash_door && ((randint0(100) < 50) || (feat_state(g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
1877 cave_alter_feat(target_ptr, ny, nx, FF_BASH);
1879 if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */
1881 target_ptr->update |= (PU_FLOW);
1882 target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1883 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
1892 cave_alter_feat(target_ptr, ny, nx, FF_OPEN);
1895 f_ptr = &f_info[g_ptr->feat];
1897 /* Handle viewable doors */
1902 /* Hack -- check for Glyph of Warding */
1903 if (do_move && is_glyph_grid(g_ptr) &&
1904 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(target_ptr, ny, nx)))
1906 /* Assume no move allowed */
1909 /* Break the ward */
1910 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
1912 /* Describe observable breakage */
1913 if (g_ptr->info & CAVE_MARK)
1915 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
1918 /* Forget the rune */
1919 g_ptr->info &= ~(CAVE_MARK);
1921 /* Break the rune */
1922 g_ptr->info &= ~(CAVE_OBJECT);
1925 /* Allow movement */
1931 else if (do_move && is_explosive_rune_grid(g_ptr) &&
1932 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(target_ptr, ny, nx)))
1934 /* Assume no move allowed */
1937 /* Break the ward */
1940 /* Break the ward */
1941 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
1943 /* Describe observable breakage */
1944 if (g_ptr->info & CAVE_MARK)
1946 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
1947 project(target_ptr, 0, 2, ny, nx, 2 * (target_ptr->lev + damroll(7, 7)), GF_MANA, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1952 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
1955 /* Forget the rune */
1956 g_ptr->info &= ~(CAVE_MARK);
1958 /* Break the rune */
1959 g_ptr->info &= ~(CAVE_OBJECT);
1965 if (!monster_is_valid(m_ptr)) return;
1966 /* Allow movement */
1971 /* The player is in the way */
1972 if (do_move && player_bold(target_ptr, ny, nx))
1974 /* Some monsters never attack */
1975 if (r_ptr->flags1 & RF1_NEVER_BLOW)
1977 /* Hack -- memorize lack of attacks */
1978 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
1984 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
1985 if (do_move && (d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
1987 if (!MON_CONFUSED(m_ptr))
1989 if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
1992 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
1997 /* The player is in the way. Attack him. */
2000 if (!target_ptr->riding || one_in_(2))
2003 (void)make_attack_normal(target_ptr, m_idx);
2014 /* A monster is in the way */
2015 if (do_move && g_ptr->m_idx)
2017 monster_race *z_ptr = &r_info[y_ptr->r_idx];
2019 /* Assume no movement */
2022 /* Attack 'enemies' */
2023 if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
2024 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
2025 can_cross && (g_ptr->m_idx != target_ptr->riding)) ||
2026 are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
2028 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2030 if (r_ptr->flags2 & RF2_KILL_BODY)
2032 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2036 if (y_ptr->r_idx && (y_ptr->hp >= 0))
2038 if (monst_attack_monst(target_ptr, m_idx, g_ptr->m_idx)) return;
2040 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2041 else if (d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
2043 if (MON_CONFUSED(m_ptr)) return;
2044 else if (r_ptr->flags2 & RF2_STUPID)
2046 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2054 /* Push past weaker monsters (unless leaving a wall) */
2055 else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
2056 (r_ptr->mexp > z_ptr->mexp) &&
2057 can_cross && (g_ptr->m_idx != target_ptr->riding) &&
2058 monster_can_cross_terrain(target_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
2060 /* Allow movement */
2063 /* Monster pushed past another monster */
2064 did_move_body = TRUE;
2066 /* Wake up the moved monster */
2067 (void)set_monster_csleep(target_ptr, g_ptr->m_idx, 0);
2075 if (!target_ptr->riding_ryoute && !MON_MONFEAR(&target_ptr->current_floor_ptr->m_list[target_ptr->riding])) do_move = FALSE;
2078 if (did_kill_wall && do_move)
2080 if (one_in_(GRINDNOISE))
2082 if (have_flag(f_ptr->flags, FF_GLASS))
2083 msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
2085 msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
2088 cave_alter_feat(target_ptr, ny, nx, FF_HURT_DISI);
2090 if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */
2092 target_ptr->update |= (PU_FLOW);
2093 target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2094 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
2099 f_ptr = &f_info[g_ptr->feat];
2101 /* Note changes to viewable region */
2106 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
2108 if (!monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
2110 /* Assume no move allowed */
2116 * Check if monster can cross terrain
2117 * This is checked after the normal attacks
2118 * to allow monsters to attack an enemy,
2119 * even if it can't enter the terrain.
2121 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
2123 /* Assume no move allowed */
2127 /* Some monsters never move */
2128 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
2130 /* Hack -- memorize lack of moves */
2131 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
2137 /* Creature has been allowed move */
2146 if (have_flag(f_ptr->flags, FF_TREE))
2148 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
2150 m_ptr->energy_need += ENERGY_NEED();
2156 /* Hack -- Update the old location */
2157 target_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
2159 /* Mega-Hack -- move the old monster, if any */
2162 /* Move the old monster */
2166 /* Update the old monster */
2167 update_monster(target_ptr, g_ptr->m_idx, TRUE);
2170 /* Hack -- Update the new location */
2171 g_ptr->m_idx = m_idx;
2173 /* Move the monster */
2176 update_monster(target_ptr, m_idx, TRUE);
2183 /* sound(SOUND_WALK); */
2184 if (!move_player_effect(target_ptr, ny, nx, MPE_DONT_PICKUP)) break;
2187 /* Possible disturb */
2190 (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(target_ptr, target_ptr->y, target_ptr->x, m_ptr->fy, m_ptr->fx)) ||
2191 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= target_ptr->lev)))
2193 if (is_hostile(m_ptr))
2194 disturb(target_ptr, FALSE, TRUE);
2197 /* Take or Kill objects on the floor */
2198 bool is_takable_or_killable = g_ptr->o_idx > 0;
2199 is_takable_or_killable &= (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM));
2200 is_takable_or_killable &= !is_pet(m_ptr) || ((target_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM));
2201 if (!is_takable_or_killable)
2207 OBJECT_IDX this_o_idx, next_o_idx;
2208 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
2210 /* Scan all objects in the grid */
2211 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
2213 BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
2214 GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
2215 object_type *o_ptr = &target_ptr->current_floor_ptr->o_list[this_o_idx];
2216 next_o_idx = o_ptr->next_o_idx;
2221 if (o_ptr->tval == TV_GOLD) continue;
2224 * Skip "real" corpses and statues, to avoid extreme
2225 * silliness like a novice rogue pockets full of statues
2228 if ((o_ptr->tval == TV_CORPSE) ||
2229 (o_ptr->tval == TV_STATUE)) continue;
2232 /* Extract some flags */
2233 object_flags(o_ptr, flgs);
2235 /* Acquire the object name */
2236 object_desc(o_name, o_ptr, 0);
2237 monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
2239 /* React to objects that hurt the monster */
2240 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
2241 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
2242 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
2243 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
2244 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
2245 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
2246 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
2247 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
2248 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
2249 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
2250 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
2251 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
2252 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
2253 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
2254 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
2255 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
2256 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
2257 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
2258 if (have_flag(flgs, TR_BRAND_ACID)) flgr |= (RFR_IM_ACID);
2259 if (have_flag(flgs, TR_BRAND_ELEC)) flgr |= (RFR_IM_ELEC);
2260 if (have_flag(flgs, TR_BRAND_FIRE)) flgr |= (RFR_IM_FIRE);
2261 if (have_flag(flgs, TR_BRAND_COLD)) flgr |= (RFR_IM_COLD);
2262 if (have_flag(flgs, TR_BRAND_POIS)) flgr |= (RFR_IM_POIS);
2264 /* The object cannot be picked up by the monster */
2265 if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
2266 ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
2268 /* Only give a message for "take_item" */
2269 if (do_take && (r_ptr->flags2 & RF2_STUPID))
2271 did_take_item = TRUE;
2273 /* Describe observable situations */
2274 if (m_ptr->ml && player_can_see_bold(target_ptr, ny, nx))
2276 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);
2281 /* Pick up the item */
2284 did_take_item = TRUE;
2286 /* Describe observable situations */
2287 if (player_can_see_bold(target_ptr, ny, nx))
2289 msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
2292 /* Excise the object */
2293 excise_object_idx(target_ptr->current_floor_ptr, this_o_idx);
2296 o_ptr->marked &= OM_TOUCHED;
2298 /* Forget location */
2299 o_ptr->iy = o_ptr->ix = 0;
2301 /* Memorize monster */
2302 o_ptr->held_m_idx = m_idx;
2305 o_ptr->next_o_idx = m_ptr->hold_o_idx;
2308 m_ptr->hold_o_idx = this_o_idx;
2311 /* Destroy the item if not a pet */
2312 else if (!is_pet(m_ptr))
2314 did_kill_item = TRUE;
2316 /* Describe observable situations */
2317 if (player_has_los_bold(target_ptr, ny, nx))
2319 msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
2322 delete_object_idx(target_ptr->current_floor_ptr, this_o_idx);
2330 * Forward movements failed, but now received LOS attack!
2331 * Try to flow by smell.
2333 if (target_ptr->no_flowed && i > 2 && m_ptr->target_y)
2334 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
2336 /* If we haven't done anything, try casting a spell again */
2337 if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
2339 /* Try to cast spell again */
2340 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2342 if (make_attack_spell(m_idx, target_ptr)) return;
2346 /* Notice changes in view */
2349 target_ptr->update |= (PU_FLOW);
2350 target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2353 /* Notice changes in view */
2354 if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
2355 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !target_ptr->phase_out)))
2357 target_ptr->update |= (PU_MON_LITE);
2360 /* Learn things from observable monster */
2361 if (is_original_ap_and_seen(m_ptr))
2363 /* Monster opened a door */
2364 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
2366 /* Monster bashed a door */
2367 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2369 /* Monster tried to pick something up */
2370 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
2372 /* Monster tried to crush something */
2373 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
2375 /* Monster pushed past another monster */
2376 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
2378 /* Monster passed through a wall */
2379 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
2381 /* Monster destroyed a wall */
2382 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
2385 bool is_battle_determined = !do_turn && !do_move && MON_MONFEAR(m_ptr) && aware;
2386 if (!is_battle_determined) return;
2388 /* No longer afraid */
2389 (void)set_monster_monfear(target_ptr, m_idx, 0);
2391 /* Message if seen */
2394 GAME_TEXT m_name[MAX_NLEN];
2395 monster_desc(m_name, m_ptr, 0);
2396 msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
2399 if (m_ptr->ml) chg_virtue(target_ptr, V_COMPASSION, -1);
2403 * @brief 全モンスターのターン管理メインルーチン /
2404 * Process all the "live" monsters, once per game turn.
2407 * During each game current game turn, we scan through the list of all the "live" monsters,\n
2408 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
2409 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
2411 * Note that monsters can never move in the monster array (except when the\n
2412 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
2414 * This function is responsible for at least half of the processor time\n
2415 * on a normal system with a "normal" amount of monsters and a player doing\n
2418 * When the player is resting, virtually 90% of the processor time is spent\n
2419 * in this function, and its children, "process_monster()" and "make_move()".\n
2421 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
2422 * especially when the player is running.\n
2424 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
2425 * monsters while they are still being "born". A monster is "fresh" only\n
2426 * during the game turn in which it is created, and we use the "hack_m_idx" to\n
2427 * determine if the monster is yet to be processed during the game turn.\n
2429 * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
2430 * move before any "nasty" monsters get to use their spell attacks.\n
2432 * Note that when the "knowledge" about the currently tracked monster\n
2433 * changes (flags, attacks, spells), we induce a redraw of the monster\n
2436 void process_monsters(player_type *target_ptr)
2438 BIT_FLAGS old_r_flags1 = 0L;
2439 BIT_FLAGS old_r_flags2 = 0L;
2440 BIT_FLAGS old_r_flags3 = 0L;
2441 BIT_FLAGS old_r_flags4 = 0L;
2442 BIT_FLAGS old_r_flags5 = 0L;
2443 BIT_FLAGS old_r_flags6 = 0L;
2444 BIT_FLAGS old_r_flagsr = 0L;
2446 byte old_r_blows0 = 0;
2447 byte old_r_blows1 = 0;
2448 byte old_r_blows2 = 0;
2449 byte old_r_blows3 = 0;
2451 /* Clear monster fighting indicator */
2452 floor_type *floor_ptr = target_ptr->current_floor_ptr;
2453 floor_ptr->monster_noise = FALSE;
2455 /* Memorize old race */
2456 MONRACE_IDX old_monster_race_idx = target_ptr->monster_race_idx;
2458 /* Acquire knowledge */
2459 byte old_r_cast_spell = 0;
2460 if (target_ptr->monster_race_idx)
2462 /* Acquire current monster */
2463 monster_race *r_ptr;
2464 r_ptr = &r_info[target_ptr->monster_race_idx];
2466 /* Memorize flags */
2467 old_r_flags1 = r_ptr->r_flags1;
2468 old_r_flags2 = r_ptr->r_flags2;
2469 old_r_flags3 = r_ptr->r_flags3;
2470 old_r_flags4 = r_ptr->r_flags4;
2471 old_r_flags5 = r_ptr->r_flags5;
2472 old_r_flags6 = r_ptr->r_flags6;
2473 old_r_flagsr = r_ptr->r_flagsr;
2475 /* Memorize blows */
2476 old_r_blows0 = r_ptr->r_blows[0];
2477 old_r_blows1 = r_ptr->r_blows[1];
2478 old_r_blows2 = r_ptr->r_blows[2];
2479 old_r_blows3 = r_ptr->r_blows[3];
2481 /* Memorize castings */
2482 old_r_cast_spell = r_ptr->r_cast_spell;
2485 /* Process the monsters (backwards) */
2487 for (MONSTER_IDX i = floor_ptr->m_max - 1; i >= 1; i--)
2489 monster_type *m_ptr;
2490 monster_race *r_ptr;
2491 m_ptr = &floor_ptr->m_list[i];
2492 r_ptr = &r_info[m_ptr->r_idx];
2494 /* Handle "leaving" */
2495 if (target_ptr->leaving) break;
2497 /* Ignore "dead" monsters */
2498 if (!monster_is_valid(m_ptr)) continue;
2500 if (target_ptr->wild_mode) continue;
2503 /* Handle "fresh" monsters */
2504 if (m_ptr->mflag & MFLAG_BORN)
2506 /* No longer "fresh" */
2507 m_ptr->mflag &= ~(MFLAG_BORN);
2513 /* Hack -- Require proximity */
2514 if (m_ptr->cdis >= AAF_LIMIT) continue;
2516 POSITION fx = m_ptr->fx;
2517 POSITION fy = m_ptr->fy;
2519 /* Flow by smell is allowed */
2520 if (!target_ptr->no_flowed)
2522 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
2525 /* Assume no move */
2528 /* Handle "sensing radius" */
2529 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
2531 /* We can "sense" the player */
2535 /* Handle "sight" and "aggravation" */
2536 else if ((m_ptr->cdis <= MAX_SIGHT || target_ptr->phase_out) &&
2537 (player_has_los_bold(target_ptr, fy, fx) || (target_ptr->cursed & TRC_AGGRAVATE)))
2539 /* We can "see" or "feel" the player */
2543 else if (m_ptr->target_y) test = TRUE;
2546 if (!test) continue;
2549 if (target_ptr->riding == i)
2550 speed = target_ptr->pspeed;
2553 speed = m_ptr->mspeed;
2555 /* Monsters move quickly in Nightmare mode */
2556 if (ironman_nightmare) speed += 5;
2558 if (MON_FAST(m_ptr)) speed += 10;
2559 if (MON_SLOW(m_ptr)) speed -= 10;
2562 /* Give this monster some energy */
2563 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
2565 /* Not enough energy to move */
2566 if (m_ptr->energy_need > 0) continue;
2568 /* Use up "some" energy */
2569 m_ptr->energy_need += ENERGY_NEED();
2571 /* Save global index */
2574 /* Process the monster */
2575 process_monster(target_ptr, i);
2577 reset_target(m_ptr);
2579 /* Give up flow_by_smell when it might useless */
2580 if (target_ptr->no_flowed && one_in_(3))
2581 m_ptr->mflag2 |= MFLAG2_NOFLOW;
2583 /* Hack -- notice death or departure */
2584 if (!target_ptr->playing || target_ptr->is_dead) break;
2586 /* Notice leaving */
2587 if (target_ptr->leaving) break;
2590 /* Reset global index */
2594 /* Tracking a monster race (the same one we were before) */
2595 if (!target_ptr->monster_race_idx || (target_ptr->monster_race_idx != old_monster_race_idx))
2598 /* Acquire monster race */
2599 monster_race *r_ptr;
2600 r_ptr = &r_info[target_ptr->monster_race_idx];
2602 /* Check for knowledge change */
2603 if ((old_r_flags1 != r_ptr->r_flags1) ||
2604 (old_r_flags2 != r_ptr->r_flags2) ||
2605 (old_r_flags3 != r_ptr->r_flags3) ||
2606 (old_r_flags4 != r_ptr->r_flags4) ||
2607 (old_r_flags5 != r_ptr->r_flags5) ||
2608 (old_r_flags6 != r_ptr->r_flags6) ||
2609 (old_r_flagsr != r_ptr->r_flagsr) ||
2610 (old_r_blows0 != r_ptr->r_blows[0]) ||
2611 (old_r_blows1 != r_ptr->r_blows[1]) ||
2612 (old_r_blows2 != r_ptr->r_blows[2]) ||
2613 (old_r_blows3 != r_ptr->r_blows[3]) ||
2614 (old_r_cast_spell != r_ptr->r_cast_spell))
2616 target_ptr->window |= (PW_MONSTER);