2 * @file monster-process.c
3 * @brief モンスターの特殊技能と移動処理/ Monster spells and movement
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
12 * This file has several additions to it by Keldon Jones (keldon@umr.edu)
13 * to improve the general quality of the AI (version 0.1.1).
18 #include "monsterrace-hook.h"
20 #include "projection.h"
21 #include "spells-summon.h"
24 #include "realm-hex.h"
25 #include "object-hook.h"
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
35 static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
38 POSITION x = 0, y = 0;
43 monster_type *m_ptr = &m_list[m_idx];
44 monster_race *r_ptr = &r_info[m_ptr->r_idx];
47 if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
49 y = m_list[riding_t_m_idx].fy;
50 x = m_list[riding_t_m_idx].fx;
52 else if (is_pet(m_ptr) && pet_t_m_idx)
54 y = m_list[pet_t_m_idx].fy;
55 x = m_list[pet_t_m_idx].fx;
59 if (p_ptr->inside_battle)
61 start = randint1(m_max-1)+m_max;
62 if(randint0(2)) plus = -1;
64 else start = m_max + 1;
66 /* Scan thru all monsters */
67 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
69 IDX dummy = (i % m_max);
74 t_ptr = &m_list[t_idx];
76 /* The monster itself isn't a target */
77 if (t_ptr == m_ptr) continue;
79 /* Paranoia -- Skip dead monsters */
80 if (!t_ptr->r_idx) continue;
84 /* Hack -- only fight away from player */
85 if (p_ptr->pet_follow_distance < 0)
87 /* No fighting near player */
88 if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
93 /* Hack -- no fighting away from player */
94 else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > p_ptr->pet_follow_distance))
99 if (r_ptr->aaf < t_ptr->cdis) continue;
102 /* Monster must be 'an enemy' */
103 if (!are_enemies(m_ptr, t_ptr)) continue;
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)))
109 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
113 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
116 /* OK -- we've got a target */
122 if (!x && !y) return FALSE;
125 /* Extract the direction */
130 if ((y < 0) && (x == 0))
137 else if ((y > 0) && (x == 0))
144 else if ((x > 0) && (y == 0))
151 else if ((x < 0) && (y == 0))
158 else if ((y < 0) && (x < 0))
165 else if ((y < 0) && (x > 0))
172 else if ((y > 0) && (x < 0))
179 else if ((y > 0) && (x > 0))
186 /* Found a monster */
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
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
202 void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, IDX who)
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);
209 /* Can the player be aware of this attack? */
210 bool known = (m_ptr->cdis <= MAX_SIGHT);
212 /* Extract monster name */
213 monster_desc(m_name, m_ptr, 0);
215 /* Redraw (later) if needed */
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);
222 (void)set_monster_csleep(m_idx, 0);
224 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
226 if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
230 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
235 if (r_ptr->flagsr & RFR_RES_ALL)
240 if((dam == 0) && one_in_(3)) dam = 1;
246 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
255 /* It is dead now... or is it? */
258 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
259 (r_ptr->flags7 & RF7_NAZGUL)) &&
260 !p_ptr->inside_battle)
267 if (!monster_living(m_ptr->r_idx))
280 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
281 /* Unseen death by normal attack */
286 /* Death by special attack */
289 msg_format(_("%^s%s", "%^s%s"), m_name, note);
291 /* Death by normal attack -- nonliving monster */
292 else if (!monster_living(m_ptr->r_idx))
294 msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
296 /* Death by normal attack -- living monster */
299 msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
303 monster_gain_exp(who, m_ptr->r_idx);
304 monster_death(m_idx, FALSE);
305 delete_monster_idx(m_idx);
310 /* Monster is dead */
319 /* Mega-Hack -- Pain cancels fear */
320 if (MON_MONFEAR(m_ptr) && (dam > 0))
323 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
330 /* Sometimes a monster gets scared by damage */
331 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
333 /* Percentage of fully healthy */
334 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
337 * Run (sometimes) if at 10% or less of max hit points,
338 * or (usually) when hit for half its current hit points
340 if (((percentage <= 10) && (randint0(10) < percentage)) ||
341 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
343 /* Hack -- note fear */
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))));
353 #endif /* ALLOW_FEAR */
355 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
357 if (is_pet(&m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
359 set_target(m_ptr, m_list[who].fy, m_list[who].fx);
363 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
365 /* Extract monster name */
366 monster_desc(m_name, m_ptr, 0);
368 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
369 if (rakuba((dam > 200) ? 200 : dam, FALSE))
371 msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);
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。
386 * Monsters will attempt to avoid very powerful players. See below.\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
393 * Note that this function is responsible for about one to five percent\n
394 * of the processor use in normal conditions...\n
396 static bool mon_will_run(MONSTER_IDX m_idx)
398 monster_type *m_ptr = &m_list[m_idx];
402 monster_race *r_ptr = &r_info[m_ptr->r_idx];
406 HIT_POINT p_chp, p_mhp;
407 HIT_POINT m_chp, m_mhp;
412 /* Friends can be commanded to avoid the player */
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)));
420 /* Keep monsters from running too far away */
421 if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
423 /* All "afraid" monsters will run away */
424 if (MON_MONFEAR(m_ptr)) return (TRUE);
428 /* Nearby monsters will not become terrified */
429 if (m_ptr->cdis <= 5) return (FALSE);
431 /* Examine player power (level) */
434 /* Examine monster power (level plus morale) */
435 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
437 /* Optimize extreme cases below */
438 if (m_lev > p_lev + 4) return (FALSE);
439 if (m_lev + 4 <= p_lev) return (TRUE);
441 /* Examine player health */
445 /* Examine monster health */
447 m_mhp = m_ptr->maxhp;
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 */
453 /* Strong players scare strong monsters */
454 if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
458 /* Assume no terror */
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
471 static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
474 POSITION y, x, y1, x1;
477 bool can_open_door = FALSE;
480 monster_type *m_ptr = &m_list[m_idx];
481 monster_race *r_ptr = &r_info[m_ptr->r_idx];
483 /* Monster location */
487 /* Monster can already cast spell to player */
488 if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
490 /* Set current grid cost */
491 now_cost = grid_array[y1][x1].cost;
492 if (now_cost == 0) now_cost = 999;
494 /* Can monster bash or open doors? */
495 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
497 can_open_door = TRUE;
500 /* Check nearby grids, diagonals first */
501 for (i = 7; i >= 0; i--)
508 /* Ignore locations off of edge */
509 if (!in_bounds2(y, x)) continue;
511 /* Simply move to player */
512 if (player_bold(y, x)) return (FALSE);
514 g_ptr = &grid_array[y][x];
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))))
521 if (cost == 0) continue;
522 if (!can_open_door && is_closed_door(g_ptr->feat)) continue;
525 /* Hack -- for kill or pass wall monster.. */
526 if (cost == 0) cost = 998;
528 if (now_cost < cost) continue;
530 if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
532 /* Accept louder sounds */
533 if (best < cost) continue;
536 (*yp) = y1 + ddy_ddd[i];
537 (*xp) = x1 + ddx_ddd[i];
540 /* No legal move (?) */
541 if (best == 999) return (FALSE);
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
557 * Note that ghosts and rock-eaters are never allowed to "flow",\n
558 * since they should move directly towards the player.\n
560 * Prefer "non-diagonal" directions, but twiddle them a little\n
561 * to angle slightly towards the player's actual location.\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
568 * Note that if "smell" is turned on, all monsters get vicious.\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
576 static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
579 POSITION y, x, y1, x1;
582 bool use_scent = FALSE;
584 monster_type *m_ptr = &m_list[m_idx];
585 monster_race *r_ptr = &r_info[m_ptr->r_idx];
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))
592 /* Can move spell castable grid? */
593 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
596 /* Monster can't flow */
597 if (no_flow) return (FALSE);
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);
603 /* Monster location */
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);
611 g_ptr = &grid_array[y1][x1];
613 /* If we can hear noises, advance towards them */
619 /* Otherwise, try to follow a scent trail */
620 else if (g_ptr->when)
623 if (grid_array[p_ptr->y][p_ptr->x].when - g_ptr->when > 127) return (FALSE);
629 /* Otherwise, advance blindly */
635 /* Check nearby grids, diagonals first */
636 for (i = 7; i >= 0; i--)
641 /* Ignore locations off of edge */
642 if (!in_bounds2(y, x)) continue;
644 g_ptr = &grid_array[y][x];
646 /* We're following a scent trail */
649 int when = g_ptr->when;
651 /* Accept younger scent */
652 if (best > when) continue;
656 /* We're using sound */
661 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
663 else cost = g_ptr->cost;
665 /* Accept louder sounds */
666 if ((cost == 0) || (best < cost)) continue;
670 /* Hack -- Save the "twiddled" location */
671 (*yp) = p_ptr->y + 16 * ddy_ddd[i];
672 (*xp) = p_ptr->x + 16 * ddx_ddd[i];
675 /* No legal move (?) */
676 if (best == 999 || best == 0) return (FALSE);
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
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
695 static bool get_fear_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
697 POSITION y, x, y1, x1, fy, fx, gy = 0, gx = 0;
701 monster_type *m_ptr = &m_list[m_idx];
703 /* Monster location */
707 /* Desired destination */
711 /* Check nearby grids, diagonals first */
712 for (i = 7; i >= 0; i--)
719 /* Ignore locations off of edge */
720 if (!in_bounds2(y, x)) continue;
722 /* Don't move toward player */
723 /* if (grid_array[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
725 /* Calculate distance of this grid from our destination */
726 dis = distance(y, x, y1, x1);
728 /* Score this grid */
729 s = 5000 / (dis + 3) - 500 / (grid_array[y][x].dist + 1);
731 /* No negative scores */
734 /* Ignore lower scores */
735 if (s < score) continue;
737 /* Save the score and time */
740 /* Save the location */
745 /* No legal move (?) */
746 if (score == -1) return (FALSE);
757 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
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.
764 * This is, of course, fairly unreadable, but it eliminates multiple loops
765 * from the previous version.
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()").
772 * Also, the storage needs could be halved by using bytes.
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.
780 static POSITION d_off_y_0[] = { 0 };
781 static POSITION d_off_x_0[] = { 0 };
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 };
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 };
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 };
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 };
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,
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,
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,
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 };
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 };
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,
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,
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,
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 };
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 };
856 static POSITION *dist_offsets_y[10] =
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
862 static POSITION *dist_offsets_x[10] =
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
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
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
881 * This function may take lots of CPU time if lots of monsters are\n
884 * Return TRUE if a safe location is available.\n
886 static bool find_safety(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
888 monster_type *m_ptr = &m_list[m_idx];
890 POSITION fy = m_ptr->fy;
891 POSITION fx = m_ptr->fx;
893 POSITION y, x, dy, dx, d, dis, i;
894 POSITION gy = 0, gx = 0, gdis = 0;
901 /* Start with adjacent locations, spread further */
902 for (d = 1; d < 10; d++)
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];
908 /* Check the locations */
909 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
911 i++, dx = x_offsets[i], dy = y_offsets[i])
916 /* Skip illegal locations */
917 if (!in_bounds(y, x)) continue;
919 g_ptr = &grid_array[y][x];
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;
924 /* Check for "availability" (if monsters can flow) */
925 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
927 /* Ignore grids very far from the player */
928 if (g_ptr->dist == 0) continue;
930 /* Ignore too-distant grids */
931 if (g_ptr->dist > grid_array[fy][fx].dist + 2 * d) continue;
934 /* Check for absence of shot (more or less) */
935 if (!projectable(p_ptr->y, p_ptr->x, y, x))
937 /* Calculate distance from player */
938 dis = distance(y, x, p_ptr->y, p_ptr->x);
940 /* Remember if further than previous */
950 /* Check for success */
957 /* Found safe place */
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
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
978 * Return TRUE if a good location is available.\n
980 static bool find_hiding(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
982 monster_type *m_ptr = &m_list[m_idx];
983 monster_race *r_ptr = &r_info[m_ptr->r_idx];
985 POSITION fy = m_ptr->fy;
986 POSITION fx = m_ptr->fx;
988 POSITION y, x, dy, dx, d, dis, i;
989 POSITION gy = 0, gx = 0, gdis = 999;
991 POSITION *y_offsets, *x_offsets;
993 /* Start with adjacent locations, spread further */
994 for (d = 1; d < 10; d++)
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];
1000 /* Check the locations */
1001 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
1003 i++, dx = x_offsets[i], dy = y_offsets[i])
1008 /* Skip illegal locations */
1009 if (!in_bounds(y, x)) continue;
1011 /* Skip occupied locations */
1012 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
1014 /* Check for hidden, available grid */
1015 if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
1017 /* Calculate distance from player */
1018 dis = distance(y, x, p_ptr->y, p_ptr->x);
1020 /* Remember if closer than previous */
1021 if (dis < gdis && dis >= 2)
1030 /* Check for success */
1037 /* Found good place */
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
1054 static bool get_moves(MONSTER_IDX m_idx, DIRECTION *mm)
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;
1060 POSITION y2 = p_ptr->y;
1061 POSITION x2 = p_ptr->x;
1063 bool will_run = mon_will_run(m_idx);
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));
1068 /* Counter attack to an enemy monster */
1069 if (!will_run && m_ptr->target_y)
1071 int t_m_idx = grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
1073 /* The monster must be an enemy, and in LOS */
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))
1079 /* Extract the "pseudo-direction" */
1080 y = m_ptr->fy - m_ptr->target_y;
1081 x = m_ptr->fx - m_ptr->target_x;
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)))
1092 * Animal packs try to get the player out of corridors
1093 * (...unless they can move through walls -- TY)
1095 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1096 !(r_ptr->flags2 & RF2_KILL_WALL))
1100 /* Count room grids next to player */
1101 for (i = 0; i < 8; i++)
1103 int xx = p_ptr->x + ddx_ddd[i];
1104 int yy = p_ptr->y + ddy_ddd[i];
1106 if (!in_bounds2(yy, xx)) continue;
1108 g_ptr = &grid_array[yy][xx];
1111 if (monster_can_cross_terrain(g_ptr->feat, r_ptr, 0))
1113 /* One more room grid */
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;
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))
1124 /* Find hiding place */
1125 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1129 /* Monster groups try to surround the player */
1130 if (!done && (grid_array[m_ptr->fy][m_ptr->fx].dist < 3))
1134 /* Find an empty square near the player to fill */
1135 for (i = 0; i < 8; i++)
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];
1141 /* Already there? */
1142 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1144 /* Attack the player */
1151 if (!in_bounds2(y2, x2)) continue;
1153 /* Ignore filled grids */
1154 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
1156 /* Try to fill this hole */
1160 /* Extract the new "pseudo-direction" */
1170 /* Flow towards the player */
1171 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1173 /* Extract the "pseudo-direction" */
1180 /* Apply fear if possible and necessary */
1181 if (is_pet(m_ptr) && will_run)
1183 /* XXX XXX Not very "smart" */
1188 if (!done && will_run)
1193 /* Try to find safe place */
1194 if (find_safety(m_idx, &y, &x))
1196 /* Attempt to avoid the player */
1199 /* Adjust movement */
1200 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1206 /* This is not a very "smart" method XXX XXX */
1214 /* Check for no move */
1215 if (!x && !y) return (FALSE);
1218 /* Extract the "absolute distances" */
1222 /* Do something weird */
1223 if (y < 0) move_val += 8;
1224 if (x > 0) move_val += 4;
1226 /* Prevent the diamond maneuvre */
1227 if (ay > (ax << 1)) move_val += 2;
1228 else if (ax > (ay << 1)) move_val++;
1230 /* Extract some directions */
1375 /* Wants to move... */
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
1388 static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
1392 /* Percentile dice */
1395 if (stun && one_in_(2)) return FALSE;
1397 /* Hack -- Always miss or hit */
1398 if (k < 10) return (k < 5);
1400 /* Calculate the "attack quality" */
1401 i = (power + (level * 3));
1403 /* Power and Level compete against Armor */
1404 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
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
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
1423 static bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
1425 monster_type *m_ptr = &m_list[m_idx];
1426 monster_type *t_ptr = &m_list[t_idx];
1428 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1429 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1431 ARMOUR_CLASS ap_cnt;
1435 GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
1436 char temp[MAX_NLEN];
1438 bool explode = FALSE, touched = FALSE, fear = FALSE, dead = FALSE;
1439 POSITION y_saver = t_ptr->fy;
1440 POSITION x_saver = t_ptr->fx;
1443 bool see_m = is_seen(m_ptr);
1444 bool see_t = is_seen(t_ptr);
1445 bool see_either = see_m || see_t;
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);
1451 /* Cannot attack self */
1452 if (m_idx == t_idx) return FALSE;
1454 /* Not allowed to attack */
1455 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1457 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
1462 /* Extract the effective monster level */
1463 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1465 monster_desc(m_name, m_ptr, 0);
1466 monster_desc(t_name, t_ptr, 0);
1468 /* Assume no blink */
1471 if (!see_either && known)
1476 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
1478 /* Scan through all four blows */
1479 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1481 bool obvious = FALSE;
1483 HIT_POINT power = 0;
1484 HIT_POINT damage = 0;
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;
1494 if (!m_ptr->r_idx) break;
1496 /* Stop attacking if the target dies! */
1497 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1500 /* Hack -- no more attacks */
1503 if (method == RBM_SHOOT) continue;
1505 /* Extract the attack "power" */
1506 power = mbe_info[effect].power;
1509 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1511 (void)set_monster_csleep(t_idx, 0);
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);
1520 /* Describe the attack method */
1525 act = _("%sを殴った。", "hits %s.");
1532 act = _("%sを触った。", "touches %s.");
1539 act = _("%sをパンチした。", "punches %s.");
1546 act = _("%sを蹴った。", "kicks %s.");
1553 act = _("%sをひっかいた。", "claws %s.");
1560 act = _("%sを噛んだ。", "bites %s.");
1567 act = _("%sを刺した。", "stings %s.");
1574 act = _("%sを斬った。", "slashes %s.");
1580 act = _("%sを角で突いた。", "butts %s.");
1587 act = _("%sに体当りした。", "crushes %s.");
1594 act = _("%sを飲み込んだ。", "engulfs %s.");
1601 act = _("%sに請求書をよこした。", "charges %s.");
1608 act = _("%sの体の上を這い回った。", "crawls on %s.");
1615 act = _("%sによだれをたらした。", "drools on %s.");
1622 act = _("%sに唾を吐いた。", "spits on %s.");
1629 if (see_either) disturb(TRUE, TRUE);
1630 act = _("爆発した。", "explodes.");
1638 act = _("%sをにらんだ。", "gazes at %s.");
1645 act = _("%sに泣きついた。", "wails at %s.");
1652 act = _("%sに胞子を飛ばした。", "releases spores at %s.");
1659 act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
1666 act = _("%sに金をせがんだ。", "begs %s for money.");
1673 act = _("%sを侮辱した。", "insults %s.");
1680 act = _("%sにむかってうめいた。", "moans at %s.");
1687 act = _("%sにむかって歌った。", "sings to %s.");
1693 if (act && see_either)
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);
1700 if (do_silly_attack)
1702 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1703 strfmt(temp, "%s %s.", act, t_name);
1705 else strfmt(temp, act, t_name);
1706 msg_format("%^s %s", m_name, temp);
1710 /* Hack -- assume all attacks are obvious */
1713 /* Roll out the damage */
1714 damage = damroll(d_dice, d_side);
1716 /* Assume no effect */
1717 effect_type = BLOW_EFFECT_TYPE_NONE;
1721 /* Apply appropriate damage */
1730 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1732 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1733 damage = MAX(damage, tmp_damage * 2);
1740 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1755 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1791 effect_type = BLOW_EFFECT_TYPE_FEAR;
1795 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1799 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1800 if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1815 pt = GF_HYPODYNAMIA;
1816 effect_type = BLOW_EFFECT_TYPE_HEAL;
1834 /* Do damage if not exploding */
1837 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1838 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1841 switch (effect_type)
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);
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);
1853 case BLOW_EFFECT_TYPE_HEAL:
1854 if ((monster_living(m_idx)) && (damage > 2))
1856 bool did_heal = FALSE;
1858 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1861 m_ptr->hp += damroll(4, damage / 6);
1862 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
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);
1868 /* Special message */
1869 if (see_m && did_heal)
1871 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1880 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
1882 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1886 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
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);
1896 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1901 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
1903 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1907 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
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);
1917 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1922 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
1924 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1928 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
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);
1938 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1945 /* Monster missed player */
1948 /* Analyze failed attacks */
1964 (void)set_monster_csleep(t_idx, 0);
1966 /* Visible monsters */
1970 msg_format("%sは%^sの攻撃をかわした。", t_name, m_name);
1972 msg_format("%^s misses %s.", m_name, t_name);
1982 /* Analyze "visible" monsters only */
1983 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
1985 /* Count "obvious" attacks (and ones that cause damage) */
1986 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
1988 /* Count attacks of this type */
1989 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
1991 r_ptr->r_blows[ap_cnt]++;
1999 sound(SOUND_EXPLODE);
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);
2008 if (blinked && m_ptr->r_idx)
2010 if (teleport_barrier(m_idx))
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."));
2025 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
2032 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
2040 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
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));
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 /
2051 * @param m_idx 行動モンスターの参照ID
2054 * The monster is known to be within 100 grids of the player\n
2056 * In several cases, we directly update the monster lore\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
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
2069 * In addition, monsters which *cannot* open or bash\n
2070 * down a door will still stand there trying to open it...\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
2075 * A "direction" of "5" means "pick a random direction".\n
2077 void process_monster(MONSTER_IDX m_idx)
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];
2084 POSITION oy, ox, ny, nx;
2089 feature_type *f_ptr;
2091 monster_type *y_ptr;
2096 bool must_alter_to_move;
2105 bool gets_angry = FALSE;
2110 bool is_riding_mon = (m_idx == p_ptr->riding);
2111 bool see_m = is_seen(m_ptr);
2113 if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
2115 if (rakuba(0, TRUE))
2118 msg_print("地面に落とされた。");
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);
2127 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
2129 choose_new_monster(m_idx, FALSE, 0);
2130 r_ptr = &r_info[m_ptr->r_idx];
2133 /* Players hidden in shadow are almost imperceptable. -LM- */
2134 if (p_ptr->special_defense & NINJA_S_STEALTH)
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;
2144 /* Are there its parent? */
2145 if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
2147 /* Its parent have gone, it also goes away. */
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);
2156 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
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);
2163 delete_monster_idx(m_idx);
2168 /* Quantum monsters are odd */
2169 if (r_ptr->flags2 & (RF2_QUANTUM))
2171 /* Sometimes skip move */
2172 if (!randint0(2)) return;
2175 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2179 if (is_pet(m_ptr) && !(m_ptr->ml)) sad = TRUE;
2183 GAME_TEXT m_name[MAX_NLEN];
2184 monster_desc(m_name, m_ptr, 0);
2186 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2189 /* Generate treasure, etc */
2190 monster_death(m_idx, FALSE);
2192 delete_monster_idx(m_idx);
2195 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2202 if (m_ptr->r_idx == MON_SHURYUUDAN)
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);
2208 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2210 static int riding_pinch = 0;
2212 if (m_ptr->hp < m_ptr->maxhp/3)
2214 GAME_TEXT m_name[MAX_NLEN];
2215 monster_desc(m_name, m_ptr, 0);
2217 if (is_riding_mon && riding_pinch < 2)
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);
2222 disturb(TRUE, TRUE);
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))
2231 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
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))
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);
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);
2246 if (is_riding_mon && rakuba(-1, FALSE))
2248 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2251 /* Check for quest completion */
2252 check_quest_completion(m_ptr);
2254 delete_monster_idx(m_idx);
2261 /* Reset the counter */
2262 if (is_riding_mon) riding_pinch = 0;
2266 /* Handle "sleep" */
2267 if (MON_CSLEEP(m_ptr))
2269 /* Handle non-aggravation - Still sleeping */
2270 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2272 /* Reset sleep counter */
2273 (void)set_monster_csleep(m_idx, 0);
2275 /* Notice the "waking up" */
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);
2283 /* Hack -- Count the wakings */
2284 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2291 if (MON_STUNNED(m_ptr))
2293 /* Sometimes skip move */
2294 if (one_in_(2)) return;
2299 p_ptr->update |= (PU_BONUS);
2302 /* No one wants to be your friend if you're aggravating */
2303 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
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)))
2314 if (p_ptr->inside_battle) gets_angry = FALSE;
2318 if (is_pet(m_ptr) || see_m)
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);
2328 /* Get the origin */
2332 /* Attempt to "multiply" if able and allowed */
2333 if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2338 /* Count the adjacent monsters */
2339 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2341 for (x = ox - 1; x <= ox + 1; x++)
2343 /* Ignore locations off of edge */
2344 if (!in_bounds2(y, x)) continue;
2345 if (grid_array[y][x].m_idx) k++;
2350 if (multiply_barrier(m_idx)) k = 8;
2352 /* Hack -- multiply slower in crowded areas */
2353 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2355 /* Try to multiply */
2356 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2358 /* Take note if visible */
2359 if (m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2361 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2364 /* Multiplying takes energy */
2370 if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
2372 /* Hack -- Ohmu scatters molds! */
2373 if (m_ptr->r_idx == MON_OHMU)
2375 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2377 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2380 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2381 BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2383 for (k = 0; k < A_MAX; k++)
2385 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode), '\0'))
2387 if (m_list[hack_m_idx_ii].ml) count++;
2391 if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2397 if (!p_ptr->inside_battle)
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))
2404 if (disturb_minor) disturb(FALSE, FALSE);
2405 msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
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))
2414 GAME_TEXT m_name[MAX_NLEN];
2415 char monmessage[1024];
2418 /* Acquire the monster name/poss */
2420 monster_desc(m_name, m_ptr, 0);
2422 strcpy(m_name, _("それ", "It"));
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");
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)
2437 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2442 /* Try to cast spell occasionally */
2443 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2445 bool counterattack = FALSE;
2447 /* Give priority to counter attack? */
2448 if (m_ptr->target_y)
2450 MONSTER_IDX t_m_idx = grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
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))
2456 counterattack = TRUE;
2462 /* Attempt to cast a spell */
2463 if (aware && make_attack_spell(m_idx)) return;
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.)
2469 if (monst_spell_monst(m_idx)) return;
2473 /* Attempt to do counter attack at first */
2474 if (monst_spell_monst(m_idx)) return;
2476 if (aware && make_attack_spell(m_idx)) return;
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;
2485 /* Confused -- 100% random */
2486 if (MON_CONFUSED(m_ptr) || !aware)
2488 /* Try four "random" directions */
2489 mm[0] = mm[1] = mm[2] = mm[3] = 5;
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))
2496 /* Memorize flags */
2497 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2499 /* Try four "random" directions */
2500 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2503 /* 50% random movement */
2504 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2505 (randint0(100) < 50))
2507 /* Memorize flags */
2508 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2510 /* Try four "random" directions */
2511 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2514 /* 25% random movement */
2515 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2516 (randint0(100) < 25))
2518 /* Memorize flags */
2519 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2521 /* Try four "random" directions */
2522 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2525 /* Can't reach player - find something else to hit */
2526 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2528 /* Try four "random" directions */
2529 mm[0] = mm[1] = mm[2] = mm[3] = 5;
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);
2537 /* Pets will follow the player */
2538 else if (is_pet(m_ptr))
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)));
2543 /* Do we want to find the player? */
2544 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2546 /* Should we find the player if we can't find a monster? */
2547 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2549 /* by default, move randomly */
2550 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2552 /* Look for an enemy */
2553 if (!get_enemy_dir(m_idx, mm))
2555 /* Find the player if necessary */
2556 if (avoid || lonely || distant)
2558 /* Remember the leash length */
2559 POSITION dis = p_ptr->pet_follow_distance;
2561 /* Hack -- adjust follow distance temporarily */
2562 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2564 p_ptr->pet_follow_distance = PET_SEEK_DIST;
2567 /* Find the player */
2568 (void)get_moves(m_idx, mm);
2570 /* Restore the leash */
2571 p_ptr->pet_follow_distance = (s16b)dis;
2576 /* Friendly monster movement */
2577 else if (!is_hostile(m_ptr))
2579 /* by default, move randomly */
2580 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2582 /* Look for an enemy */
2583 get_enemy_dir(m_idx, mm);
2585 /* Normal movement */
2588 /* Logical moves, may do nothing */
2589 if (!get_moves(m_idx, mm)) return;
2592 /* Assume nothing */
2596 must_alter_to_move = FALSE;
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;
2607 /* Take a zero-terminated array of "directions" */
2608 for (i = 0; mm[i]; i++)
2610 /* Get the direction */
2613 /* Hack -- allow "randomized" motion */
2614 if (d == 5) d = ddd[randint0(8)];
2616 /* Get the destination */
2620 /* Ignore locations off of edge */
2621 if (!in_bounds2(ny, nx)) continue;
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);
2628 /* Access that grid's contents */
2629 y_ptr = &m_list[g_ptr->m_idx];
2631 /* Hack -- player 'in' wall */
2632 if (player_bold(ny, nx))
2637 /* Possibly a monster to attack */
2638 else if (g_ptr->m_idx)
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))
2649 /* Eat through walls/doors/rubble */
2651 if (!can_cross) must_alter_to_move = TRUE;
2653 /* Monster destroyed a wall (later) */
2654 did_kill_wall = TRUE;
2657 /* Floor is open? */
2660 /* Go ahead and move */
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))
2667 /* Monster went through a wall */
2668 did_pass_wall = TRUE;
2672 /* Handle doors and secret doors */
2673 else if (is_closed_door(g_ptr->feat))
2675 bool may_bash = TRUE;
2677 /* Assume no move allowed */
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)))
2687 /* The door is open */
2688 did_open_door = TRUE;
2690 /* Do not bash the door */
2696 /* Locked doors (not jammed) */
2699 /* Try to unlock it */
2700 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2702 /* Unlock the door */
2703 cave_alter_feat(ny, nx, FF_DISARM);
2705 /* Do not bash the door */
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)))
2717 /* Attempt to Bash */
2718 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
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!"));
2723 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2725 /* Disturb (sometimes) */
2726 if (disturb_minor) disturb(FALSE, FALSE);
2728 /* The door was bashed open */
2729 did_bash_door = TRUE;
2731 /* Hack -- fall into doorway */
2733 must_alter_to_move = TRUE;
2738 /* Deal with doors in the way */
2739 if (did_open_door || did_bash_door)
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)))
2744 cave_alter_feat(ny, nx, FF_BASH);
2746 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
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);
2760 cave_alter_feat(ny, nx, FF_OPEN);
2763 f_ptr = &f_info[g_ptr->feat];
2765 /* Handle viewable doors */
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)))
2774 /* Assume no move allowed */
2777 /* Break the ward */
2778 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2780 /* Describe observable breakage */
2781 if (g_ptr->info & CAVE_MARK)
2783 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2786 /* Forget the rune */
2787 g_ptr->info &= ~(CAVE_MARK);
2789 /* Break the rune */
2790 g_ptr->info &= ~(CAVE_OBJECT);
2793 /* Allow movement */
2799 else if (do_move && is_explosive_rune_grid(g_ptr) &&
2800 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2802 /* Assume no move allowed */
2805 /* Break the ward */
2808 /* Break the ward */
2809 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2811 /* Describe observable breakage */
2812 if (g_ptr->info & CAVE_MARK)
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);
2820 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2823 /* Forget the rune */
2824 g_ptr->info &= ~(CAVE_MARK);
2826 /* Break the rune */
2827 g_ptr->info &= ~(CAVE_OBJECT);
2833 if (!m_ptr->r_idx) return;
2834 /* Allow movement */
2839 /* The player is in the way */
2840 if (do_move && player_bold(ny, nx))
2842 /* Some monsters never attack */
2843 if (r_ptr->flags1 & RF1_NEVER_BLOW)
2845 /* Hack -- memorize lack of attacks */
2846 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
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))
2855 if (!MON_CONFUSED(m_ptr))
2857 if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2860 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2865 /* The player is in the way. Attack him. */
2868 if (!p_ptr->riding || one_in_(2))
2871 (void)make_attack_normal(m_idx);
2882 /* A monster is in the way */
2883 if (do_move && g_ptr->m_idx)
2885 monster_race *z_ptr = &r_info[y_ptr->r_idx];
2887 /* Assume no movement */
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))
2896 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2898 if (r_ptr->flags2 & RF2_KILL_BODY)
2900 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2904 if (y_ptr->r_idx && (y_ptr->hp >= 0))
2906 if (monst_attack_monst(m_idx, g_ptr->m_idx)) return;
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)
2911 if (MON_CONFUSED(m_ptr)) return;
2912 else if (r_ptr->flags2 & RF2_STUPID)
2914 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
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))
2928 /* Allow movement */
2931 /* Monster pushed past another monster */
2932 did_move_body = TRUE;
2934 /* Wake up the moved monster */
2935 (void)set_monster_csleep(g_ptr->m_idx, 0);
2943 if (!p_ptr->riding_ryoute && !MON_MONFEAR(&m_list[p_ptr->riding])) do_move = FALSE;
2946 if (did_kill_wall && do_move)
2948 if (one_in_(GRINDNOISE))
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."));
2953 msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
2956 cave_alter_feat(ny, nx, FF_HURT_DISI);
2958 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
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);
2968 f_ptr = &f_info[g_ptr->feat];
2970 /* Note changes to viewable region */
2975 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
2977 if (!monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
2979 /* Assume no move allowed */
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.
2990 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
2992 /* Assume no move allowed */
2996 /* Some monsters never move */
2997 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
2999 /* Hack -- memorize lack of moves */
3000 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3006 /* Creature has been allowed move */
3011 if (have_flag(f_ptr->flags, FF_TREE))
3013 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3015 m_ptr->energy_need += ENERGY_NEED();
3021 /* Hack -- Update the old location */
3022 grid_array[oy][ox].m_idx = g_ptr->m_idx;
3024 /* Mega-Hack -- move the old monster, if any */
3027 /* Move the old monster */
3031 /* Update the old monster */
3032 update_monster(g_ptr->m_idx, TRUE);
3035 /* Hack -- Update the new location */
3036 g_ptr->m_idx = m_idx;
3038 /* Move the monster */
3041 update_monster(m_idx, TRUE);
3048 /* sound(SOUND_WALK); */
3049 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
3052 /* Possible disturb */
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)))
3058 if (is_hostile(m_ptr))
3059 disturb(FALSE, TRUE);
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))))
3066 OBJECT_IDX this_o_idx, next_o_idx;
3067 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
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)
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];
3076 /* Acquire next object */
3077 next_o_idx = o_ptr->next_o_idx;
3082 if (o_ptr->tval == TV_GOLD) continue;
3085 * Skip "real" corpses and statues, to avoid extreme
3086 * silliness like a novice rogue pockets full of statues
3089 if ((o_ptr->tval == TV_CORPSE) ||
3090 (o_ptr->tval == TV_STATUE)) continue;
3093 /* Extract some flags */
3094 object_flags(o_ptr, flgs);
3096 /* Acquire the object name */
3097 object_desc(o_name, o_ptr, 0);
3098 monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
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);
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)))
3129 /* Only give a message for "take_item" */
3130 if (do_take && (r_ptr->flags2 & RF2_STUPID))
3132 did_take_item = TRUE;
3134 /* Describe observable situations */
3135 if (m_ptr->ml && player_can_see_bold(ny, nx))
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);
3142 /* Pick up the item */
3145 did_take_item = TRUE;
3147 /* Describe observable situations */
3148 if (player_can_see_bold(ny, nx))
3150 msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
3153 /* Excise the object */
3154 excise_object_idx(this_o_idx);
3157 o_ptr->marked &= OM_TOUCHED;
3159 /* Forget location */
3160 o_ptr->iy = o_ptr->ix = 0;
3162 /* Memorize monster */
3163 o_ptr->held_m_idx = m_idx;
3166 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3169 m_ptr->hold_o_idx = this_o_idx;
3172 /* Destroy the item if not a pet */
3173 else if (!is_pet(m_ptr))
3175 did_kill_item = TRUE;
3177 /* Describe observable situations */
3178 if (player_has_los_bold(ny, nx))
3180 msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
3183 delete_object_idx(this_o_idx);
3189 /* Stop when done */
3194 * Forward movements failed, but now received LOS attack!
3195 * Try to flow by smell.
3197 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3198 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
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)
3203 /* Try to cast spell again */
3204 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3206 if (make_attack_spell(m_idx)) return;
3211 /* Notice changes in view */
3214 p_ptr->update |= (PU_FLOW);
3215 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
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)))
3222 /* Update some things */
3223 p_ptr->update |= (PU_MON_LITE);
3226 /* Learn things from observable monster */
3227 if (is_original_ap_and_seen(m_ptr))
3229 /* Monster opened a door */
3230 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3232 /* Monster bashed a door */
3233 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3235 /* Monster tried to pick something up */
3236 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3238 /* Monster tried to crush something */
3239 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3241 /* Monster pushed past another monster */
3242 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3244 /* Monster passed through a wall */
3245 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3247 /* Monster destroyed a wall */
3248 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3252 /* Hack -- get "bold" if out of options */
3253 if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3255 /* No longer afraid */
3256 (void)set_monster_monfear(m_idx, 0);
3258 /* Message if seen */
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);
3266 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3268 /* Actually do something now (?) */
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.
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
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
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
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
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
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
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
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
3306 void process_monsters(void)
3313 monster_type *m_ptr;
3314 monster_race *r_ptr;
3316 MONRACE_IDX old_monster_race_idx;
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;
3326 byte old_r_blows0 = 0;
3327 byte old_r_blows1 = 0;
3328 byte old_r_blows2 = 0;
3329 byte old_r_blows3 = 0;
3331 byte old_r_cast_spell = 0;
3335 /* Clear monster fighting indicator */
3338 /* Memorize old race */
3339 old_monster_race_idx = p_ptr->monster_race_idx;
3341 /* Acquire knowledge */
3342 if (p_ptr->monster_race_idx)
3344 /* Acquire current monster */
3345 r_ptr = &r_info[p_ptr->monster_race_idx];
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;
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];
3362 /* Memorize castings */
3363 old_r_cast_spell = r_ptr->r_cast_spell;
3367 /* Process the monsters (backwards) */
3368 for (i = m_max - 1; i >= 1; i--)
3370 /* Access the monster */
3372 r_ptr = &r_info[m_ptr->r_idx];
3374 /* Handle "leaving" */
3375 if (p_ptr->leaving) break;
3377 /* Ignore "dead" monsters */
3378 if (!m_ptr->r_idx) continue;
3380 if (p_ptr->wild_mode) continue;
3383 /* Handle "fresh" monsters */
3384 if (m_ptr->mflag & MFLAG_BORN)
3386 /* No longer "fresh" */
3387 m_ptr->mflag &= ~(MFLAG_BORN);
3393 /* Hack -- Require proximity */
3394 if (m_ptr->cdis >= AAF_LIMIT) continue;
3397 /* Access the location */
3401 /* Flow by smell is allowed */
3402 if (!p_ptr->no_flowed)
3404 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3407 /* Assume no move */
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))
3413 /* We can "sense" the player */
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)))
3421 /* We can "see" or "feel" the player */
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))
3434 /* We can "smell" the player */
3438 else if (m_ptr->target_y) test = TRUE;
3441 if (!test) continue;
3444 if (p_ptr->riding == i)
3445 speed = p_ptr->pspeed;
3448 speed = m_ptr->mspeed;
3450 /* Monsters move quickly in Nightmare mode */
3451 if (ironman_nightmare) speed += 5;
3453 if (MON_FAST(m_ptr)) speed += 10;
3454 if (MON_SLOW(m_ptr)) speed -= 10;
3457 /* Give this monster some energy */
3458 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3460 /* Not enough energy to move */
3461 if (m_ptr->energy_need > 0) continue;
3463 /* Use up "some" energy */
3464 m_ptr->energy_need += ENERGY_NEED();
3467 /* Save global index */
3470 /* Process the monster */
3473 reset_target(m_ptr);
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;
3479 /* Hack -- notice death or departure */
3480 if (!p_ptr->playing || p_ptr->is_dead) break;
3482 /* Notice leaving */
3483 if (p_ptr->leaving) break;
3486 /* Reset global index */
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))
3493 /* Acquire monster race */
3494 r_ptr = &r_info[p_ptr->monster_race_idx];
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))
3510 p_ptr->window |= (PW_MONSTER);