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Merge branch 'master' into For2.2.2-Refactoring
[hengband/hengband.git] / src / monster-process.c
1 /*!
2  * @file monster-process.c
3  * @brief モンスターの特殊技能と移動処理/ Monster spells and movement
4  * @date 2014/01/17
5  * @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research,\n
8  * and not for profit purposes provided that this copyright and statement\n
9  * are included in all such copies.  Other copyrights may also apply.\n
10  * 2014 Deskull rearranged comment for Doxygen.\n
11  * @details
12  * This file has several additions to it by Keldon Jones (keldon@umr.edu)
13  * to improve the general quality of the AI (version 0.1.1).
14  */
15
16 #include "angband.h"
17 #include "cmd-pet.h"
18 #include "monsterrace-hook.h"
19 #include "melee.h"
20 #include "projection.h"
21 #include "spells-summon.h"
22 #include "quest.h"
23 #include "avatar.h"
24 #include "realm-hex.h"
25 #include "object-hook.h"
26
27
28 /*!
29  * @brief モンスターが敵に接近するための方向を決める /
30  * Calculate the direction to the next enemy
31  * @param m_idx モンスターの参照ID
32  * @param mm 移動するべき方角IDを返す参照ポインタ
33  * @return 方向が確定した場合TRUE、接近する敵がそもそもいない場合FALSEを返す
34  */
35 static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
36 {
37         int i;
38         POSITION x = 0, y = 0;
39         IDX t_idx;
40         int start;
41         int plus = 1;
42
43         monster_type *m_ptr = &m_list[m_idx];
44         monster_race *r_ptr = &r_info[m_ptr->r_idx];
45         monster_type *t_ptr;
46
47         if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
48         {
49                 y = m_list[riding_t_m_idx].fy;
50                 x = m_list[riding_t_m_idx].fx;
51         }
52         else if (is_pet(m_ptr) && pet_t_m_idx)
53         {
54                 y = m_list[pet_t_m_idx].fy;
55                 x = m_list[pet_t_m_idx].fx;
56         }
57         else
58         {
59                 if (p_ptr->inside_battle)
60                 {
61                         start = randint1(m_max-1)+m_max;
62                         if(randint0(2)) plus = -1;
63                 }
64                 else start = m_max + 1;
65
66                 /* Scan thru all monsters */
67                 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
68                 {
69                         IDX dummy = (i % m_max);
70
71                         if (!dummy) continue;
72
73                         t_idx = dummy;
74                         t_ptr = &m_list[t_idx];
75
76                         /* The monster itself isn't a target */
77                         if (t_ptr == m_ptr) continue;
78
79                         /* Paranoia -- Skip dead monsters */
80                         if (!t_ptr->r_idx) continue;
81
82                         if (is_pet(m_ptr))
83                         {
84                                 /* Hack -- only fight away from player */
85                                 if (p_ptr->pet_follow_distance < 0)
86                                 {
87                                         /* No fighting near player */
88                                         if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
89                                         {
90                                                 continue;
91                                         }
92                                 }
93                                 /* Hack -- no fighting away from player */
94                                 else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > p_ptr->pet_follow_distance))
95                                 {
96                                         continue;
97                                 }
98
99                                 if (r_ptr->aaf < t_ptr->cdis) continue;
100                         }
101
102                         /* Monster must be 'an enemy' */
103                         if (!are_enemies(m_ptr, t_ptr)) continue;
104
105                         /* Monster must be projectable if we can't pass through walls */
106                         if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
107                             ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
108                         {
109                                 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
110                         }
111                         else
112                         {
113                                 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
114                         }
115
116                         /* OK -- we've got a target */
117                         y = t_ptr->fy;
118                         x = t_ptr->fx;
119
120                         break;
121                 }
122                 if (!x && !y) return FALSE;
123         }
124
125         /* Extract the direction */
126         x -= m_ptr->fx;
127         y -= m_ptr->fy;
128
129         /* North */
130         if ((y < 0) && (x == 0))
131         {
132                 mm[0] = 8;
133                 mm[1] = 7;
134                 mm[2] = 9;
135         }
136         /* South */
137         else if ((y > 0) && (x == 0))
138         {
139                 mm[0] = 2;
140                 mm[1] = 1;
141                 mm[2] = 3;
142         }
143         /* East */
144         else if ((x > 0) && (y == 0))
145         {
146                 mm[0] = 6;
147                 mm[1] = 9;
148                 mm[2] = 3;
149         }
150         /* West */
151         else if ((x < 0) && (y == 0))
152         {
153                 mm[0] = 4;
154                 mm[1] = 7;
155                 mm[2] = 1;
156         }
157         /* North-West */
158         else if ((y < 0) && (x < 0))
159         {
160                 mm[0] = 7;
161                 mm[1] = 4;
162                 mm[2] = 8;
163         }
164         /* North-East */
165         else if ((y < 0) && (x > 0))
166         {
167                 mm[0] = 9;
168                 mm[1] = 6;
169                 mm[2] = 8;
170         }
171         /* South-West */
172         else if ((y > 0) && (x < 0))
173         {
174                 mm[0] = 1;
175                 mm[1] = 4;
176                 mm[2] = 2;
177         }
178         /* South-East */
179         else if ((y > 0) && (x > 0))
180         {
181                 mm[0] = 3;
182                 mm[1] = 6;
183                 mm[2] = 2;
184         }
185
186         /* Found a monster */
187         return TRUE;
188 }
189
190
191 /*!
192  * @brief モンスターが敵モンスターに行う打撃処理 /
193  * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
194  * @param m_idx 目標となるモンスターの参照ID
195  * @param dam ダメージ量
196  * @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
197  * @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
198  * @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)
199  * @param who 打撃を行ったモンスターの参照ID
200  * @return なし
201  */
202 void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, IDX who)
203 {
204         monster_type *m_ptr = &m_list[m_idx];
205         monster_race *r_ptr = &r_info[m_ptr->r_idx];
206         GAME_TEXT m_name[160];
207         bool seen = is_seen(m_ptr);
208
209         /* Can the player be aware of this attack? */
210         bool known = (m_ptr->cdis <= MAX_SIGHT);
211
212         /* Extract monster name */
213         monster_desc(m_name, m_ptr, 0);
214
215         /* Redraw (later) if needed */
216         if (m_ptr->ml)
217         {
218                 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
219                 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
220         }
221
222         (void)set_monster_csleep(m_idx, 0);
223
224         if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
225
226         if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
227         {
228                 if (seen)
229                 {
230                         msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
231                 }
232                 return;
233         }
234
235         if (r_ptr->flagsr & RFR_RES_ALL)
236         {
237                 if(dam > 0)
238                 {
239                         dam /= 100;
240                         if((dam == 0) && one_in_(3)) dam = 1;
241                 }
242                 if(dam == 0)
243                 {
244                         if (seen)
245                         {
246                                 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
247                         }
248                         return;
249                 }
250         }
251
252         /* Hurt it */
253         m_ptr->hp -= dam;
254
255         /* It is dead now... or is it? */
256         if (m_ptr->hp < 0)
257         {
258                 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
259                     (r_ptr->flags7 & RF7_NAZGUL)) &&
260                     !p_ptr->inside_battle)
261                 {
262                         m_ptr->hp = 1;
263                 }
264                 else
265                 {
266                         /* Make a sound */
267                         if (!monster_living(m_ptr->r_idx))
268                         {
269                                 sound(SOUND_N_KILL);
270                         }
271                         else
272                         {
273                                 sound(SOUND_KILL);
274                         }
275
276                         *dead = TRUE;
277
278                         if (known)
279                         {
280                                 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
281                                 /* Unseen death by normal attack */
282                                 if (!seen)
283                                 {
284                                         mon_fight = TRUE;
285                                 }
286                                 /* Death by special attack */
287                                 else if (note)
288                                 {
289                                         msg_format(_("%^s%s", "%^s%s"), m_name, note);
290                                 }
291                                 /* Death by normal attack -- nonliving monster */
292                                 else if (!monster_living(m_ptr->r_idx))
293                                 {
294                                         msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
295                                 }
296                                 /* Death by normal attack -- living monster */
297                                 else
298                                 {
299                                         msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
300                                 }
301                         }
302
303                         monster_gain_exp(who, m_ptr->r_idx);
304                         monster_death(m_idx, FALSE);
305                         delete_monster_idx(m_idx);
306
307                         /* Not afraid */
308                         (*fear) = FALSE;
309
310                         /* Monster is dead */
311                         return;
312                 }
313         }
314
315         *dead = FALSE;
316
317 #ifdef ALLOW_FEAR
318
319         /* Mega-Hack -- Pain cancels fear */
320         if (MON_MONFEAR(m_ptr) && (dam > 0))
321         {
322                 /* Cure fear */
323                 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
324                 {
325                         /* No more fear */
326                         (*fear) = FALSE;
327                 }
328         }
329
330         /* Sometimes a monster gets scared by damage */
331         if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
332         {
333                 /* Percentage of fully healthy */
334                 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
335
336                 /*
337                 * Run (sometimes) if at 10% or less of max hit points,
338                 * or (usually) when hit for half its current hit points
339                  */
340                 if (((percentage <= 10) && (randint0(10) < percentage)) ||
341                         ((dam >= m_ptr->hp) && (randint0(100) < 80)))
342                 {
343                         /* Hack -- note fear */
344                         (*fear) = TRUE;
345
346                         /* Hack -- Add some timed fear */
347                         (void)set_monster_monfear(m_idx, (randint1(10) +
348                                 (((dam >= m_ptr->hp) && (percentage > 7)) ?
349                                 20 : ((11 - percentage) * 5))));
350                 }
351         }
352
353 #endif /* ALLOW_FEAR */
354
355         if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
356         {
357                 if (is_pet(&m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
358                 {
359                         set_target(m_ptr, m_list[who].fy, m_list[who].fx);
360                 }
361         }
362
363         if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
364         {
365                 /* Extract monster name */
366                 monster_desc(m_name, m_ptr, 0);
367
368                 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
369                 if (rakuba((dam > 200) ? 200 : dam, FALSE))
370                 {
371                         msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);
372                 }
373         }
374
375         /* Not dead yet */
376         return;
377 }
378
379
380 /*!
381  * @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 /
382  * Returns whether a given monster will try to run from the player.
383  * @param m_idx 逃走するモンスターの参照ID
384  * @return モンスターがプレイヤーから逃走するならばTRUEを返す。
385  * @details
386  * Monsters will attempt to avoid very powerful players.  See below.\n
387  *\n
388  * Because this function is called so often, little details are important\n
389  * for efficiency.  Like not using "mod" or "div" when possible.  And\n
390  * attempting to check the conditions in an optimal order.  Note that\n
391  * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
392  *\n
393  * Note that this function is responsible for about one to five percent\n
394  * of the processor use in normal conditions...\n
395  */
396 static bool mon_will_run(MONSTER_IDX m_idx)
397 {
398         monster_type *m_ptr = &m_list[m_idx];
399
400 #ifdef ALLOW_TERROR
401
402         monster_race *r_ptr = &r_info[m_ptr->r_idx];
403
404         PLAYER_LEVEL p_lev;
405         DEPTH m_lev;
406         HIT_POINT p_chp, p_mhp;
407         HIT_POINT m_chp, m_mhp;
408         u32b p_val, m_val;
409
410 #endif
411
412         /* Friends can be commanded to avoid the player */
413         if (is_pet(m_ptr))
414         {
415                 /* Are we trying to avoid the player? */
416                 return ((p_ptr->pet_follow_distance < 0) &&
417                                   (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
418         }
419
420         /* Keep monsters from running too far away */
421         if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
422
423         /* All "afraid" monsters will run away */
424         if (MON_MONFEAR(m_ptr)) return (TRUE);
425
426 #ifdef ALLOW_TERROR
427
428         /* Nearby monsters will not become terrified */
429         if (m_ptr->cdis <= 5) return (FALSE);
430
431         /* Examine player power (level) */
432         p_lev = p_ptr->lev;
433
434         /* Examine monster power (level plus morale) */
435         m_lev = r_ptr->level + (m_idx & 0x08) + 25;
436
437         /* Optimize extreme cases below */
438         if (m_lev > p_lev + 4) return (FALSE);
439         if (m_lev + 4 <= p_lev) return (TRUE);
440
441         /* Examine player health */
442         p_chp = p_ptr->chp;
443         p_mhp = p_ptr->mhp;
444
445         /* Examine monster health */
446         m_chp = m_ptr->hp;
447         m_mhp = m_ptr->maxhp;
448
449         /* Prepare to optimize the calculation */
450         p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
451         m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
452
453         /* Strong players scare strong monsters */
454         if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
455
456 #endif
457
458         /* Assume no terror */
459         return (FALSE);
460 }
461
462
463 /*!
464  * @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 /
465  * Search spell castable grid
466  * @param m_idx モンスターの参照ID
467  * @param yp 適したマスのY座標を返す参照ポインタ
468  * @param xp 適したマスのX座標を返す参照ポインタ
469  * @return 有効なマスがあった場合TRUEを返す
470  */
471 static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
472 {
473         int i, best = 999;
474         POSITION y, x, y1, x1;
475
476         grid_type *g_ptr;
477         bool can_open_door = FALSE;
478         int now_cost;
479
480         monster_type *m_ptr = &m_list[m_idx];
481         monster_race *r_ptr = &r_info[m_ptr->r_idx];
482
483         /* Monster location */
484         y1 = m_ptr->fy;
485         x1 = m_ptr->fx;
486
487         /* Monster can already cast spell to player */
488         if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
489
490         /* Set current grid cost */
491         now_cost = grid_array[y1][x1].cost;
492         if (now_cost == 0) now_cost = 999;
493
494         /* Can monster bash or open doors? */
495         if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
496         {
497                 can_open_door = TRUE;
498         }
499
500         /* Check nearby grids, diagonals first */
501         for (i = 7; i >= 0; i--)
502         {
503                 int cost;
504
505                 y = y1 + ddy_ddd[i];
506                 x = x1 + ddx_ddd[i];
507
508                 /* Ignore locations off of edge */
509                 if (!in_bounds2(y, x)) continue;
510
511                 /* Simply move to player */
512                 if (player_bold(y, x)) return (FALSE);
513
514                 g_ptr = &grid_array[y][x];
515
516                 cost = g_ptr->cost;
517
518                 /* Monster cannot kill or pass walls */
519                 if (!(((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) || ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding))))
520                 {
521                         if (cost == 0) continue;
522                         if (!can_open_door && is_closed_door(g_ptr->feat)) continue;
523                 }
524
525                 /* Hack -- for kill or pass wall monster.. */
526                 if (cost == 0) cost = 998;
527
528                 if (now_cost < cost) continue;
529
530                 if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
531
532                 /* Accept louder sounds */
533                 if (best < cost) continue;
534                 best = cost;
535
536                 (*yp) = y1 + ddy_ddd[i];
537                 (*xp) = x1 + ddx_ddd[i];
538         }
539
540         /* No legal move (?) */
541         if (best == 999) return (FALSE);
542
543         /* Success */
544         return (TRUE);
545 }
546
547
548 /*!
549  * @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 /
550  * Choose the "best" direction for "flowing"
551  * @param m_idx モンスターの参照ID
552  * @param yp 移動先のマスのY座標を返す参照ポインタ
553  * @param xp 移動先のマスのX座標を返す参照ポインタ
554  * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
555  * @return 有効なマスがあった場合TRUEを返す
556  * @details
557  * Note that ghosts and rock-eaters are never allowed to "flow",\n
558  * since they should move directly towards the player.\n
559  *\n
560  * Prefer "non-diagonal" directions, but twiddle them a little\n
561  * to angle slightly towards the player's actual location.\n
562  *\n
563  * Allow very perceptive monsters to track old "spoor" left by\n
564  * previous locations occupied by the player.  This will tend\n
565  * to have monsters end up either near the player or on a grid\n
566  * recently occupied by the player (and left via "teleport").\n
567  *\n
568  * Note that if "smell" is turned on, all monsters get vicious.\n
569  *\n
570  * Also note that teleporting away from a location will cause\n
571  * the monsters who were chasing you to converge on that location\n
572  * as long as you are still near enough to "annoy" them without\n
573  * being close enough to chase directly.  I have no idea what will\n
574  * happen if you combine "smell" with low "aaf" values.\n
575  */
576 static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
577 {
578         int i, best;
579         POSITION y, x, y1, x1;
580
581         grid_type *g_ptr;
582         bool use_scent = FALSE;
583
584         monster_type *m_ptr = &m_list[m_idx];
585         monster_race *r_ptr = &r_info[m_ptr->r_idx];
586
587         /* Can monster cast attack spell? */
588         if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
589             r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
590             r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
591         {
592                 /* Can move spell castable grid? */
593                 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
594         }
595
596         /* Monster can't flow */
597         if (no_flow) return (FALSE);
598
599         /* Monster can go through rocks */
600         if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
601         if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
602
603         /* Monster location */
604         y1 = m_ptr->fy;
605         x1 = m_ptr->fx;
606
607         /* Hack -- Player can see us, run towards him */
608         if (player_has_los_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)) return (FALSE);
609
610         /* Monster grid */
611         g_ptr = &grid_array[y1][x1];
612
613         /* If we can hear noises, advance towards them */
614         if (g_ptr->cost)
615         {
616                 best = 999;
617         }
618
619         /* Otherwise, try to follow a scent trail */
620         else if (g_ptr->when)
621         {
622                 /* Too old smell */
623                 if (grid_array[p_ptr->y][p_ptr->x].when - g_ptr->when > 127) return (FALSE);
624
625                 use_scent = TRUE;
626                 best = 0;
627         }
628
629         /* Otherwise, advance blindly */
630         else
631         {
632                 return (FALSE);
633         }
634
635         /* Check nearby grids, diagonals first */
636         for (i = 7; i >= 0; i--)
637         {
638                 y = y1 + ddy_ddd[i];
639                 x = x1 + ddx_ddd[i];
640
641                 /* Ignore locations off of edge */
642                 if (!in_bounds2(y, x)) continue;
643
644                 g_ptr = &grid_array[y][x];
645
646                 /* We're following a scent trail */
647                 if (use_scent)
648                 {
649                         int when = g_ptr->when;
650
651                         /* Accept younger scent */
652                         if (best > when) continue;
653                         best = when;
654                 }
655
656                 /* We're using sound */
657                 else
658                 {
659                         int cost;
660
661                         if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
662                                 cost = g_ptr->dist;
663                         else cost = g_ptr->cost;
664
665                         /* Accept louder sounds */
666                         if ((cost == 0) || (best < cost)) continue;
667                         best = cost;
668                 }
669
670                 /* Hack -- Save the "twiddled" location */
671                 (*yp) = p_ptr->y + 16 * ddy_ddd[i];
672                 (*xp) = p_ptr->x + 16 * ddx_ddd[i];
673         }
674
675         /* No legal move (?) */
676         if (best == 999 || best == 0) return (FALSE);
677
678         /* Success */
679         return (TRUE);
680 }
681
682
683 /*!
684  * @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 /
685  * Provide a location to flee to, but give the player a wide berth.
686  * @param m_idx モンスターの参照ID
687  * @param yp 移動先のマスのY座標を返す参照ポインタ
688  * @param xp 移動先のマスのX座標を返す参照ポインタ
689  * @return 有効なマスがあった場合TRUEを返す
690  * @details
691  * A monster may wish to flee to a location that is behind the player,\n
692  * but instead of heading directly for it, the monster should "swerve"\n
693  * around the player so that he has a smaller chance of getting hit.\n
694  */
695 static bool get_fear_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
696 {
697         POSITION y, x, y1, x1, fy, fx, gy = 0, gx = 0;
698         int score = -1;
699         int i;
700
701         monster_type *m_ptr = &m_list[m_idx];
702
703         /* Monster location */
704         fy = m_ptr->fy;
705         fx = m_ptr->fx;
706
707         /* Desired destination */
708         y1 = fy - (*yp);
709         x1 = fx - (*xp);
710
711         /* Check nearby grids, diagonals first */
712         for (i = 7; i >= 0; i--)
713         {
714                 POSITION dis, s;
715
716                 y = fy + ddy_ddd[i];
717                 x = fx + ddx_ddd[i];
718
719                 /* Ignore locations off of edge */
720                 if (!in_bounds2(y, x)) continue;
721
722                 /* Don't move toward player */
723                 /* if (grid_array[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
724
725                 /* Calculate distance of this grid from our destination */
726                 dis = distance(y, x, y1, x1);
727
728                 /* Score this grid */
729                 s = 5000 / (dis + 3) - 500 / (grid_array[y][x].dist + 1);
730
731                 /* No negative scores */
732                 if (s < 0) s = 0;
733
734                 /* Ignore lower scores */
735                 if (s < score) continue;
736
737                 /* Save the score and time */
738                 score = s;
739
740                 /* Save the location */
741                 gy = y;
742                 gx = x;
743         }
744
745         /* No legal move (?) */
746         if (score == -1) return (FALSE);
747
748         /* Find deltas */
749         (*yp) = fy - gy;
750         (*xp) = fx - gx;
751
752         /* Success */
753         return (TRUE);
754 }
755
756 /*
757  * Hack -- Precompute a bunch of calls to distance() in find_safety() and
758  * find_hiding().
759  *
760  * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
761  * offsets of all the locations with a distance of n from a central point,
762  * with an offset of (0,0) indicating no more offsets at this distance.
763  *
764  * This is, of course, fairly unreadable, but it eliminates multiple loops
765  * from the previous version.
766  *
767  * It is probably better to replace these arrays with code to compute
768  * the relevant arrays, even if the storage is pre-allocated in hard
769  * coded sizes.  At the very least, code should be included which is
770  * able to generate and dump these arrays (ala "los()").  
771  *
772  * Also, the storage needs could be halved by using bytes.  
773  *
774  * These arrays could be combined into two big arrays, using sub-arrays
775  * to hold the offsets and lengths of each portion of the sub-arrays, and
776  * this could perhaps also be used somehow in the "look" code.  
777  */
778
779
780 static POSITION d_off_y_0[] = { 0 };
781 static POSITION d_off_x_0[] = { 0 };
782
783 static POSITION d_off_y_1[] = { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
784 static POSITION d_off_x_1[] = { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
785
786 static POSITION d_off_y_2[] = { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
787 static POSITION d_off_x_2[] = { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
788
789 static POSITION d_off_y_3[] = { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2, 3, 3, 3, 0 };
790 static POSITION d_off_x_3[] = { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2, -1, 0, 1, 0 };
791
792 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 };
793 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 };
794
795
796 static POSITION d_off_y_5[] =
797 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
798   -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
799   5, 0 };
800
801 static POSITION d_off_x_5[] =
802 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
803   -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
804   0, 1, 0 };
805
806
807 static POSITION d_off_y_6[] =
808 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
809   -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
810   5, 5, 6, 6, 6, 0 };
811
812 static POSITION d_off_x_6[] =
813 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
814   0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
815   -3, 2, 3, -1, 0, 1, 0 };
816
817
818 static POSITION d_off_y_7[] =
819 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
820   -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
821   3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
822
823 static POSITION d_off_x_7[] =
824 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
825   -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
826   6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
827   1, 0 };
828
829
830 static POSITION d_off_y_8[] =
831 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
832   -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
833   2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
834   8, 8, 8, 0 };
835
836 static POSITION d_off_x_8[] =
837 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
838   5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
839   7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
840   2, 3, -1, 0, 1, 0 };
841
842
843 static POSITION d_off_y_9[] =
844 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
845   -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
846   0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
847   7, 8, 8, 8, 8, 9, 9, 9, 0 };
848
849 static POSITION d_off_x_9[] =
850 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
851   -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
852   9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
853   4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
854
855
856 static POSITION *dist_offsets_y[10] =
857 {
858         d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
859         d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
860 };
861
862 static POSITION *dist_offsets_x[10] =
863 {
864         d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
865         d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
866 };
867
868 /*!
869  * @brief モンスターが逃げ込める安全な地点を返す /
870  * Choose a "safe" location near a monster for it to run toward.
871  * @param m_idx モンスターの参照ID
872  * @param yp 移動先のマスのY座標を返す参照ポインタ
873  * @param xp 移動先のマスのX座標を返す参照ポインタ
874  * @return 有効なマスがあった場合TRUEを返す
875  * @details
876  * A location is "safe" if it can be reached quickly and the player\n
877  * is not able to fire into it (it isn't a "clean shot").  So, this will\n
878  * cause monsters to "duck" behind walls.  Hopefully, monsters will also\n
879  * try to run towards corridor openings if they are in a room.\n
880  *\n
881  * This function may take lots of CPU time if lots of monsters are\n
882  * fleeing.\n
883  *\n
884  * Return TRUE if a safe location is available.\n
885  */
886 static bool find_safety(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
887 {
888         monster_type *m_ptr = &m_list[m_idx];
889
890         POSITION fy = m_ptr->fy;
891         POSITION fx = m_ptr->fx;
892
893         POSITION y, x, dy, dx, d, dis, i;
894         POSITION gy = 0, gx = 0, gdis = 0;
895
896         POSITION *y_offsets;
897         POSITION *x_offsets;
898
899         grid_type *g_ptr;
900
901         /* Start with adjacent locations, spread further */
902         for (d = 1; d < 10; d++)
903         {
904                 /* Get the lists of points with a distance d from (fx, fy) */
905                 y_offsets = dist_offsets_y[d];
906                 x_offsets = dist_offsets_x[d];
907
908                 /* Check the locations */
909                 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
910                      dx != 0 || dy != 0;
911                      i++, dx = x_offsets[i], dy = y_offsets[i])
912                 {
913                         y = fy + dy;
914                         x = fx + dx;
915
916                         /* Skip illegal locations */
917                         if (!in_bounds(y, x)) continue;
918
919                         g_ptr = &grid_array[y][x];
920
921                         /* Skip locations in a wall */
922                         if (!monster_can_cross_terrain(g_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
923
924                         /* Check for "availability" (if monsters can flow) */
925                         if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
926                         {
927                                 /* Ignore grids very far from the player */
928                                 if (g_ptr->dist == 0) continue;
929
930                                 /* Ignore too-distant grids */
931                                 if (g_ptr->dist > grid_array[fy][fx].dist + 2 * d) continue;
932                         }
933
934                         /* Check for absence of shot (more or less) */
935                         if (!projectable(p_ptr->y, p_ptr->x, y, x))
936                         {
937                                 /* Calculate distance from player */
938                                 dis = distance(y, x, p_ptr->y, p_ptr->x);
939
940                                 /* Remember if further than previous */
941                                 if (dis > gdis)
942                                 {
943                                         gy = y;
944                                         gx = x;
945                                         gdis = dis;
946                                 }
947                         }
948                 }
949
950                 /* Check for success */
951                 if (gdis > 0)
952                 {
953                         /* Good location */
954                         (*yp) = fy - gy;
955                         (*xp) = fx - gx;
956
957                         /* Found safe place */
958                         return (TRUE);
959                 }
960         }
961
962         /* No safe place */
963         return (FALSE);
964 }
965
966
967 /*!
968  * @brief モンスターが隠れ潜める地点を返す /
969  * Choose a good hiding place near a monster for it to run toward.
970  * @param m_idx モンスターの参照ID
971  * @param yp 移動先のマスのY座標を返す参照ポインタ
972  * @param xp 移動先のマスのX座標を返す参照ポインタ
973  * @return 有効なマスがあった場合TRUEを返す
974  * @details
975  * Pack monsters will use this to "ambush" the player and lure him out\n
976  * of corridors into open space so they can swarm him.\n
977  *\n
978  * Return TRUE if a good location is available.\n
979  */
980 static bool find_hiding(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
981 {
982         monster_type *m_ptr = &m_list[m_idx];
983         monster_race *r_ptr = &r_info[m_ptr->r_idx];
984
985         POSITION fy = m_ptr->fy;
986         POSITION fx = m_ptr->fx;
987
988         POSITION y, x, dy, dx, d, dis, i;
989         POSITION gy = 0, gx = 0, gdis = 999;
990
991         POSITION *y_offsets, *x_offsets;
992
993         /* Start with adjacent locations, spread further */
994         for (d = 1; d < 10; d++)
995         {
996                 /* Get the lists of points with a distance d from (fx, fy) */
997                 y_offsets = dist_offsets_y[d];
998                 x_offsets = dist_offsets_x[d];
999
1000                 /* Check the locations */
1001                 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
1002                      dx != 0 || dy != 0;
1003                      i++, dx = x_offsets[i], dy = y_offsets[i])
1004                 {
1005                         y = fy + dy;
1006                         x = fx + dx;
1007
1008                         /* Skip illegal locations */
1009                         if (!in_bounds(y, x)) continue;
1010
1011                         /* Skip occupied locations */
1012                         if (!monster_can_enter(y, x, r_ptr, 0)) continue;
1013
1014                         /* Check for hidden, available grid */
1015                         if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
1016                         {
1017                                 /* Calculate distance from player */
1018                                 dis = distance(y, x, p_ptr->y, p_ptr->x);
1019
1020                                 /* Remember if closer than previous */
1021                                 if (dis < gdis && dis >= 2)
1022                                 {
1023                                         gy = y;
1024                                         gx = x;
1025                                         gdis = dis;
1026                                 }
1027                         }
1028                 }
1029
1030                 /* Check for success */
1031                 if (gdis < 999)
1032                 {
1033                         /* Good location */
1034                         (*yp) = fy - gy;
1035                         (*xp) = fx - gx;
1036
1037                         /* Found good place */
1038                         return (TRUE);
1039                 }
1040         }
1041
1042         /* No good place */
1043         return (FALSE);
1044 }
1045
1046
1047 /*!
1048  * @brief モンスターの移動方向を返す /
1049  * Choose "logical" directions for monster movement
1050  * @param m_idx モンスターの参照ID
1051  * @param mm 移動方向を返す方向IDの参照ポインタ
1052  * @return 有効方向があった場合TRUEを返す
1053  */
1054 static bool get_moves(MONSTER_IDX m_idx, DIRECTION *mm)
1055 {
1056         monster_type *m_ptr = &m_list[m_idx];
1057         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1058         POSITION     y = 0, ay, x = 0, ax;
1059         int          move_val = 0;
1060         POSITION     y2 = p_ptr->y;
1061         POSITION     x2 = p_ptr->x;
1062         bool         done = FALSE;
1063         bool         will_run = mon_will_run(m_idx);
1064         grid_type    *g_ptr;
1065         bool         no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (grid_array[m_ptr->fy][m_ptr->fx].cost > 2));
1066         bool         can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
1067
1068         /* Counter attack to an enemy monster */
1069         if (!will_run && m_ptr->target_y)
1070         {
1071                 int t_m_idx = grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
1072
1073                 /* The monster must be an enemy, and in LOS */
1074                 if (t_m_idx &&
1075                     are_enemies(m_ptr, &m_list[t_m_idx]) &&
1076                     los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
1077                     projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1078                 {
1079                         /* Extract the "pseudo-direction" */
1080                         y = m_ptr->fy - m_ptr->target_y;
1081                         x = m_ptr->fx - m_ptr->target_x;
1082                         done = TRUE;
1083                 }
1084         }
1085
1086         if (!done && !will_run && is_hostile(m_ptr) &&
1087             (r_ptr->flags1 & RF1_FRIENDS) &&
1088             ((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)) ||
1089             (grid_array[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1090         {
1091         /*
1092          * Animal packs try to get the player out of corridors
1093          * (...unless they can move through walls -- TY)
1094          */
1095                 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1096                          !(r_ptr->flags2 & RF2_KILL_WALL))
1097                 {
1098                         int i, room = 0;
1099
1100                         /* Count room grids next to player */
1101                         for (i = 0; i < 8; i++)
1102                         {
1103                                 int xx = p_ptr->x + ddx_ddd[i];
1104                                 int yy = p_ptr->y + ddy_ddd[i];
1105
1106                                 if (!in_bounds2(yy, xx)) continue;
1107
1108                                 g_ptr = &grid_array[yy][xx];
1109
1110                                 /* Check grid */
1111                                 if (monster_can_cross_terrain(g_ptr->feat, r_ptr, 0))
1112                                 {
1113                                         /* One more room grid */
1114                                         room++;
1115                                 }
1116                         }
1117                         if (grid_array[p_ptr->y][p_ptr->x].info & CAVE_ROOM) room -= 2;
1118                         if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
1119
1120                         /* Not in a room and strong player */
1121                         if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1122                             (p_ptr->mhp + p_ptr->msp))
1123                         {
1124                                 /* Find hiding place */
1125                                 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1126                         }
1127                 }
1128
1129                 /* Monster groups try to surround the player */
1130                 if (!done && (grid_array[m_ptr->fy][m_ptr->fx].dist < 3))
1131                 {
1132                         int i;
1133
1134                         /* Find an empty square near the player to fill */
1135                         for (i = 0; i < 8; i++)
1136                         {
1137                                 /* Pick squares near player (semi-randomly) */
1138                                 y2 = p_ptr->y + ddy_ddd[(m_idx + i) & 7];
1139                                 x2 = p_ptr->x + ddx_ddd[(m_idx + i) & 7];
1140
1141                                 /* Already there? */
1142                                 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1143                                 {
1144                                         /* Attack the player */
1145                                         y2 = p_ptr->y;
1146                                         x2 = p_ptr->x;
1147
1148                                         break;
1149                                 }
1150
1151                                 if (!in_bounds2(y2, x2)) continue;
1152
1153                                 /* Ignore filled grids */
1154                                 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
1155
1156                                 /* Try to fill this hole */
1157                                 break;
1158                         }
1159
1160                         /* Extract the new "pseudo-direction" */
1161                         y = m_ptr->fy - y2;
1162                         x = m_ptr->fx - x2;
1163
1164                         done = TRUE;
1165                 }
1166         }
1167
1168         if (!done)
1169         {
1170                 /* Flow towards the player */
1171                 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1172
1173                 /* Extract the "pseudo-direction" */
1174                 y = m_ptr->fy - y2;
1175                 x = m_ptr->fx - x2;
1176
1177                 /* Not done */
1178         }
1179
1180         /* Apply fear if possible and necessary */
1181         if (is_pet(m_ptr) && will_run)
1182         {
1183                 /* XXX XXX Not very "smart" */
1184                 y = (-y), x = (-x);
1185         }
1186         else
1187         {
1188                 if (!done && will_run)
1189                 {
1190                         int tmp_x = (-x);
1191                         int tmp_y = (-y);
1192
1193                         /* Try to find safe place */
1194                         if (find_safety(m_idx, &y, &x))
1195                         {
1196                                 /* Attempt to avoid the player */
1197                                 if (!no_flow)
1198                                 {
1199                                         /* Adjust movement */
1200                                         if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1201                                 }
1202                         }
1203
1204                         if (!done)
1205                         {
1206                                 /* This is not a very "smart" method XXX XXX */
1207                                 y = tmp_y;
1208                                 x = tmp_x;
1209                         }
1210                 }
1211         }
1212
1213
1214         /* Check for no move */
1215         if (!x && !y) return (FALSE);
1216
1217
1218         /* Extract the "absolute distances" */
1219         ax = ABS(x);
1220         ay = ABS(y);
1221
1222         /* Do something weird */
1223         if (y < 0) move_val += 8;
1224         if (x > 0) move_val += 4;
1225
1226         /* Prevent the diamond maneuvre */
1227         if (ay > (ax << 1)) move_val += 2;
1228         else if (ax > (ay << 1)) move_val++;
1229
1230         /* Extract some directions */
1231         switch (move_val)
1232         {
1233         case 0:
1234                 mm[0] = 9;
1235                 if (ay > ax)
1236                 {
1237                         mm[1] = 8;
1238                         mm[2] = 6;
1239                         mm[3] = 7;
1240                         mm[4] = 3;
1241                 }
1242                 else
1243                 {
1244                         mm[1] = 6;
1245                         mm[2] = 8;
1246                         mm[3] = 3;
1247                         mm[4] = 7;
1248                 }
1249                 break;
1250         case 1:
1251         case 9:
1252                 mm[0] = 6;
1253                 if (y < 0)
1254                 {
1255                         mm[1] = 3;
1256                         mm[2] = 9;
1257                         mm[3] = 2;
1258                         mm[4] = 8;
1259                 }
1260                 else
1261                 {
1262                         mm[1] = 9;
1263                         mm[2] = 3;
1264                         mm[3] = 8;
1265                         mm[4] = 2;
1266                 }
1267                 break;
1268         case 2:
1269         case 6:
1270                 mm[0] = 8;
1271                 if (x < 0)
1272                 {
1273                         mm[1] = 9;
1274                         mm[2] = 7;
1275                         mm[3] = 6;
1276                         mm[4] = 4;
1277                 }
1278                 else
1279                 {
1280                         mm[1] = 7;
1281                         mm[2] = 9;
1282                         mm[3] = 4;
1283                         mm[4] = 6;
1284                 }
1285                 break;
1286         case 4:
1287                 mm[0] = 7;
1288                 if (ay > ax)
1289                 {
1290                         mm[1] = 8;
1291                         mm[2] = 4;
1292                         mm[3] = 9;
1293                         mm[4] = 1;
1294                 }
1295                 else
1296                 {
1297                         mm[1] = 4;
1298                         mm[2] = 8;
1299                         mm[3] = 1;
1300                         mm[4] = 9;
1301                 }
1302                 break;
1303         case 5:
1304         case 13:
1305                 mm[0] = 4;
1306                 if (y < 0)
1307                 {
1308                         mm[1] = 1;
1309                         mm[2] = 7;
1310                         mm[3] = 2;
1311                         mm[4] = 8;
1312                 }
1313                 else
1314                 {
1315                         mm[1] = 7;
1316                         mm[2] = 1;
1317                         mm[3] = 8;
1318                         mm[4] = 2;
1319                 }
1320                 break;
1321         case 8:
1322                 mm[0] = 3;
1323                 if (ay > ax)
1324                 {
1325                         mm[1] = 2;
1326                         mm[2] = 6;
1327                         mm[3] = 1;
1328                         mm[4] = 9;
1329                 }
1330                 else
1331                 {
1332                         mm[1] = 6;
1333                         mm[2] = 2;
1334                         mm[3] = 9;
1335                         mm[4] = 1;
1336                 }
1337                 break;
1338         case 10:
1339         case 14:
1340                 mm[0] = 2;
1341                 if (x < 0)
1342                 {
1343                         mm[1] = 3;
1344                         mm[2] = 1;
1345                         mm[3] = 6;
1346                         mm[4] = 4;
1347                 }
1348                 else
1349                 {
1350                         mm[1] = 1;
1351                         mm[2] = 3;
1352                         mm[3] = 4;
1353                         mm[4] = 6;
1354                 }
1355                 break;
1356         case 12:
1357                 mm[0] = 1;
1358                 if (ay > ax)
1359                 {
1360                         mm[1] = 2;
1361                         mm[2] = 4;
1362                         mm[3] = 3;
1363                         mm[4] = 7;
1364                 }
1365                 else
1366                 {
1367                         mm[1] = 4;
1368                         mm[2] = 2;
1369                         mm[3] = 7;
1370                         mm[4] = 3;
1371                 }
1372                 break;
1373         }
1374
1375         /* Wants to move... */
1376         return (TRUE);
1377 }
1378
1379
1380 /*!
1381  * @brief モンスターから敵モンスターへの命中判定
1382  * @param power 打撃属性による基本命中値
1383  * @param level 攻撃側モンスターのレベル
1384  * @param ac 目標モンスターのAC
1385  * @param stun 攻撃側モンスターが朦朧状態ならTRUEを返す
1386  * @return 命中ならばTRUEを返す
1387  */
1388 static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
1389 {
1390         int i, k;
1391
1392         /* Percentile dice */
1393         k = randint0(100);
1394
1395         if (stun && one_in_(2)) return FALSE;
1396
1397         /* Hack -- Always miss or hit */
1398         if (k < 10) return (k < 5);
1399
1400         /* Calculate the "attack quality" */
1401         i = (power + (level * 3));
1402
1403         /* Power and Level compete against Armor */
1404         if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1405
1406         /* Assume miss */
1407         return (FALSE);
1408 }
1409
1410
1411 #define BLOW_EFFECT_TYPE_NONE  0
1412 #define BLOW_EFFECT_TYPE_FEAR  1
1413 #define BLOW_EFFECT_TYPE_SLEEP 2
1414 #define BLOW_EFFECT_TYPE_HEAL  3
1415
1416
1417 /*!
1418  * @brief モンスターから敵モンスターへの打撃攻撃処理
1419  * @param m_idx 攻撃側モンスターの参照ID
1420  * @param t_idx 目標側モンスターの参照ID
1421  * @return 実際に打撃処理が行われた場合TRUEを返す
1422  */
1423 static bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
1424 {
1425         monster_type    *m_ptr = &m_list[m_idx];
1426         monster_type    *t_ptr = &m_list[t_idx];
1427
1428         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1429         monster_race    *tr_ptr = &r_info[t_ptr->r_idx];
1430
1431         ARMOUR_CLASS ap_cnt;
1432         ARMOUR_CLASS ac;
1433         DEPTH rlev;
1434         int pt;
1435         GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
1436         char            temp[MAX_NLEN];
1437         bool            blinked;
1438         bool            explode = FALSE, touched = FALSE, fear = FALSE, dead = FALSE;
1439         POSITION y_saver = t_ptr->fy;
1440         POSITION x_saver = t_ptr->fx;
1441         int             effect_type;
1442
1443         bool see_m = is_seen(m_ptr);
1444         bool see_t = is_seen(t_ptr);
1445         bool see_either = see_m || see_t;
1446
1447         /* Can the player be aware of this attack? */
1448         bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1449         bool do_silly_attack = (one_in_(2) && p_ptr->image);
1450
1451         /* Cannot attack self */
1452         if (m_idx == t_idx) return FALSE;
1453
1454         /* Not allowed to attack */
1455         if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1456
1457         if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
1458
1459         /* Total armor */
1460         ac = tr_ptr->ac;
1461
1462         /* Extract the effective monster level */
1463         rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1464
1465         monster_desc(m_name, m_ptr, 0);
1466         monster_desc(t_name, t_ptr, 0);
1467
1468         /* Assume no blink */
1469         blinked = FALSE;
1470
1471         if (!see_either && known)
1472         {
1473                 mon_fight = TRUE;
1474         }
1475
1476         if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
1477
1478         /* Scan through all four blows */
1479         for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1480         {
1481                 bool obvious = FALSE;
1482
1483                 HIT_POINT power = 0;
1484                 HIT_POINT damage = 0;
1485
1486                 concptr act = NULL;
1487
1488                 /* Extract the attack infomation */
1489                 int effect = r_ptr->blow[ap_cnt].effect;
1490                 int method = r_ptr->blow[ap_cnt].method;
1491                 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1492                 int d_side = r_ptr->blow[ap_cnt].d_side;
1493
1494                 if (!m_ptr->r_idx) break;
1495
1496                 /* Stop attacking if the target dies! */
1497                 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1498                         break;
1499
1500                 /* Hack -- no more attacks */
1501                 if (!method) break;
1502
1503                 if (method == RBM_SHOOT) continue;
1504
1505                 /* Extract the attack "power" */
1506                 power = mbe_info[effect].power;
1507
1508                 /* Monster hits */
1509                 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1510                 {
1511                         (void)set_monster_csleep(t_idx, 0);
1512
1513                         if (t_ptr->ml)
1514                         {
1515                                 /* Redraw the health bar */
1516                                 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
1517                                 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
1518                         }
1519
1520                         /* Describe the attack method */
1521                         switch (method)
1522                         {
1523                         case RBM_HIT:
1524                                 {
1525                                         act = _("%sを殴った。", "hits %s.");
1526                                         touched = TRUE;
1527                                         break;
1528                                 }
1529
1530                         case RBM_TOUCH:
1531                                 {
1532                                         act = _("%sを触った。", "touches %s.");
1533                                         touched = TRUE;
1534                                         break;
1535                                 }
1536
1537                         case RBM_PUNCH:
1538                                 {
1539                                         act = _("%sをパンチした。", "punches %s.");
1540                                         touched = TRUE;
1541                                         break;
1542                                 }
1543
1544                         case RBM_KICK:
1545                                 {
1546                                         act = _("%sを蹴った。", "kicks %s.");
1547                                         touched = TRUE;
1548                                         break;
1549                                 }
1550
1551                         case RBM_CLAW:
1552                                 {
1553                                         act = _("%sをひっかいた。", "claws %s.");
1554                                         touched = TRUE;
1555                                         break;
1556                                 }
1557
1558                         case RBM_BITE:
1559                                 {
1560                                         act = _("%sを噛んだ。", "bites %s.");
1561                                         touched = TRUE;
1562                                         break;
1563                                 }
1564
1565                         case RBM_STING:
1566                                 {
1567                                         act = _("%sを刺した。", "stings %s.");
1568                                         touched = TRUE;
1569                                         break;
1570                                 }
1571
1572                         case RBM_SLASH:
1573                                 {
1574                                         act = _("%sを斬った。", "slashes %s.");
1575                                         break;
1576                                 }
1577
1578                         case RBM_BUTT:
1579                                 {
1580                                         act = _("%sを角で突いた。", "butts %s.");
1581                                         touched = TRUE;
1582                                         break;
1583                                 }
1584
1585                         case RBM_CRUSH:
1586                                 {
1587                                         act = _("%sに体当りした。", "crushes %s.");
1588                                         touched = TRUE;
1589                                         break;
1590                                 }
1591
1592                         case RBM_ENGULF:
1593                                 {
1594                                         act = _("%sを飲み込んだ。", "engulfs %s.");
1595                                         touched = TRUE;
1596                                         break;
1597                                 }
1598
1599                         case RBM_CHARGE:
1600                                 {
1601                                         act = _("%sに請求書をよこした。", "charges %s.");
1602                                         touched = TRUE;
1603                                         break;
1604                                 }
1605
1606                         case RBM_CRAWL:
1607                                 {
1608                                         act = _("%sの体の上を這い回った。", "crawls on %s.");
1609                                         touched = TRUE;
1610                                         break;
1611                                 }
1612
1613                         case RBM_DROOL:
1614                                 {
1615                                         act = _("%sによだれをたらした。", "drools on %s.");
1616                                         touched = FALSE;
1617                                         break;
1618                                 }
1619
1620                         case RBM_SPIT:
1621                                 {
1622                                         act = _("%sに唾を吐いた。", "spits on %s.");
1623                                         touched = FALSE;
1624                                         break;
1625                                 }
1626
1627                         case RBM_EXPLODE:
1628                                 {
1629                                         if (see_either) disturb(TRUE, TRUE);
1630                                         act = _("爆発した。", "explodes.");
1631                                         explode = TRUE;
1632                                         touched = FALSE;
1633                                         break;
1634                                 }
1635
1636                         case RBM_GAZE:
1637                                 {
1638                                         act = _("%sをにらんだ。", "gazes at %s.");
1639                                         touched = FALSE;
1640                                         break;
1641                                 }
1642
1643                         case RBM_WAIL:
1644                                 {
1645                                         act = _("%sに泣きついた。", "wails at %s.");
1646                                         touched = FALSE;
1647                                         break;
1648                                 }
1649
1650                         case RBM_SPORE:
1651                                 {
1652                                         act = _("%sに胞子を飛ばした。", "releases spores at %s.");
1653                                         touched = FALSE;
1654                                         break;
1655                                 }
1656
1657                         case RBM_XXX4:
1658                                 {
1659                                         act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
1660                                         touched = FALSE;
1661                                         break;
1662                                 }
1663
1664                         case RBM_BEG:
1665                                 {
1666                                         act = _("%sに金をせがんだ。", "begs %s for money.");
1667                                         touched = FALSE;
1668                                         break;
1669                                 }
1670
1671                         case RBM_INSULT:
1672                                 {
1673                                         act = _("%sを侮辱した。", "insults %s.");
1674                                         touched = FALSE;
1675                                         break;
1676                                 }
1677
1678                         case RBM_MOAN:
1679                                 {
1680                                         act = _("%sにむかってうめいた。", "moans at %s.");
1681                                         touched = FALSE;
1682                                         break;
1683                                 }
1684
1685                         case RBM_SHOW:
1686                                 {
1687                                         act = _("%sにむかって歌った。", "sings to %s.");
1688                                         touched = FALSE;
1689                                         break;
1690                                 }
1691                         }
1692
1693                         if (act && see_either)
1694                         {
1695 #ifdef JP
1696                                 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1697                                 strfmt(temp, act, t_name);
1698                                 msg_format("%^sは%s", m_name, temp);
1699 #else
1700                                 if (do_silly_attack)
1701                                 {
1702                                         act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1703                                         strfmt(temp, "%s %s.", act, t_name);
1704                                 }
1705                                 else strfmt(temp, act, t_name);
1706                                 msg_format("%^s %s", m_name, temp);
1707 #endif
1708                         }
1709
1710                         /* Hack -- assume all attacks are obvious */
1711                         obvious = TRUE;
1712
1713                         /* Roll out the damage */
1714                         damage = damroll(d_dice, d_side);
1715
1716                         /* Assume no effect */
1717                         effect_type = BLOW_EFFECT_TYPE_NONE;
1718
1719                         pt = GF_MISSILE;
1720
1721                         /* Apply appropriate damage */
1722                         switch (effect)
1723                         {
1724                         case 0:
1725                         case RBE_DR_MANA:
1726                                 damage = pt = 0;
1727                                 break;
1728
1729                         case RBE_SUPERHURT:
1730                                 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1731                                 {
1732                                         int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1733                                         damage = MAX(damage, tmp_damage * 2);
1734                                         break;
1735                                 }
1736
1737                                 /* Fall through */
1738
1739                         case RBE_HURT:
1740                                 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1741                                 break;
1742
1743                         case RBE_POISON:
1744                         case RBE_DISEASE:
1745                                 pt = GF_POIS;
1746                                 break;
1747
1748                         case RBE_UN_BONUS:
1749                         case RBE_UN_POWER:
1750                                 pt = GF_DISENCHANT;
1751                                 break;
1752
1753                         case RBE_EAT_ITEM:
1754                         case RBE_EAT_GOLD:
1755                                 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1756                                 break;
1757
1758                         case RBE_EAT_FOOD:
1759                         case RBE_EAT_LITE:
1760                         case RBE_BLIND:
1761                         case RBE_LOSE_STR:
1762                         case RBE_LOSE_INT:
1763                         case RBE_LOSE_WIS:
1764                         case RBE_LOSE_DEX:
1765                         case RBE_LOSE_CON:
1766                         case RBE_LOSE_CHR:
1767                         case RBE_LOSE_ALL:
1768                                 break;
1769
1770                         case RBE_ACID:
1771                                 pt = GF_ACID;
1772                                 break;
1773
1774                         case RBE_ELEC:
1775                                 pt = GF_ELEC;
1776                                 break;
1777
1778                         case RBE_FIRE:
1779                                 pt = GF_FIRE;
1780                                 break;
1781
1782                         case RBE_COLD:
1783                                 pt = GF_COLD;
1784                                 break;
1785
1786                         case RBE_CONFUSE:
1787                                 pt = GF_CONFUSION;
1788                                 break;
1789
1790                         case RBE_TERRIFY:
1791                                 effect_type = BLOW_EFFECT_TYPE_FEAR;
1792                                 break;
1793
1794                         case RBE_PARALYZE:
1795                                 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1796                                 break;
1797
1798                         case RBE_SHATTER:
1799                                 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1800                                 if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1801                                 break;
1802
1803                         case RBE_EXP_10:
1804                         case RBE_EXP_20:
1805                         case RBE_EXP_40:
1806                         case RBE_EXP_80:
1807                                 pt = GF_NETHER;
1808                                 break;
1809
1810                         case RBE_TIME:
1811                                 pt = GF_TIME;
1812                                 break;
1813
1814                         case RBE_DR_LIFE:
1815                                 pt = GF_HYPODYNAMIA;
1816                                 effect_type = BLOW_EFFECT_TYPE_HEAL;
1817                                 break;
1818
1819                         case RBE_INERTIA:
1820                                 pt = GF_INERTIAL;
1821                                 break;
1822
1823                         case RBE_STUN:
1824                                 pt = GF_SOUND;
1825                                 break;
1826
1827                         default:
1828                                 pt = 0;
1829                                 break;
1830                         }
1831
1832                         if (pt)
1833                         {
1834                                 /* Do damage if not exploding */
1835                                 if (!explode)
1836                                 {
1837                                         project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1838                                                 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1839                                 }
1840
1841                                 switch (effect_type)
1842                                 {
1843                                 case BLOW_EFFECT_TYPE_FEAR:
1844                                         project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1845                                                 damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1846                                         break;
1847
1848                                 case BLOW_EFFECT_TYPE_SLEEP:
1849                                         project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1850                                                 r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1851                                         break;
1852
1853                                 case BLOW_EFFECT_TYPE_HEAL:
1854                                         if ((monster_living(m_idx)) && (damage > 2))
1855                                         {
1856                                                 bool did_heal = FALSE;
1857
1858                                                 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1859
1860                                                 /* Heal */
1861                                                 m_ptr->hp += damroll(4, damage / 6);
1862                                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1863
1864                                                 /* Redraw (later) if needed */
1865                                                 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1866                                                 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1867
1868                                                 /* Special message */
1869                                                 if (see_m && did_heal)
1870                                                 {
1871                                                         msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1872                                                 }
1873                                         }
1874                                         break;
1875                                 }
1876
1877                                 if (touched)
1878                                 {
1879                                         /* Aura fire */
1880                                         if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
1881                                         {
1882                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1883                                                 {
1884                                                         if (see_either)
1885                                                         {
1886                                                                 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
1887                                                         }
1888                                                         if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
1889                                                         project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1890                                                                 damroll (1 + ((tr_ptr->level) / 26),
1891                                                                 1 + ((tr_ptr->level) / 17)),
1892                                                                 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1893                                                 }
1894                                                 else
1895                                                 {
1896                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1897                                                 }
1898                                         }
1899
1900                                         /* Aura cold */
1901                                         if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
1902                                         {
1903                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1904                                                 {
1905                                                         if (see_either)
1906                                                         {
1907                                                                 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
1908                                                         }
1909                                                         if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
1910                                                         project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1911                                                                 damroll (1 + ((tr_ptr->level) / 26),
1912                                                                 1 + ((tr_ptr->level) / 17)),
1913                                                                 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1914                                                 }
1915                                                 else
1916                                                 {
1917                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1918                                                 }
1919                                         }
1920
1921                                         /* Aura elec */
1922                                         if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
1923                                         {
1924                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1925                                                 {
1926                                                         if (see_either)
1927                                                         {
1928                                                                 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
1929                                                         }
1930                                                         if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
1931                                                         project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1932                                                                 damroll (1 + ((tr_ptr->level) / 26),
1933                                                                 1 + ((tr_ptr->level) / 17)),
1934                                                                 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1935                                                 }
1936                                                 else
1937                                                 {
1938                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1939                                                 }
1940                                         }
1941                                 }
1942                         }
1943                 }
1944
1945                 /* Monster missed player */
1946                 else
1947                 {
1948                         /* Analyze failed attacks */
1949                         switch (method)
1950                         {
1951                         case RBM_HIT:
1952                         case RBM_TOUCH:
1953                         case RBM_PUNCH:
1954                         case RBM_KICK:
1955                         case RBM_CLAW:
1956                         case RBM_BITE:
1957                         case RBM_STING:
1958                         case RBM_SLASH:
1959                         case RBM_BUTT:
1960                         case RBM_CRUSH:
1961                         case RBM_ENGULF:
1962                         case RBM_CHARGE:
1963                                 {
1964                                         (void)set_monster_csleep(t_idx, 0);
1965
1966                                         /* Visible monsters */
1967                                         if (see_m)
1968                                         {
1969 #ifdef JP
1970                                                 msg_format("%sは%^sの攻撃をかわした。", t_name, m_name);
1971 #else
1972                                                 msg_format("%^s misses %s.", m_name, t_name);
1973 #endif
1974                                         }
1975
1976                                         break;
1977                                 }
1978                         }
1979                 }
1980
1981
1982                 /* Analyze "visible" monsters only */
1983                 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
1984                 {
1985                         /* Count "obvious" attacks (and ones that cause damage) */
1986                         if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
1987                         {
1988                                 /* Count attacks of this type */
1989                                 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
1990                                 {
1991                                         r_ptr->r_blows[ap_cnt]++;
1992                                 }
1993                         }
1994                 }
1995         }
1996
1997         if (explode)
1998         {
1999                 sound(SOUND_EXPLODE);
2000
2001                 /* Cancel Invulnerability */
2002                 (void)set_monster_invulner(m_idx, 0, FALSE);
2003                 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);
2004                 blinked = FALSE;
2005         }
2006
2007         /* Blink away */
2008         if (blinked && m_ptr->r_idx)
2009         {
2010                 if (teleport_barrier(m_idx))
2011                 {
2012                         if (see_m)
2013                         {
2014                                 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."));
2015                         }
2016                         else if (known)
2017                         {
2018                                 mon_fight = TRUE;
2019                         }
2020                 }
2021                 else
2022                 {
2023                         if (see_m)
2024                         {
2025                                 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
2026                         }
2027                         else if (known)
2028                         {
2029                                 mon_fight = TRUE;
2030                         }
2031
2032                         teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
2033                 }
2034         }
2035
2036         return TRUE;
2037 }
2038
2039
2040 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
2041 {
2042         return !have_flag(f_ptr->flags, FF_GLASS) ||
2043                 (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
2044                 (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
2045 }
2046
2047
2048 /*!
2049  * @brief モンスター単体の1ターン行動処理メインルーチン /
2050  * Process a monster
2051  * @param m_idx 行動モンスターの参照ID
2052  * @return なし
2053  * @details
2054  * The monster is known to be within 100 grids of the player\n
2055  *\n
2056  * In several cases, we directly update the monster lore\n
2057  *\n
2058  * Note that a monster is only allowed to "reproduce" if there\n
2059  * are a limited number of "reproducing" monsters on the current\n
2060  * level.  This should prevent the level from being "swamped" by\n
2061  * reproducing monsters.  It also allows a large mass of mice to\n
2062  * prevent a louse from multiplying, but this is a small price to\n
2063  * pay for a simple multiplication method.\n
2064  *\n
2065  * XXX Monster fear is slightly odd, in particular, monsters will\n
2066  * fixate on opening a door even if they cannot open it.  Actually,\n
2067  * the same thing happens to normal monsters when they hit a door\n
2068  *\n
2069  * In addition, monsters which *cannot* open or bash\n
2070  * down a door will still stand there trying to open it...\n
2071  *\n
2072  * XXX Technically, need to check for monster in the way\n
2073  * combined with that monster being in a wall (or door?)\n
2074  *\n
2075  * A "direction" of "5" means "pick a random direction".\n
2076  */
2077 void process_monster(MONSTER_IDX m_idx)
2078 {
2079         monster_type    *m_ptr = &m_list[m_idx];
2080         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
2081         monster_race    *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2082
2083         int i, d;
2084         POSITION oy, ox, ny, nx;
2085
2086         DIRECTION mm[8];
2087
2088         grid_type       *g_ptr;
2089         feature_type    *f_ptr;
2090
2091         monster_type    *y_ptr;
2092
2093         bool            do_turn;
2094         bool            do_move;
2095         bool            do_view;
2096         bool            must_alter_to_move;
2097
2098         bool            did_open_door;
2099         bool            did_bash_door;
2100         bool            did_take_item;
2101         bool            did_kill_item;
2102         bool            did_move_body;
2103         bool            did_pass_wall;
2104         bool            did_kill_wall;
2105         bool            gets_angry = FALSE;
2106         bool            can_cross;
2107         bool            aware = TRUE;
2108
2109         bool fear, dead;
2110         bool is_riding_mon = (m_idx == p_ptr->riding);
2111         bool see_m = is_seen(m_ptr);
2112
2113         if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
2114         {
2115                 if (rakuba(0, TRUE))
2116                 {
2117 #ifdef JP
2118                         msg_print("地面に落とされた。");
2119 #else
2120                         GAME_TEXT m_name[MAX_NLEN];
2121                         monster_desc(m_name, &m_list[p_ptr->riding], 0);
2122                         msg_format("You have fallen from %s.", m_name);
2123 #endif
2124                 }
2125         }
2126
2127         if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
2128         {
2129                 choose_new_monster(m_idx, FALSE, 0);
2130                 r_ptr = &r_info[m_ptr->r_idx];
2131         }
2132
2133         /* Players hidden in shadow are almost imperceptable. -LM- */
2134         if (p_ptr->special_defense & NINJA_S_STEALTH)
2135         {
2136                 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2137                 if (p_ptr->monlite) tmp /= 3;
2138                 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2139                 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
2140                 /* Low-level monsters will find it difficult to locate the player. */
2141                 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
2142         }
2143
2144         /* Are there its parent? */
2145         if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
2146         {
2147                 /* Its parent have gone, it also goes away. */
2148
2149                 if (see_m)
2150                 {
2151                         GAME_TEXT m_name[MAX_NLEN];
2152                         monster_desc(m_name, m_ptr, 0);
2153                         msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2154                 }
2155
2156                 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2157                 {
2158                         GAME_TEXT m_name[MAX_NLEN];
2159                         monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2160                         do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
2161                 }
2162
2163                 delete_monster_idx(m_idx);
2164
2165                 return;
2166         }
2167
2168         /* Quantum monsters are odd */
2169         if (r_ptr->flags2 & (RF2_QUANTUM))
2170         {
2171                 /* Sometimes skip move */
2172                 if (!randint0(2)) return;
2173
2174                 /* Sometimes die */
2175                 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2176                 {
2177                         bool sad = FALSE;
2178
2179                         if (is_pet(m_ptr) && !(m_ptr->ml)) sad = TRUE;
2180
2181                         if (see_m)
2182                         {
2183                                 GAME_TEXT m_name[MAX_NLEN];
2184                                 monster_desc(m_name, m_ptr, 0);
2185
2186                                 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2187                         }
2188
2189                         /* Generate treasure, etc */
2190                         monster_death(m_idx, FALSE);
2191
2192                         delete_monster_idx(m_idx);
2193                         if (sad)
2194                         {
2195                                 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2196                         }
2197
2198                         return;
2199                 }
2200         }
2201
2202         if (m_ptr->r_idx == MON_SHURYUUDAN)
2203         {
2204                 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);
2205                 if(dead) return;
2206         }
2207
2208         if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2209         {
2210                 static int riding_pinch = 0;
2211
2212                 if (m_ptr->hp < m_ptr->maxhp/3)
2213                 {
2214                         GAME_TEXT m_name[MAX_NLEN];
2215                         monster_desc(m_name, m_ptr, 0);
2216
2217                         if (is_riding_mon && riding_pinch < 2)
2218                         {
2219                                 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。",
2220                                                          "%^s seems to be in so much pain, and trying to escape from your restriction."), m_name);
2221                                 riding_pinch++;
2222                                 disturb(TRUE, TRUE);
2223                         }
2224                         else
2225                         {
2226                                 if (is_riding_mon)
2227                                 {
2228                                         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);
2229                                         if (rakuba(-1, FALSE))
2230                                         {
2231                                                 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2232                                         }
2233                                 }
2234
2235                                 if (see_m)
2236                                 {
2237                                         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) &&
2238                                             player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))
2239                                         {
2240                                                 msg_format(_("%^s「ピンチだ!退却させてもらう!」", "%^s says 'It is the pinch! I will retreat'."), m_name);
2241                                         }
2242                                         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);
2243                                         msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
2244                                 }
2245
2246                                 if (is_riding_mon && rakuba(-1, FALSE))
2247                                 {
2248                                         msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2249                                 }
2250
2251                                 /* Check for quest completion */
2252                                 check_quest_completion(m_ptr);
2253
2254                                 delete_monster_idx(m_idx);
2255
2256                                 return;
2257                         }
2258                 }
2259                 else
2260                 {
2261                         /* Reset the counter */
2262                         if (is_riding_mon) riding_pinch = 0;
2263                 }
2264         }
2265
2266         /* Handle "sleep" */
2267         if (MON_CSLEEP(m_ptr))
2268         {
2269                 /* Handle non-aggravation - Still sleeping */
2270                 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2271
2272                 /* Reset sleep counter */
2273                 (void)set_monster_csleep(m_idx, 0);
2274
2275                 /* Notice the "waking up" */
2276                 if (m_ptr->ml)
2277                 {
2278                         GAME_TEXT m_name[MAX_NLEN];
2279                         monster_desc(m_name, m_ptr, 0);
2280                         msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2281                 }
2282
2283                 /* Hack -- Count the wakings */
2284                 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2285                 {
2286                         r_ptr->r_wake++;
2287                 }
2288         }
2289
2290         /* Handle "stun" */
2291         if (MON_STUNNED(m_ptr))
2292         {
2293                 /* Sometimes skip move */
2294                 if (one_in_(2)) return;
2295         }
2296
2297         if (is_riding_mon)
2298         {
2299                 p_ptr->update |= (PU_BONUS);
2300         }
2301
2302         /* No one wants to be your friend if you're aggravating */
2303         if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2304                 gets_angry = TRUE;
2305
2306         /* Paranoia... no pet uniques outside wizard mode -- TY */
2307         if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2308               monster_has_hostile_align(NULL, 10, -10, r_ptr))
2309              || (r_ptr->flagsr & RFR_RES_ALL)))
2310         {
2311                 gets_angry = TRUE;
2312         }
2313
2314         if (p_ptr->inside_battle) gets_angry = FALSE;
2315
2316         if (gets_angry)
2317         {
2318                 if (is_pet(m_ptr) || see_m)
2319                 {
2320                         GAME_TEXT m_name[MAX_NLEN];
2321                         monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
2322                         msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
2323                 }
2324
2325                 set_hostile(m_ptr);
2326         }
2327
2328         /* Get the origin */
2329         oy = m_ptr->fy;
2330         ox = m_ptr->fx;
2331
2332         /* Attempt to "multiply" if able and allowed */
2333         if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2334         {
2335                 int k;
2336                 POSITION y, x;
2337
2338                 /* Count the adjacent monsters */
2339                 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2340                 {
2341                         for (x = ox - 1; x <= ox + 1; x++)
2342                         {
2343                                 /* Ignore locations off of edge */
2344                                 if (!in_bounds2(y, x)) continue;
2345                                 if (grid_array[y][x].m_idx) k++;
2346                         }
2347                 }
2348
2349                 /* Hex */
2350                 if (multiply_barrier(m_idx)) k = 8;
2351
2352                 /* Hack -- multiply slower in crowded areas */
2353                 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2354                 {
2355                         /* Try to multiply */
2356                         if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2357                         {
2358                                 /* Take note if visible */
2359                                 if (m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2360                                 {
2361                                         r_ptr->r_flags2 |= (RF2_MULTIPLY);
2362                                 }
2363
2364                                 /* Multiplying takes energy */
2365                                 return;
2366                         }
2367                 }
2368         }
2369
2370         if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
2371         {
2372                 /* Hack -- Ohmu scatters molds! */
2373                 if (m_ptr->r_idx == MON_OHMU)
2374                 {
2375                         if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2376                         {
2377                                 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2378                                 {
2379                                         int k, count = 0;
2380                                         DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2381                                         BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2382
2383                                         for (k = 0; k < A_MAX; k++)
2384                                         {
2385                                                 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode), '\0'))
2386                                                 {
2387                                                         if (m_list[hack_m_idx_ii].ml) count++;
2388                                                 }
2389                                         }
2390
2391                                         if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2392                                 }
2393                         }
2394                 }
2395         }
2396
2397         if (!p_ptr->inside_battle)
2398         {
2399                 /* Hack! "Cyber" monster makes noise... */
2400                 if (m_ptr->ap_r_idx == MON_CYBER &&
2401                     one_in_(CYBERNOISE) &&
2402                     !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2403                 {
2404                         if (disturb_minor) disturb(FALSE, FALSE);
2405                         msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
2406                 }
2407
2408                 /* Some monsters can speak */
2409                 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2410                     one_in_(SPEAK_CHANCE) &&
2411                     player_has_los_bold(oy, ox) &&
2412                     projectable(oy, ox, p_ptr->y, p_ptr->x))
2413                 {
2414                         GAME_TEXT m_name[MAX_NLEN];
2415                         char monmessage[1024];
2416                         concptr filename;
2417
2418                         /* Acquire the monster name/poss */
2419                         if (m_ptr->ml)
2420                                 monster_desc(m_name, m_ptr, 0);
2421                         else
2422                                 strcpy(m_name, _("それ", "It"));
2423
2424                         /* Select the file for monster quotes */
2425                         if (MON_MONFEAR(m_ptr))
2426                                 filename = _("monfear_j.txt", "monfear.txt");
2427                         else if (is_pet(m_ptr))
2428                                 filename = _("monpet_j.txt", "monpet.txt");
2429                         else if (is_friendly(m_ptr))
2430                                 filename = _("monfrien_j.txt", "monfrien.txt");
2431                         else
2432                                 filename = _("monspeak_j.txt", "monspeak.txt");
2433                         /* Get the monster line */
2434                         if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2435                         {
2436                                 /* Say something */
2437                                 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2438                         }
2439                 }
2440         }
2441
2442         /* Try to cast spell occasionally */
2443         if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2444         {
2445                 bool counterattack = FALSE;
2446
2447                 /* Give priority to counter attack? */
2448                 if (m_ptr->target_y)
2449                 {
2450                         MONSTER_IDX t_m_idx = grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
2451
2452                         /* The monster must be an enemy, and projectable */
2453                         if (t_m_idx && are_enemies(m_ptr, &m_list[t_m_idx]) &&
2454                             projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2455                         {
2456                                 counterattack = TRUE;
2457                         }
2458                 }
2459
2460                 if (!counterattack)
2461                 {
2462                         /* Attempt to cast a spell */
2463                         if (aware && make_attack_spell(m_idx)) return;
2464
2465                         /*
2466                          * Attempt to cast a spell at an enemy other than the player
2467                          * (may slow the game a smidgeon, but I haven't noticed.)
2468                          */
2469                         if (monst_spell_monst(m_idx)) return;
2470                 }
2471                 else
2472                 {
2473                         /* Attempt to do counter attack at first */
2474                         if (monst_spell_monst(m_idx)) return;
2475
2476                         if (aware && make_attack_spell(m_idx)) return;
2477                 }
2478         }
2479
2480         /* Hack -- Assume no movement */
2481         mm[0] = mm[1] = mm[2] = mm[3] = 0;
2482         mm[4] = mm[5] = mm[6] = mm[7] = 0;
2483
2484
2485         /* Confused -- 100% random */
2486         if (MON_CONFUSED(m_ptr) || !aware)
2487         {
2488                 /* Try four "random" directions */
2489                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2490         }
2491
2492         /* 75% random movement */
2493         else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2494                  (randint0(100) < 75))
2495         {
2496                 /* Memorize flags */
2497                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2498
2499                 /* Try four "random" directions */
2500                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2501         }
2502
2503         /* 50% random movement */
2504         else if ((r_ptr->flags1 & RF1_RAND_50) &&
2505                                 (randint0(100) < 50))
2506         {
2507                 /* Memorize flags */
2508                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2509
2510                 /* Try four "random" directions */
2511                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2512         }
2513
2514         /* 25% random movement */
2515         else if ((r_ptr->flags1 & RF1_RAND_25) &&
2516                                 (randint0(100) < 25))
2517         {
2518                 /* Memorize flags */
2519                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2520
2521                 /* Try four "random" directions */
2522                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2523         }
2524
2525         /* Can't reach player - find something else to hit */
2526         else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2527         {
2528                 /* Try four "random" directions */
2529                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2530
2531                 /* Look for an enemy */
2532 #if 0  /* Hack - Too slow.  Mimic pits are horrible with this on. */
2533                 get_enemy_dir(m_idx, mm);
2534 #endif /* 0 */
2535         }
2536
2537         /* Pets will follow the player */
2538         else if (is_pet(m_ptr))
2539         {
2540                 /* Are we trying to avoid the player? */
2541                 bool avoid = ((p_ptr->pet_follow_distance < 0) && (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2542
2543                 /* Do we want to find the player? */
2544                 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2545
2546                 /* Should we find the player if we can't find a monster? */
2547                 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2548
2549                 /* by default, move randomly */
2550                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2551
2552                 /* Look for an enemy */
2553                 if (!get_enemy_dir(m_idx, mm))
2554                 {
2555                         /* Find the player if necessary */
2556                         if (avoid || lonely || distant)
2557                         {
2558                                 /* Remember the leash length */
2559                                 POSITION dis = p_ptr->pet_follow_distance;
2560
2561                                 /* Hack -- adjust follow distance temporarily */
2562                                 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2563                                 {
2564                                         p_ptr->pet_follow_distance = PET_SEEK_DIST;
2565                                 }
2566
2567                                 /* Find the player */
2568                                 (void)get_moves(m_idx, mm);
2569
2570                                 /* Restore the leash */
2571                                 p_ptr->pet_follow_distance = (s16b)dis;
2572                         }
2573                 }
2574         }
2575
2576         /* Friendly monster movement */
2577         else if (!is_hostile(m_ptr))
2578         {
2579                 /* by default, move randomly */
2580                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2581
2582                 /* Look for an enemy */
2583                 get_enemy_dir(m_idx, mm);
2584         }
2585         /* Normal movement */
2586         else
2587         {
2588                 /* Logical moves, may do nothing */
2589                 if (!get_moves(m_idx, mm)) return;
2590         }
2591
2592         /* Assume nothing */
2593         do_turn = FALSE;
2594         do_move = FALSE;
2595         do_view = FALSE;
2596         must_alter_to_move = FALSE;
2597
2598         /* Assume nothing */
2599         did_open_door = FALSE;
2600         did_bash_door = FALSE;
2601         did_take_item = FALSE;
2602         did_kill_item = FALSE;
2603         did_move_body = FALSE;
2604         did_pass_wall = FALSE;
2605         did_kill_wall = FALSE;
2606
2607         /* Take a zero-terminated array of "directions" */
2608         for (i = 0; mm[i]; i++)
2609         {
2610                 /* Get the direction */
2611                 d = mm[i];
2612
2613                 /* Hack -- allow "randomized" motion */
2614                 if (d == 5) d = ddd[randint0(8)];
2615
2616                 /* Get the destination */
2617                 ny = oy + ddy[d];
2618                 nx = ox + ddx[d];
2619
2620                 /* Ignore locations off of edge */
2621                 if (!in_bounds2(ny, nx)) continue;
2622
2623                 /* Access that grid */
2624                 g_ptr = &grid_array[ny][nx];
2625                 f_ptr = &f_info[g_ptr->feat];
2626                 can_cross = monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2627
2628                 /* Access that grid's contents */
2629                 y_ptr = &m_list[g_ptr->m_idx];
2630
2631                 /* Hack -- player 'in' wall */
2632                 if (player_bold(ny, nx))
2633                 {
2634                         do_move = TRUE;
2635                 }
2636
2637                 /* Possibly a monster to attack */
2638                 else if (g_ptr->m_idx)
2639                 {
2640                         do_move = TRUE;
2641                 }
2642
2643                 /* Monster destroys walls (and doors) */
2644                 else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
2645                          (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
2646                          have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
2647                          check_hp_for_feat_destruction(f_ptr, m_ptr))
2648                 {
2649                         /* Eat through walls/doors/rubble */
2650                         do_move = TRUE;
2651                         if (!can_cross) must_alter_to_move = TRUE;
2652
2653                         /* Monster destroyed a wall (later) */
2654                         did_kill_wall = TRUE;
2655                 }
2656
2657                 /* Floor is open? */
2658                 else if (can_cross)
2659                 {
2660                         /* Go ahead and move */
2661                         do_move = TRUE;
2662
2663                         /* Monster moves through walls (and doors) */
2664                         if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2665                             have_flag(f_ptr->flags, FF_CAN_PASS))
2666                         {
2667                                 /* Monster went through a wall */
2668                                 did_pass_wall = TRUE;
2669                         }
2670                 }
2671
2672                 /* Handle doors and secret doors */
2673                 else if (is_closed_door(g_ptr->feat))
2674                 {
2675                         bool may_bash = TRUE;
2676
2677                         /* Assume no move allowed */
2678                         do_move = FALSE;
2679
2680                         /* Creature can open doors. */
2681                         if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2682                                  (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2683                         {
2684                                 /* Closed doors */
2685                                 if (!f_ptr->power)
2686                                 {
2687                                         /* The door is open */
2688                                         did_open_door = TRUE;
2689
2690                                         /* Do not bash the door */
2691                                         may_bash = FALSE;
2692
2693                                         do_turn = TRUE;
2694                                 }
2695
2696                                 /* Locked doors (not jammed) */
2697                                 else
2698                                 {
2699                                         /* Try to unlock it */
2700                                         if (randint0(m_ptr->hp / 10) > f_ptr->power)
2701                                         {
2702                                                 /* Unlock the door */
2703                                                 cave_alter_feat(ny, nx, FF_DISARM);
2704
2705                                                 /* Do not bash the door */
2706                                                 may_bash = FALSE;
2707
2708                                                 do_turn = TRUE;
2709                                         }
2710                                 }
2711                         }
2712
2713                         /* Stuck doors -- attempt to bash them down if allowed */
2714                         if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2715                                 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2716                         {
2717                                 /* Attempt to Bash */
2718                                 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
2719                                 {
2720                                         if (have_flag(f_ptr->flags, FF_GLASS))
2721                                                 msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
2722                                         else
2723                                                 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2724
2725                                         /* Disturb (sometimes) */
2726                                         if (disturb_minor) disturb(FALSE, FALSE);
2727
2728                                         /* The door was bashed open */
2729                                         did_bash_door = TRUE;
2730
2731                                         /* Hack -- fall into doorway */
2732                                         do_move = TRUE;
2733                                         must_alter_to_move = TRUE;
2734                                 }
2735                         }
2736
2737
2738                         /* Deal with doors in the way */
2739                         if (did_open_door || did_bash_door)
2740                         {
2741                                 /* Break down the door */
2742                                 if (did_bash_door && ((randint0(100) < 50) || (feat_state(g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
2743                                 {
2744                                         cave_alter_feat(ny, nx, FF_BASH);
2745
2746                                         if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2747                                         {
2748                                                 /* Update some things */
2749                                                 p_ptr->update |= (PU_FLOW);
2750                                                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2751                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2752
2753                                                 return;
2754                                         }
2755                                 }
2756
2757                                 /* Open the door */
2758                                 else
2759                                 {
2760                                         cave_alter_feat(ny, nx, FF_OPEN);
2761                                 }
2762
2763                                 f_ptr = &f_info[g_ptr->feat];
2764
2765                                 /* Handle viewable doors */
2766                                 do_view = TRUE;
2767                         }
2768                 }
2769
2770                 /* Hack -- check for Glyph of Warding */
2771                 if (do_move && is_glyph_grid(g_ptr) &&
2772                     !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2773                 {
2774                         /* Assume no move allowed */
2775                         do_move = FALSE;
2776
2777                         /* Break the ward */
2778                         if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2779                         {
2780                                 /* Describe observable breakage */
2781                                 if (g_ptr->info & CAVE_MARK)
2782                                 {
2783                                         msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2784                                 }
2785
2786                                 /* Forget the rune */
2787                                 g_ptr->info &= ~(CAVE_MARK);
2788
2789                                 /* Break the rune */
2790                                 g_ptr->info &= ~(CAVE_OBJECT);
2791                                 g_ptr->mimic = 0;
2792
2793                                 /* Allow movement */
2794                                 do_move = TRUE;
2795
2796                                 note_spot(ny, nx);
2797                         }
2798                 }
2799                 else if (do_move && is_explosive_rune_grid(g_ptr) &&
2800                          !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2801                 {
2802                         /* Assume no move allowed */
2803                         do_move = FALSE;
2804
2805                         /* Break the ward */
2806                         if (!is_pet(m_ptr))
2807                         {
2808                                 /* Break the ward */
2809                                 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2810                                 {
2811                                         /* Describe observable breakage */
2812                                         if (g_ptr->info & CAVE_MARK)
2813                                         {
2814                                                 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2815                                                 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);
2816                                         }
2817                                 }
2818                                 else
2819                                 {
2820                                         msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2821                                 }
2822
2823                                 /* Forget the rune */
2824                                 g_ptr->info &= ~(CAVE_MARK);
2825
2826                                 /* Break the rune */
2827                                 g_ptr->info &= ~(CAVE_OBJECT);
2828                                 g_ptr->mimic = 0;
2829
2830                                 note_spot(ny, nx);
2831                                 lite_spot(ny, nx);
2832
2833                                 if (!m_ptr->r_idx) return;
2834                                 /* Allow movement */
2835                                 do_move = TRUE;
2836                         }
2837                 }
2838
2839                 /* The player is in the way */
2840                 if (do_move && player_bold(ny, nx))
2841                 {
2842                         /* Some monsters never attack */
2843                         if (r_ptr->flags1 & RF1_NEVER_BLOW)
2844                         {
2845                                 /* Hack -- memorize lack of attacks */
2846                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
2847
2848                                 /* Do not move */
2849                                 do_move = FALSE;
2850                         }
2851
2852                         /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2853                         if (do_move && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
2854                         {
2855                                 if (!MON_CONFUSED(m_ptr))
2856                                 {
2857                                         if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2858                                         else
2859                                         {
2860                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2861                                         }
2862                                 }
2863                         }
2864
2865                         /* The player is in the way.  Attack him. */
2866                         if (do_move)
2867                         {
2868                                 if (!p_ptr->riding || one_in_(2))
2869                                 {
2870                                         /* Do the attack */
2871                                         (void)make_attack_normal(m_idx);
2872
2873                                         /* Do not move */
2874                                         do_move = FALSE;
2875
2876                                         /* Took a turn */
2877                                         do_turn = TRUE;
2878                                 }
2879                         }
2880                 }
2881
2882                 /* A monster is in the way */
2883                 if (do_move && g_ptr->m_idx)
2884                 {
2885                         monster_race *z_ptr = &r_info[y_ptr->r_idx];
2886
2887                         /* Assume no movement */
2888                         do_move = FALSE;
2889
2890                         /* Attack 'enemies' */
2891                         if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
2892                                  (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
2893                                  can_cross && (g_ptr->m_idx != p_ptr->riding)) ||
2894                                 are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
2895                         {
2896                                 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2897                                 {
2898                                         if (r_ptr->flags2 & RF2_KILL_BODY)
2899                                         {
2900                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2901                                         }
2902
2903                                         /* attack */
2904                                         if (y_ptr->r_idx && (y_ptr->hp >= 0))
2905                                         {
2906                                                 if (monst_attack_monst(m_idx, g_ptr->m_idx)) return;
2907
2908                                                 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2909                                                 else if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
2910                                                 {
2911                                                         if (MON_CONFUSED(m_ptr)) return;
2912                                                         else if (r_ptr->flags2 & RF2_STUPID)
2913                                                         {
2914                                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2915                                                                 return;
2916                                                         }
2917                                                 }
2918                                         }
2919                                 }
2920                         }
2921
2922                         /* Push past weaker monsters (unless leaving a wall) */
2923                         else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
2924                                 (r_ptr->mexp > z_ptr->mexp) &&
2925                                 can_cross && (g_ptr->m_idx != p_ptr->riding) &&
2926                                 monster_can_cross_terrain(grid_array[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
2927                         {
2928                                 /* Allow movement */
2929                                 do_move = TRUE;
2930
2931                                 /* Monster pushed past another monster */
2932                                 did_move_body = TRUE;
2933
2934                                 /* Wake up the moved monster */
2935                                 (void)set_monster_csleep(g_ptr->m_idx, 0);
2936
2937                                 /* Message */
2938                         }
2939                 }
2940
2941                 if (is_riding_mon)
2942                 {
2943                         if (!p_ptr->riding_ryoute && !MON_MONFEAR(&m_list[p_ptr->riding])) do_move = FALSE;
2944                 }
2945
2946                 if (did_kill_wall && do_move)
2947                 {
2948                         if (one_in_(GRINDNOISE))
2949                         {
2950                                 if (have_flag(f_ptr->flags, FF_GLASS))
2951                                         msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
2952                                 else
2953                                         msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
2954                         }
2955
2956                         cave_alter_feat(ny, nx, FF_HURT_DISI);
2957
2958                         if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2959                         {
2960                                 /* Update some things */
2961                                 p_ptr->update |= (PU_FLOW);
2962                                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2963                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
2964
2965                                 return;
2966                         }
2967
2968                         f_ptr = &f_info[g_ptr->feat];
2969
2970                         /* Note changes to viewable region */
2971                         do_view = TRUE;
2972                         do_turn = TRUE;
2973                 }
2974
2975                 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
2976                 {
2977                         if (!monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
2978                         {
2979                                 /* Assume no move allowed */
2980                                 do_move = FALSE;
2981                         }
2982                 }
2983
2984                 /*
2985                  * Check if monster can cross terrain
2986                  * This is checked after the normal attacks
2987                  * to allow monsters to attack an enemy,
2988                  * even if it can't enter the terrain.
2989                  */
2990                 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
2991                 {
2992                         /* Assume no move allowed */
2993                         do_move = FALSE;
2994                 }
2995
2996                 /* Some monsters never move */
2997                 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
2998                 {
2999                         /* Hack -- memorize lack of moves */
3000                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3001
3002                         /* Do not move */
3003                         do_move = FALSE;
3004                 }
3005
3006                 /* Creature has been allowed move */
3007                 if (do_move)
3008                 {
3009                         do_turn = TRUE;
3010
3011                         if (have_flag(f_ptr->flags, FF_TREE))
3012                         {
3013                                 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3014                                 {
3015                                         m_ptr->energy_need += ENERGY_NEED();
3016                                 }
3017                         }
3018
3019                         if (!is_riding_mon)
3020                         {
3021                                 /* Hack -- Update the old location */
3022                                 grid_array[oy][ox].m_idx = g_ptr->m_idx;
3023
3024                                 /* Mega-Hack -- move the old monster, if any */
3025                                 if (g_ptr->m_idx)
3026                                 {
3027                                         /* Move the old monster */
3028                                         y_ptr->fy = oy;
3029                                         y_ptr->fx = ox;
3030
3031                                         /* Update the old monster */
3032                                         update_monster(g_ptr->m_idx, TRUE);
3033                                 }
3034
3035                                 /* Hack -- Update the new location */
3036                                 g_ptr->m_idx = m_idx;
3037
3038                                 /* Move the monster */
3039                                 m_ptr->fy = ny;
3040                                 m_ptr->fx = nx;
3041                                 update_monster(m_idx, TRUE);
3042
3043                                 lite_spot(oy, ox);
3044                                 lite_spot(ny, nx);
3045                         }
3046                         else
3047                         {
3048                                 /* sound(SOUND_WALK); */
3049                                 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
3050                         }
3051
3052                         /* Possible disturb */
3053                         if (m_ptr->ml &&
3054                             (disturb_move ||
3055                              (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
3056                              (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3057                         {
3058                                 if (is_hostile(m_ptr))
3059                                         disturb(FALSE, TRUE);
3060                         }
3061
3062                         /* Take or Kill objects on the floor */
3063                         if (g_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3064                             (!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
3065                         {
3066                                 OBJECT_IDX this_o_idx, next_o_idx;
3067                                 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
3068
3069                                 /* Scan all objects in the grid */
3070                                 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3071                                 {
3072                                         BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
3073                                         GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
3074                                         object_type *o_ptr = &o_list[this_o_idx];
3075
3076                                         /* Acquire next object */
3077                                         next_o_idx = o_ptr->next_o_idx;
3078
3079                                         if (do_take)
3080                                         {
3081                                                 /* Skip gold */
3082                                                 if (o_ptr->tval == TV_GOLD) continue;
3083
3084                                                 /*
3085                                                  * Skip "real" corpses and statues, to avoid extreme
3086                                                  * silliness like a novice rogue pockets full of statues
3087                                                  * and corpses.
3088                                                  */
3089                                                 if ((o_ptr->tval == TV_CORPSE) ||
3090                                                     (o_ptr->tval == TV_STATUE)) continue;
3091                                         }
3092
3093                                         /* Extract some flags */
3094                                         object_flags(o_ptr, flgs);
3095
3096                                         /* Acquire the object name */
3097                                         object_desc(o_name, o_ptr, 0);
3098                                         monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
3099
3100                                         /* React to objects that hurt the monster */
3101                                         if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3102                                         if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3103                                         if (have_flag(flgs, TR_SLAY_TROLL))  flg3 |= (RF3_TROLL);
3104                                         if (have_flag(flgs, TR_KILL_TROLL))  flg3 |= (RF3_TROLL);
3105                                         if (have_flag(flgs, TR_SLAY_GIANT))  flg3 |= (RF3_GIANT);
3106                                         if (have_flag(flgs, TR_KILL_GIANT))  flg3 |= (RF3_GIANT);
3107                                         if (have_flag(flgs, TR_SLAY_ORC))    flg3 |= (RF3_ORC);
3108                                         if (have_flag(flgs, TR_KILL_ORC))    flg3 |= (RF3_ORC);
3109                                         if (have_flag(flgs, TR_SLAY_DEMON))  flg3 |= (RF3_DEMON);
3110                                         if (have_flag(flgs, TR_KILL_DEMON))  flg3 |= (RF3_DEMON);
3111                                         if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3112                                         if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3113                                         if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3114                                         if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3115                                         if (have_flag(flgs, TR_SLAY_EVIL))   flg3 |= (RF3_EVIL);
3116                                         if (have_flag(flgs, TR_KILL_EVIL))   flg3 |= (RF3_EVIL);
3117                                         if (have_flag(flgs, TR_SLAY_HUMAN))  flg2 |= (RF2_HUMAN);
3118                                         if (have_flag(flgs, TR_KILL_HUMAN))  flg2 |= (RF2_HUMAN);
3119                                         if (have_flag(flgs, TR_BRAND_ACID))  flgr |= (RFR_IM_ACID);
3120                                         if (have_flag(flgs, TR_BRAND_ELEC))  flgr |= (RFR_IM_ELEC);
3121                                         if (have_flag(flgs, TR_BRAND_FIRE))  flgr |= (RFR_IM_FIRE);
3122                                         if (have_flag(flgs, TR_BRAND_COLD))  flgr |= (RFR_IM_COLD);
3123                                         if (have_flag(flgs, TR_BRAND_POIS))  flgr |= (RFR_IM_POIS);
3124
3125                                         /* The object cannot be picked up by the monster */
3126                                         if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
3127                                             ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
3128                                         {
3129                                                 /* Only give a message for "take_item" */
3130                                                 if (do_take && (r_ptr->flags2 & RF2_STUPID))
3131                                                 {
3132                                                         did_take_item = TRUE;
3133
3134                                                         /* Describe observable situations */
3135                                                         if (m_ptr->ml && player_can_see_bold(ny, nx))
3136                                                         {
3137                                                                 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);
3138                                                         }
3139                                                 }
3140                                         }
3141
3142                                         /* Pick up the item */
3143                                         else if (do_take)
3144                                         {
3145                                                 did_take_item = TRUE;
3146
3147                                                 /* Describe observable situations */
3148                                                 if (player_can_see_bold(ny, nx))
3149                                                 {
3150                                                         msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
3151                                                 }
3152
3153                                                 /* Excise the object */
3154                                                 excise_object_idx(this_o_idx);
3155
3156                                                 /* Forget mark */
3157                                                 o_ptr->marked &= OM_TOUCHED;
3158
3159                                                 /* Forget location */
3160                                                 o_ptr->iy = o_ptr->ix = 0;
3161
3162                                                 /* Memorize monster */
3163                                                 o_ptr->held_m_idx = m_idx;
3164
3165                                                 /* Build a stack */
3166                                                 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3167
3168                                                 /* Carry object */
3169                                                 m_ptr->hold_o_idx = this_o_idx;
3170                                         }
3171
3172                                         /* Destroy the item if not a pet */
3173                                         else if (!is_pet(m_ptr))
3174                                         {
3175                                                 did_kill_item = TRUE;
3176
3177                                                 /* Describe observable situations */
3178                                                 if (player_has_los_bold(ny, nx))
3179                                                 {
3180                                                         msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
3181                                                 }
3182
3183                                                 delete_object_idx(this_o_idx);
3184                                         }
3185                                 }
3186                         }
3187                 }
3188
3189                 /* Stop when done */
3190                 if (do_turn) break;
3191         }
3192
3193         /*
3194          *  Forward movements failed, but now received LOS attack!
3195          *  Try to flow by smell.
3196          */
3197         if (p_ptr->no_flowed && i > 2 &&  m_ptr->target_y)
3198                 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3199
3200         /* If we haven't done anything, try casting a spell again */
3201         if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
3202         {
3203                 /* Try to cast spell again */
3204                 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3205                 {
3206                         if (make_attack_spell(m_idx)) return;
3207                 }
3208         }
3209
3210
3211         /* Notice changes in view */
3212         if (do_view)
3213         {
3214                 p_ptr->update |= (PU_FLOW);
3215                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3216         }
3217
3218         /* Notice changes in view */
3219         if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3220                 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3221         {
3222                 /* Update some things */
3223                 p_ptr->update |= (PU_MON_LITE);
3224         }
3225
3226         /* Learn things from observable monster */
3227         if (is_original_ap_and_seen(m_ptr))
3228         {
3229                 /* Monster opened a door */
3230                 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3231
3232                 /* Monster bashed a door */
3233                 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3234
3235                 /* Monster tried to pick something up */
3236                 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3237
3238                 /* Monster tried to crush something */
3239                 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3240
3241                 /* Monster pushed past another monster */
3242                 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3243
3244                 /* Monster passed through a wall */
3245                 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3246
3247                 /* Monster destroyed a wall */
3248                 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3249         }
3250
3251
3252         /* Hack -- get "bold" if out of options */
3253         if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3254         {
3255                 /* No longer afraid */
3256                 (void)set_monster_monfear(m_idx, 0);
3257
3258                 /* Message if seen */
3259                 if (see_m)
3260                 {
3261                         GAME_TEXT m_name[MAX_NLEN];
3262                         monster_desc(m_name, m_ptr, 0);
3263                         msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
3264                 }
3265
3266                 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3267
3268                 /* Actually do something now (?) */
3269         }
3270 }
3271
3272 /*!
3273  * @brief 全モンスターのターン管理メインルーチン /
3274  * Process all the "live" monsters, once per game turn.
3275  * @return なし
3276  * @details
3277  * During each game turn, we scan through the list of all the "live" monsters,\n
3278  * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
3279  * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
3280  *\n
3281  * Note that monsters can never move in the monster array (except when the\n
3282  * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
3283  *\n
3284  * This function is responsible for at least half of the processor time\n
3285  * on a normal system with a "normal" amount of monsters and a player doing\n
3286  * normal things.\n
3287  *\n
3288  * When the player is resting, virtually 90% of the processor time is spent\n
3289  * in this function, and its children, "process_monster()" and "make_move()".\n
3290  *\n
3291  * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
3292  * especially when the player is running.\n
3293  *\n
3294  * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
3295  * monsters while they are still being "born".  A monster is "fresh" only\n
3296  * during the turn in which it is created, and we use the "hack_m_idx" to\n
3297  * determine if the monster is yet to be processed during the current turn.\n
3298  *\n
3299  * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
3300  * move before any "nasty" monsters get to use their spell attacks.\n
3301  *\n
3302  * Note that when the "knowledge" about the currently tracked monster\n
3303  * changes (flags, attacks, spells), we induce a redraw of the monster\n
3304  * recall window.\n
3305  */
3306 void process_monsters(void)
3307 {
3308         IDX i;
3309         POSITION fx, fy;
3310
3311         bool            test;
3312
3313         monster_type    *m_ptr;
3314         monster_race    *r_ptr;
3315
3316         MONRACE_IDX old_monster_race_idx;
3317
3318         BIT_FLAGS old_r_flags1 = 0L;
3319         BIT_FLAGS old_r_flags2 = 0L;
3320         BIT_FLAGS old_r_flags3 = 0L;
3321         BIT_FLAGS old_r_flags4 = 0L;
3322         BIT_FLAGS old_r_flags5 = 0L;
3323         BIT_FLAGS old_r_flags6 = 0L;
3324         BIT_FLAGS old_r_flagsr = 0L;
3325
3326         byte old_r_blows0 = 0;
3327         byte old_r_blows1 = 0;
3328         byte old_r_blows2 = 0;
3329         byte old_r_blows3 = 0;
3330
3331         byte old_r_cast_spell = 0;
3332
3333         SPEED speed;
3334
3335         /* Clear monster fighting indicator */
3336         mon_fight = FALSE;
3337
3338         /* Memorize old race */
3339         old_monster_race_idx = p_ptr->monster_race_idx;
3340
3341         /* Acquire knowledge */
3342         if (p_ptr->monster_race_idx)
3343         {
3344                 /* Acquire current monster */
3345                 r_ptr = &r_info[p_ptr->monster_race_idx];
3346
3347                 /* Memorize flags */
3348                 old_r_flags1 = r_ptr->r_flags1;
3349                 old_r_flags2 = r_ptr->r_flags2;
3350                 old_r_flags3 = r_ptr->r_flags3;
3351                 old_r_flags4 = r_ptr->r_flags4;
3352                 old_r_flags5 = r_ptr->r_flags5;
3353                 old_r_flags6 = r_ptr->r_flags6;
3354                 old_r_flagsr = r_ptr->r_flagsr;
3355
3356                 /* Memorize blows */
3357                 old_r_blows0 = r_ptr->r_blows[0];
3358                 old_r_blows1 = r_ptr->r_blows[1];
3359                 old_r_blows2 = r_ptr->r_blows[2];
3360                 old_r_blows3 = r_ptr->r_blows[3];
3361
3362                 /* Memorize castings */
3363                 old_r_cast_spell = r_ptr->r_cast_spell;
3364         }
3365
3366
3367         /* Process the monsters (backwards) */
3368         for (i = m_max - 1; i >= 1; i--)
3369         {
3370                 /* Access the monster */
3371                 m_ptr = &m_list[i];
3372                 r_ptr = &r_info[m_ptr->r_idx];
3373
3374                 /* Handle "leaving" */
3375                 if (p_ptr->leaving) break;
3376
3377                 /* Ignore "dead" monsters */
3378                 if (!m_ptr->r_idx) continue;
3379
3380                 if (p_ptr->wild_mode) continue;
3381
3382
3383                 /* Handle "fresh" monsters */
3384                 if (m_ptr->mflag & MFLAG_BORN)
3385                 {
3386                         /* No longer "fresh" */
3387                         m_ptr->mflag &= ~(MFLAG_BORN);
3388
3389                         /* Skip */
3390                         continue;
3391                 }
3392
3393                 /* Hack -- Require proximity */
3394                 if (m_ptr->cdis >= AAF_LIMIT) continue;
3395
3396
3397                 /* Access the location */
3398                 fx = m_ptr->fx;
3399                 fy = m_ptr->fy;
3400
3401                 /* Flow by smell is allowed */
3402                 if (!p_ptr->no_flowed)
3403                 {
3404                         m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3405                 }
3406
3407                 /* Assume no move */
3408                 test = FALSE;
3409
3410                 /* Handle "sensing radius" */
3411                 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3412                 {
3413                         /* We can "sense" the player */
3414                         test = TRUE;
3415                 }
3416
3417                 /* Handle "sight" and "aggravation" */
3418         else if ((m_ptr->cdis <= MAX_SIGHT || p_ptr->inside_battle) &&
3419                         (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3420                 {
3421                         /* We can "see" or "feel" the player */
3422                         test = TRUE;
3423                 }
3424
3425 #if 0 /* (grid_array[p_ptr->y][p_ptr->x].when == grid_array[fy][fx].when) is always FALSE... */
3426                 /* Hack -- Monsters can "smell" the player from far away */
3427                 /* Note that most monsters have "aaf" of "20" or so */
3428                 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3429                         cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_MOVE) &&
3430                         (grid_array[p_ptr->y][p_ptr->x].when == grid_array[fy][fx].when) &&
3431                         (grid_array[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3432                         (grid_array[fy][fx].dist < r_ptr->aaf))
3433                 {
3434                         /* We can "smell" the player */
3435                         test = TRUE;
3436                 }
3437 #endif
3438                 else if (m_ptr->target_y) test = TRUE;
3439
3440                 /* Do nothing */
3441                 if (!test) continue;
3442
3443
3444                 if (p_ptr->riding == i)
3445                         speed = p_ptr->pspeed;
3446                 else
3447                 {
3448                         speed = m_ptr->mspeed;
3449
3450                         /* Monsters move quickly in Nightmare mode */
3451                         if (ironman_nightmare) speed += 5;
3452
3453                         if (MON_FAST(m_ptr)) speed += 10;
3454                         if (MON_SLOW(m_ptr)) speed -= 10;
3455                 }
3456
3457                 /* Give this monster some energy */
3458                 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3459
3460                 /* Not enough energy to move */
3461                 if (m_ptr->energy_need > 0) continue;
3462
3463                 /* Use up "some" energy */
3464                 m_ptr->energy_need += ENERGY_NEED();
3465
3466
3467                 /* Save global index */
3468                 hack_m_idx = i;
3469
3470                 /* Process the monster */
3471                 process_monster(i);
3472
3473                 reset_target(m_ptr);
3474
3475                 /* Give up flow_by_smell when it might useless */
3476                 if (p_ptr->no_flowed && one_in_(3))
3477                         m_ptr->mflag2 |= MFLAG2_NOFLOW;
3478
3479                 /* Hack -- notice death or departure */
3480                 if (!p_ptr->playing || p_ptr->is_dead) break;
3481
3482                 /* Notice leaving */
3483                 if (p_ptr->leaving) break;
3484         }
3485
3486         /* Reset global index */
3487         hack_m_idx = 0;
3488
3489
3490         /* Tracking a monster race (the same one we were before) */
3491         if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3492         {
3493                 /* Acquire monster race */
3494                 r_ptr = &r_info[p_ptr->monster_race_idx];
3495
3496                 /* Check for knowledge change */
3497                 if ((old_r_flags1 != r_ptr->r_flags1) ||
3498                         (old_r_flags2 != r_ptr->r_flags2) ||
3499                         (old_r_flags3 != r_ptr->r_flags3) ||
3500                         (old_r_flags4 != r_ptr->r_flags4) ||
3501                         (old_r_flags5 != r_ptr->r_flags5) ||
3502                         (old_r_flags6 != r_ptr->r_flags6) ||
3503                         (old_r_flagsr != r_ptr->r_flagsr) ||
3504                         (old_r_blows0 != r_ptr->r_blows[0]) ||
3505                         (old_r_blows1 != r_ptr->r_blows[1]) ||
3506                         (old_r_blows2 != r_ptr->r_blows[2]) ||
3507                         (old_r_blows3 != r_ptr->r_blows[3]) ||
3508                         (old_r_cast_spell != r_ptr->r_cast_spell))
3509                 {
3510                         p_ptr->window |= (PW_MONSTER);
3511                 }
3512         }
3513 }
3514