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"
22 * @brief モンスターが敵に接近するための方向を決める /
23 * Calculate the direction to the next enemy
24 * @param m_idx モンスターの参照ID
25 * @param mm 移動するべき方角IDを返す参照ポインタ
26 * @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
28 static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
31 POSITION x = 0, y = 0;
36 monster_type *m_ptr = &m_list[m_idx];
37 monster_race *r_ptr = &r_info[m_ptr->r_idx];
41 if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
43 y = m_list[riding_t_m_idx].fy;
44 x = m_list[riding_t_m_idx].fx;
46 else if (is_pet(m_ptr) && pet_t_m_idx)
48 y = m_list[pet_t_m_idx].fy;
49 x = m_list[pet_t_m_idx].fx;
53 if (p_ptr->inside_battle)
55 start = randint1(m_max-1)+m_max;
56 if(randint0(2)) plus = -1;
58 else start = m_max + 1;
60 /* Scan thru all monsters */
61 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
63 IDX dummy = (i % m_max);
68 t_ptr = &m_list[t_idx];
70 /* The monster itself isn't a target */
71 if (t_ptr == m_ptr) continue;
73 /* Paranoia -- Skip dead monsters */
74 if (!t_ptr->r_idx) continue;
78 /* Hack -- only fight away from player */
79 if (p_ptr->pet_follow_distance < 0)
81 /* No fighting near player */
82 if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
87 /* Hack -- no fighting away from player */
88 else if ((m_ptr->cdis < t_ptr->cdis) &&
89 (t_ptr->cdis > p_ptr->pet_follow_distance))
94 if (r_ptr->aaf < t_ptr->cdis) continue;
97 /* Monster must be 'an enemy' */
98 if (!are_enemies(m_ptr, t_ptr)) continue;
100 /* Monster must be projectable if we can't pass through walls */
101 if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
102 ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
104 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
108 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
111 /* OK -- we've got a target */
117 if (!x && !y) return FALSE;
120 /* Extract the direction */
125 if ((y < 0) && (x == 0))
132 else if ((y > 0) && (x == 0))
139 else if ((x > 0) && (y == 0))
146 else if ((x < 0) && (y == 0))
153 else if ((y < 0) && (x < 0))
160 else if ((y < 0) && (x > 0))
167 else if ((y > 0) && (x < 0))
174 else if ((y > 0) && (x > 0))
181 /* Found a monster */
187 * @brief モンスターが敵モンスターに行う打撃処理 /
188 * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
189 * @param m_idx 目標となるモンスターの参照ID
191 * @param fear 目標となるモンスターの恐慌状態を返す参照ポインタ
192 * @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)
193 * @param who 打撃を行ったモンスターの参照ID
196 void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note, IDX who)
198 monster_type *m_ptr = &m_list[m_idx];
199 monster_race *r_ptr = &r_info[m_ptr->r_idx];
201 bool seen = is_seen(m_ptr);
203 /* Can the player be aware of this attack? */
204 bool known = (m_ptr->cdis <= MAX_SIGHT);
206 /* Extract monster name */
207 monster_desc(m_name, m_ptr, 0);
209 /* Redraw (later) if needed */
212 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
213 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
216 (void)set_monster_csleep(m_idx, 0);
218 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
220 if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
224 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
230 if (r_ptr->flagsr & RFR_RES_ALL)
235 if((dam == 0) && one_in_(3)) dam = 1;
241 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
248 m_ptr->hp -= (s16b)dam;
250 /* It is dead now... or is it? */
253 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
254 (r_ptr->flags7 & RF7_NAZGUL)) &&
255 !p_ptr->inside_battle)
262 if (!monster_living(m_ptr->r_idx))
273 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
274 /* Unseen death by normal attack */
279 /* Death by special attack */
282 msg_format(_("%^s%s", "%^s%s"), m_name, note);
284 /* Death by normal attack -- nonliving monster */
285 else if (!monster_living(m_ptr->r_idx))
287 msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
289 /* Death by normal attack -- living monster */
292 msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
296 monster_gain_exp(who, m_ptr->r_idx);
298 /* Generate treasure */
299 monster_death(m_idx, FALSE);
302 delete_monster_idx(m_idx);
307 /* Monster is dead */
314 /* Mega-Hack -- Pain cancels fear */
315 if (MON_MONFEAR(m_ptr) && (dam > 0))
318 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
325 /* Sometimes a monster gets scared by damage */
326 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
328 /* Percentage of fully healthy */
329 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
332 * Run (sometimes) if at 10% or less of max hit points,
333 * or (usually) when hit for half its current hit points
335 if (((percentage <= 10) && (randint0(10) < percentage)) ||
336 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
338 /* Hack -- note fear */
341 /* Hack -- Add some timed fear */
342 (void)set_monster_monfear(m_idx, (randint1(10) +
343 (((dam >= m_ptr->hp) && (percentage > 7)) ?
344 20 : ((11 - percentage) * 5))));
348 #endif /* ALLOW_FEAR */
350 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
352 if (is_pet(&m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
354 set_target(m_ptr, m_list[who].fy, m_list[who].fx);
358 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
360 /* Extract monster name */
361 monster_desc(m_name, m_ptr, 0);
363 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
364 if (rakuba((dam > 200) ? 200 : dam, FALSE))
366 msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);
376 * @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 /
377 * Returns whether a given monster will try to run from the player.
378 * @param m_idx 逃走するモンスターの参照ID
379 * @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。
381 * Monsters will attempt to avoid very powerful players. See below.\n
383 * Because this function is called so often, little details are important\n
384 * for efficiency. Like not using "mod" or "div" when possible. And\n
385 * attempting to check the conditions in an optimal order. Note that\n
386 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
388 * Note that this function is responsible for about one to five percent\n
389 * of the processor use in normal conditions...\n
391 static bool mon_will_run(MONSTER_IDX m_idx)
393 monster_type *m_ptr = &m_list[m_idx];
397 monster_race *r_ptr = &r_info[m_ptr->r_idx];
400 HIT_POINT p_chp, p_mhp;
401 HIT_POINT m_chp, m_mhp;
406 /* Friends can be commanded to avoid the player */
409 /* Are we trying to avoid the player? */
410 return ((p_ptr->pet_follow_distance < 0) &&
411 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
414 /* Keep monsters from running too far away */
415 if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
417 /* All "afraid" monsters will run away */
418 if (MON_MONFEAR(m_ptr)) return (TRUE);
422 /* Nearby monsters will not become terrified */
423 if (m_ptr->cdis <= 5) return (FALSE);
425 /* Examine player power (level) */
428 /* Examine monster power (level plus morale) */
429 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
431 /* Optimize extreme cases below */
432 if (m_lev > p_lev + 4) return (FALSE);
433 if (m_lev + 4 <= p_lev) return (TRUE);
435 /* Examine player health */
439 /* Examine monster health */
441 m_mhp = m_ptr->maxhp;
443 /* Prepare to optimize the calculation */
444 p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
445 m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
447 /* Strong players scare strong monsters */
448 if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
452 /* Assume no terror */
458 * @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 /
459 * Search spell castable grid
460 * @param m_idx モンスターの参照ID
461 * @param yp 適したマスのY座標を返す参照ポインタ
462 * @param xp 適したマスのX座標を返す参照ポインタ
463 * @return 有効なマスがあった場合TRUEを返す
465 static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
468 POSITION y, x, y1, x1;
471 bool can_open_door = FALSE;
474 monster_type *m_ptr = &m_list[m_idx];
475 monster_race *r_ptr = &r_info[m_ptr->r_idx];
477 /* Monster location */
481 /* Monster can already cast spell to player */
482 if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
484 /* Set current grid cost */
485 now_cost = cave[y1][x1].cost;
486 if (now_cost == 0) now_cost = 999;
488 /* Can monster bash or open doors? */
489 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
491 can_open_door = TRUE;
494 /* Check nearby grids, diagonals first */
495 for (i = 7; i >= 0; i--)
502 /* Ignore locations off of edge */
503 if (!in_bounds2(y, x)) continue;
505 /* Simply move to player */
506 if (player_bold(y, x)) return (FALSE);
512 /* Monster cannot kill or pass walls */
513 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))))
515 if (cost == 0) continue;
516 if (!can_open_door && is_closed_door(c_ptr->feat)) continue;
519 /* Hack -- for kill or pass wall monster.. */
520 if (cost == 0) cost = 998;
522 if (now_cost < cost) continue;
524 if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
526 /* Accept louder sounds */
527 if (best < cost) continue;
530 (*yp) = y1 + ddy_ddd[i];
531 (*xp) = x1 + ddx_ddd[i];
534 /* No legal move (?) */
535 if (best == 999) return (FALSE);
543 * @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 /
544 * Choose the "best" direction for "flowing"
545 * @param m_idx モンスターの参照ID
546 * @param yp 移動先のマスのY座標を返す参照ポインタ
547 * @param xp 移動先のマスのX座標を返す参照ポインタ
548 * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
549 * @return 有効なマスがあった場合TRUEを返す
551 * Note that ghosts and rock-eaters are never allowed to "flow",\n
552 * since they should move directly towards the player.\n
554 * Prefer "non-diagonal" directions, but twiddle them a little\n
555 * to angle slightly towards the player's actual location.\n
557 * Allow very perceptive monsters to track old "spoor" left by\n
558 * previous locations occupied by the player. This will tend\n
559 * to have monsters end up either near the player or on a grid\n
560 * recently occupied by the player (and left via "teleport").\n
562 * Note that if "smell" is turned on, all monsters get vicious.\n
564 * Also note that teleporting away from a location will cause\n
565 * the monsters who were chasing you to converge on that location\n
566 * as long as you are still near enough to "annoy" them without\n
567 * being close enough to chase directly. I have no idea what will\n
568 * happen if you combine "smell" with low "aaf" values.\n
570 static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
573 POSITION y, x, y1, x1;
576 bool use_scent = FALSE;
578 monster_type *m_ptr = &m_list[m_idx];
579 monster_race *r_ptr = &r_info[m_ptr->r_idx];
581 /* Can monster cast attack spell? */
582 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
583 r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
584 r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
586 /* Can move spell castable grid? */
587 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
590 /* Monster can't flow */
591 if (no_flow) return (FALSE);
593 /* Monster can go through rocks */
594 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
595 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
597 /* Monster location */
601 /* Hack -- Player can see us, run towards him */
602 if (player_has_los_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)) return (FALSE);
605 c_ptr = &cave[y1][x1];
607 /* If we can hear noises, advance towards them */
613 /* Otherwise, try to follow a scent trail */
614 else if (c_ptr->when)
617 if (cave[p_ptr->y][p_ptr->x].when - c_ptr->when > 127) return (FALSE);
623 /* Otherwise, advance blindly */
629 /* Check nearby grids, diagonals first */
630 for (i = 7; i >= 0; i--)
635 /* Ignore locations off of edge */
636 if (!in_bounds2(y, x)) continue;
640 /* We're following a scent trail */
643 int when = c_ptr->when;
645 /* Accept younger scent */
646 if (best > when) continue;
650 /* We're using sound */
655 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
657 else cost = c_ptr->cost;
659 /* Accept louder sounds */
660 if ((cost == 0) || (best < cost)) continue;
664 /* Hack -- Save the "twiddled" location */
665 (*yp) = p_ptr->y + 16 * ddy_ddd[i];
666 (*xp) = p_ptr->x + 16 * ddx_ddd[i];
669 /* No legal move (?) */
670 if (best == 999 || best == 0) return (FALSE);
678 * @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 /
679 * Provide a location to flee to, but give the player a wide berth.
680 * @param m_idx モンスターの参照ID
681 * @param yp 移動先のマスのY座標を返す参照ポインタ
682 * @param xp 移動先のマスのX座標を返す参照ポインタ
683 * @return 有効なマスがあった場合TRUEを返す
685 * A monster may wish to flee to a location that is behind the player,\n
686 * but instead of heading directly for it, the monster should "swerve"\n
687 * around the player so that he has a smaller chance of getting hit.\n
689 static bool get_fear_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
691 POSITION y, x, y1, x1, fy, fx, gy = 0, gx = 0;
695 monster_type *m_ptr = &m_list[m_idx];
697 /* Monster location */
701 /* Desired destination */
705 /* Check nearby grids, diagonals first */
706 for (i = 7; i >= 0; i--)
713 /* Ignore locations off of edge */
714 if (!in_bounds2(y, x)) continue;
716 /* Don't move toward player */
717 /* if (cave[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
719 /* Calculate distance of this grid from our destination */
720 dis = distance(y, x, y1, x1);
722 /* Score this grid */
723 s = 5000 / (dis + 3) - 500 / (cave[y][x].dist + 1);
725 /* No negative scores */
728 /* Ignore lower scores */
729 if (s < score) continue;
731 /* Save the score and time */
734 /* Save the location */
739 /* No legal move (?) */
740 if (score == -1) return (FALSE);
751 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
754 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
755 * offsets of all the locations with a distance of n from a central point,
756 * with an offset of (0,0) indicating no more offsets at this distance.
758 * This is, of course, fairly unreadable, but it eliminates multiple loops
759 * from the previous version.
761 * It is probably better to replace these arrays with code to compute
762 * the relevant arrays, even if the storage is pre-allocated in hard
763 * coded sizes. At the very least, code should be included which is
764 * able to generate and dump these arrays (ala "los()").
766 * Also, the storage needs could be halved by using bytes.
768 * These arrays could be combined into two big arrays, using sub-arrays
769 * to hold the offsets and lengths of each portion of the sub-arrays, and
770 * this could perhaps also be used somehow in the "look" code.
774 static sint d_off_y_0[] = { 0 };
775 static sint d_off_x_0[] = { 0 };
777 static sint d_off_y_1[] = { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
778 static sint d_off_x_1[] = { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
780 static sint d_off_y_2[] = { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
781 static sint d_off_x_2[] = { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
783 static sint d_off_y_3[] = { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2, 3, 3, 3, 0 };
784 static sint d_off_x_3[] = { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2, -1, 0, 1, 0 };
786 static sint 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 };
787 static sint 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 };
790 static sint d_off_y_5[] =
791 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
792 -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
795 static sint d_off_x_5[] =
796 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
797 -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
801 static sint d_off_y_6[] =
802 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
803 -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
806 static sint d_off_x_6[] =
807 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
808 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
809 -3, 2, 3, -1, 0, 1, 0 };
812 static sint d_off_y_7[] =
813 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
814 -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
815 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
817 static sint d_off_x_7[] =
818 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
819 -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
820 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
824 static sint d_off_y_8[] =
825 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
826 -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
827 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
830 static sint d_off_x_8[] =
831 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
832 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
833 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
837 static sint d_off_y_9[] =
838 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
839 -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
840 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
841 7, 8, 8, 8, 8, 9, 9, 9, 0 };
843 static sint d_off_x_9[] =
844 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
845 -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
846 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
847 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
850 static sint *dist_offsets_y[10] =
852 d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
853 d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
856 static sint *dist_offsets_x[10] =
858 d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
859 d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
863 * @brief モンスターが逃げ込める安全な地点を返す /
864 * Choose a "safe" location near a monster for it to run toward.
865 * @param m_idx モンスターの参照ID
866 * @param yp 移動先のマスのY座標を返す参照ポインタ
867 * @param xp 移動先のマスのX座標を返す参照ポインタ
868 * @return 有効なマスがあった場合TRUEを返す
870 * A location is "safe" if it can be reached quickly and the player\n
871 * is not able to fire into it (it isn't a "clean shot"). So, this will\n
872 * cause monsters to "duck" behind walls. Hopefully, monsters will also\n
873 * try to run towards corridor openings if they are in a room.\n
875 * This function may take lots of CPU time if lots of monsters are\n
878 * Return TRUE if a safe location is available.\n
880 static bool find_safety(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
882 monster_type *m_ptr = &m_list[m_idx];
884 POSITION fy = m_ptr->fy;
885 POSITION fx = m_ptr->fx;
887 POSITION y, x, dy, dx, d, dis, i;
888 POSITION gy = 0, gx = 0, gdis = 0;
895 /* Start with adjacent locations, spread further */
896 for (d = 1; d < 10; d++)
898 /* Get the lists of points with a distance d from (fx, fy) */
899 y_offsets = dist_offsets_y[d];
900 x_offsets = dist_offsets_x[d];
902 /* Check the locations */
903 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
905 i++, dx = x_offsets[i], dy = y_offsets[i])
910 /* Skip illegal locations */
911 if (!in_bounds(y, x)) continue;
915 /* Skip locations in a wall */
916 if (!monster_can_cross_terrain(c_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
918 /* Check for "availability" (if monsters can flow) */
919 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
921 /* Ignore grids very far from the player */
922 if (c_ptr->dist == 0) continue;
924 /* Ignore too-distant grids */
925 if (c_ptr->dist > cave[fy][fx].dist + 2 * d) continue;
928 /* Check for absence of shot (more or less) */
929 if (!projectable(p_ptr->y, p_ptr->x, y, x))
931 /* Calculate distance from player */
932 dis = distance(y, x, p_ptr->y, p_ptr->x);
934 /* Remember if further than previous */
944 /* Check for success */
951 /* Found safe place */
962 * @brief モンスターが隠れ潜める地点を返す /
963 * Choose a good hiding place near a monster for it to run toward.
964 * @param m_idx モンスターの参照ID
965 * @param yp 移動先のマスのY座標を返す参照ポインタ
966 * @param xp 移動先のマスのX座標を返す参照ポインタ
967 * @return 有効なマスがあった場合TRUEを返す
969 * Pack monsters will use this to "ambush" the player and lure him out\n
970 * of corridors into open space so they can swarm him.\n
972 * Return TRUE if a good location is available.\n
974 static bool find_hiding(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
976 monster_type *m_ptr = &m_list[m_idx];
977 monster_race *r_ptr = &r_info[m_ptr->r_idx];
979 POSITION fy = m_ptr->fy;
980 POSITION fx = m_ptr->fx;
982 POSITION y, x, dy, dx, d, dis, i;
983 POSITION gy = 0, gx = 0, gdis = 999;
985 sint *y_offsets, *x_offsets;
987 /* Start with adjacent locations, spread further */
988 for (d = 1; d < 10; d++)
990 /* Get the lists of points with a distance d from (fx, fy) */
991 y_offsets = dist_offsets_y[d];
992 x_offsets = dist_offsets_x[d];
994 /* Check the locations */
995 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
997 i++, dx = x_offsets[i], dy = y_offsets[i])
1002 /* Skip illegal locations */
1003 if (!in_bounds(y, x)) continue;
1005 /* Skip occupied locations */
1006 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
1008 /* Check for hidden, available grid */
1009 if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
1011 /* Calculate distance from player */
1012 dis = distance(y, x, p_ptr->y, p_ptr->x);
1014 /* Remember if closer than previous */
1015 if (dis < gdis && dis >= 2)
1024 /* Check for success */
1031 /* Found good place */
1042 * @brief モンスターの移動方向を返す /
1043 * Choose "logical" directions for monster movement
1044 * @param m_idx モンスターの参照ID
1045 * @param mm 移動方向を返す方向IDの参照ポインタ
1046 * @return 有効方向があった場合TRUEを返す
1048 static bool get_moves(MONSTER_IDX m_idx, int *mm)
1050 monster_type *m_ptr = &m_list[m_idx];
1051 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1052 POSITION y = 0, ay, x = 0, ax;
1054 POSITION y2 = p_ptr->y;
1055 POSITION x2 = p_ptr->x;
1057 bool will_run = mon_will_run(m_idx);
1059 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (cave[m_ptr->fy][m_ptr->fx].cost > 2));
1060 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
1062 /* Counter attack to an enemy monster */
1063 if (!will_run && m_ptr->target_y)
1065 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
1067 /* The monster must be an enemy, and in LOS */
1069 are_enemies(m_ptr, &m_list[t_m_idx]) &&
1070 los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
1071 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1073 /* Extract the "pseudo-direction" */
1074 y = m_ptr->fy - m_ptr->target_y;
1075 x = m_ptr->fx - m_ptr->target_x;
1080 if (!done && !will_run && is_hostile(m_ptr) &&
1081 (r_ptr->flags1 & RF1_FRIENDS) &&
1082 ((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)) ||
1083 (cave[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1086 * Animal packs try to get the player out of corridors
1087 * (...unless they can move through walls -- TY)
1089 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1090 !(r_ptr->flags2 & RF2_KILL_WALL))
1094 /* Count room grids next to player */
1095 for (i = 0; i < 8; i++)
1097 int xx = p_ptr->x + ddx_ddd[i];
1098 int yy = p_ptr->y + ddy_ddd[i];
1100 if (!in_bounds2(yy, xx)) continue;
1102 c_ptr = &cave[yy][xx];
1105 if (monster_can_cross_terrain(c_ptr->feat, r_ptr, 0))
1107 /* One more room grid */
1111 if (cave[p_ptr->y][p_ptr->x].info & CAVE_ROOM) room -= 2;
1112 if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
1114 /* Not in a room and strong player */
1115 if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1116 (p_ptr->mhp + p_ptr->msp))
1118 /* Find hiding place */
1119 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1123 /* Monster groups try to surround the player */
1124 if (!done && (cave[m_ptr->fy][m_ptr->fx].dist < 3))
1128 /* Find an empty square near the player to fill */
1129 for (i = 0; i < 8; i++)
1131 /* Pick squares near player (semi-randomly) */
1132 y2 = p_ptr->y + ddy_ddd[(m_idx + i) & 7];
1133 x2 = p_ptr->x + ddx_ddd[(m_idx + i) & 7];
1135 /* Already there? */
1136 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1138 /* Attack the player */
1145 if (!in_bounds2(y2, x2)) continue;
1147 /* Ignore filled grids */
1148 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
1150 /* Try to fill this hole */
1154 /* Extract the new "pseudo-direction" */
1164 /* Flow towards the player */
1165 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1167 /* Extract the "pseudo-direction" */
1174 /* Apply fear if possible and necessary */
1175 if (is_pet(m_ptr) && will_run)
1177 /* XXX XXX Not very "smart" */
1182 if (!done && will_run)
1187 /* Try to find safe place */
1188 if (find_safety(m_idx, &y, &x))
1190 /* Attempt to avoid the player */
1193 /* Adjust movement */
1194 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1200 /* This is not a very "smart" method XXX XXX */
1208 /* Check for no move */
1209 if (!x && !y) return (FALSE);
1212 /* Extract the "absolute distances" */
1216 /* Do something weird */
1217 if (y < 0) move_val += 8;
1218 if (x > 0) move_val += 4;
1220 /* Prevent the diamond maneuvre */
1221 if (ay > (ax << 1)) move_val += 2;
1222 else if (ax > (ay << 1)) move_val++;
1224 /* Extract some directions */
1369 /* Wants to move... */
1375 * @brief モンスターから敵モンスターへの命中判定
1376 * @param power 打撃属性による基本命中値
1377 * @param level 攻撃側モンスターのレベル
1378 * @param ac 目標モンスターのAC
1379 * @param stun 攻撃側モンスターが朦朧状態ならTRUEを返す
1380 * @return 命中ならばTRUEを返す
1382 static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
1386 /* Percentile dice */
1389 if (stun && one_in_(2)) return FALSE;
1391 /* Hack -- Always miss or hit */
1392 if (k < 10) return (k < 5);
1394 /* Calculate the "attack quality" */
1395 i = (power + (level * 3));
1397 /* Power and Level compete against Armor */
1398 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1405 #define BLOW_EFFECT_TYPE_NONE 0
1406 #define BLOW_EFFECT_TYPE_FEAR 1
1407 #define BLOW_EFFECT_TYPE_SLEEP 2
1408 #define BLOW_EFFECT_TYPE_HEAL 3
1412 * @brief モンスターから敵モンスターへの打撃攻撃処理
1413 * @param m_idx 攻撃側モンスターの参照ID
1414 * @param t_idx 目標側モンスターの参照ID
1415 * @return 実際に打撃処理が行われた場合TRUEを返す
1417 static bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
1419 monster_type *m_ptr = &m_list[m_idx];
1420 monster_type *t_ptr = &m_list[t_idx];
1422 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1423 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1425 ARMOUR_CLASS ap_cnt;
1429 char m_name[80], t_name[80];
1430 char temp[MAX_NLEN];
1432 bool explode = FALSE, touched = FALSE, fear = FALSE;
1433 int y_saver = t_ptr->fy;
1434 int x_saver = t_ptr->fx;
1437 bool see_m = is_seen(m_ptr);
1438 bool see_t = is_seen(t_ptr);
1439 bool see_either = see_m || see_t;
1441 /* Can the player be aware of this attack? */
1442 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1443 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1445 /* Cannot attack self */
1446 if (m_idx == t_idx) return FALSE;
1448 /* Not allowed to attack */
1449 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1451 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1456 /* Extract the effective monster level */
1457 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1459 /* Get the monster name (or "it") */
1460 monster_desc(m_name, m_ptr, 0);
1462 /* Get the monster name (or "it") */
1463 monster_desc(t_name, t_ptr, 0);
1465 /* Assume no blink */
1468 if (!see_either && known)
1473 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
1475 /* Scan through all four blows */
1476 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1478 bool obvious = FALSE;
1480 HIT_POINT power = 0;
1481 HIT_POINT damage = 0;
1485 /* Extract the attack infomation */
1486 int effect = r_ptr->blow[ap_cnt].effect;
1487 int method = r_ptr->blow[ap_cnt].method;
1488 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1489 int d_side = r_ptr->blow[ap_cnt].d_side;
1491 if (!m_ptr->r_idx) break;
1493 /* Stop attacking if the target dies! */
1494 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1497 /* Hack -- no more attacks */
1500 if (method == RBM_SHOOT) continue;
1502 /* Extract the attack "power" */
1503 power = mbe_info[effect].power;
1506 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1508 (void)set_monster_csleep(t_idx, 0);
1512 /* Redraw the health bar */
1513 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
1514 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
1517 /* Describe the attack method */
1522 act = _("%sを殴った。", "hits %s.");
1529 act = _("%sを触った。", "touches %s.");
1536 act = _("%sをパンチした。", "punches %s.");
1543 act = _("%sを蹴った。", "kicks %s.");
1550 act = _("%sをひっかいた。", "claws %s.");
1557 act = _("%sを噛んだ。", "bites %s.");
1564 act = _("%sを刺した。", "stings %s.");
1571 act = _("%sを斬った。", "slashes %s.");
1577 act = _("%sを角で突いた。", "butts %s.");
1584 act = _("%sに体当りした。", "crushes %s.");
1591 act = _("%sを飲み込んだ。", "engulfs %s.");
1598 act = _("%sに請求書をよこした。", "charges %s.");
1605 act = _("%sの体の上を這い回った。", "crawls on %s.");
1612 act = _("%sによだれをたらした。", "drools on %s.");
1619 act = _("%sに唾を吐いた。", "spits on %s.");
1626 if (see_either) disturb(TRUE, TRUE);
1627 act = _("爆発した。", "explodes.");
1635 act = _("%sをにらんだ。", "gazes at %s.");
1642 act = _("%sに泣きついた。", "wails at %s.");
1649 act = _("%sに胞子を飛ばした。", "releases spores at %s.");
1656 act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
1663 act = _("%sに金をせがんだ。", "begs %s for money.");
1670 act = _("%sを侮辱した。", "insults %s.");
1677 act = _("%sにむかってうめいた。", "moans at %s.");
1684 act = _("%sにむかって歌った。", "sings to %s.");
1690 if (act && see_either)
1693 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1694 strfmt(temp, act, t_name);
1695 msg_format("%^sは%s", m_name, temp);
1697 if (do_silly_attack)
1699 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1700 strfmt(temp, "%s %s.", act, t_name);
1702 else strfmt(temp, act, t_name);
1703 msg_format("%^s %s", m_name, temp);
1707 /* Hack -- assume all attacks are obvious */
1710 /* Roll out the damage */
1711 damage = damroll(d_dice, d_side);
1713 /* Assume no effect */
1714 effect_type = BLOW_EFFECT_TYPE_NONE;
1718 /* Apply appropriate damage */
1727 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1729 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1730 damage = MAX(damage, tmp_damage * 2);
1737 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1752 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1788 effect_type = BLOW_EFFECT_TYPE_FEAR;
1792 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1796 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1797 if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1812 pt = GF_HYPODYNAMIA;
1813 effect_type = BLOW_EFFECT_TYPE_HEAL;
1831 /* Do damage if not exploding */
1834 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1835 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1838 switch (effect_type)
1840 case BLOW_EFFECT_TYPE_FEAR:
1841 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1842 damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1845 case BLOW_EFFECT_TYPE_SLEEP:
1846 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1847 r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1850 case BLOW_EFFECT_TYPE_HEAL:
1851 if ((monster_living(m_idx)) && (damage > 2))
1853 bool did_heal = FALSE;
1855 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1858 m_ptr->hp += damroll(4, damage / 6);
1859 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1861 /* Redraw (later) if needed */
1862 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1863 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1865 /* Special message */
1866 if (see_m && did_heal)
1868 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1877 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
1879 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1883 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
1885 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
1886 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1887 damroll (1 + ((tr_ptr->level) / 26),
1888 1 + ((tr_ptr->level) / 17)),
1889 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1893 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1898 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
1900 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1904 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
1906 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
1907 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1908 damroll (1 + ((tr_ptr->level) / 26),
1909 1 + ((tr_ptr->level) / 17)),
1910 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1914 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1919 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
1921 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1925 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
1927 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
1928 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1929 damroll (1 + ((tr_ptr->level) / 26),
1930 1 + ((tr_ptr->level) / 17)),
1931 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1935 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1942 /* Monster missed player */
1945 /* Analyze failed attacks */
1961 (void)set_monster_csleep(t_idx, 0);
1963 /* Visible monsters */
1967 msg_format("%sは%^sの攻撃をかわした。", t_name, m_name);
1969 msg_format("%^s misses %s.", m_name, t_name);
1979 /* Analyze "visible" monsters only */
1980 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
1982 /* Count "obvious" attacks (and ones that cause damage) */
1983 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
1985 /* Count attacks of this type */
1986 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
1988 r_ptr->r_blows[ap_cnt]++;
1996 sound(SOUND_EXPLODE);
1998 /* Cancel Invulnerability */
1999 (void)set_monster_invulner(m_idx, 0, FALSE);
2000 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
2005 if (blinked && m_ptr->r_idx)
2007 if (teleport_barrier(m_idx))
2011 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."));
2022 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
2029 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
2037 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
2039 return !have_flag(f_ptr->flags, FF_GLASS) ||
2040 (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
2041 (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
2046 * @brief モンスター単体の1ターン行動処理メインルーチン /
2048 * @param m_idx 行動モンスターの参照ID
2051 * The monster is known to be within 100 grids of the player\n
2053 * In several cases, we directly update the monster lore\n
2055 * Note that a monster is only allowed to "reproduce" if there\n
2056 * are a limited number of "reproducing" monsters on the current\n
2057 * level. This should prevent the level from being "swamped" by\n
2058 * reproducing monsters. It also allows a large mass of mice to\n
2059 * prevent a louse from multiplying, but this is a small price to\n
2060 * pay for a simple multiplication method.\n
2062 * XXX Monster fear is slightly odd, in particular, monsters will\n
2063 * fixate on opening a door even if they cannot open it. Actually,\n
2064 * the same thing happens to normal monsters when they hit a door\n
2066 * In addition, monsters which *cannot* open or bash\n
2067 * down a door will still stand there trying to open it...\n
2069 * XXX Technically, need to check for monster in the way\n
2070 * combined with that monster being in a wall (or door?)\n
2072 * A "direction" of "5" means "pick a random direction".\n
2074 void process_monster(MONSTER_IDX m_idx)
2076 monster_type *m_ptr = &m_list[m_idx];
2077 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2078 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2081 POSITION oy, ox, ny, nx;
2086 feature_type *f_ptr;
2088 monster_type *y_ptr;
2093 bool must_alter_to_move;
2102 bool gets_angry = FALSE;
2108 bool is_riding_mon = (m_idx == p_ptr->riding);
2110 bool see_m = is_seen(m_ptr);
2112 if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
2114 if (rakuba(0, TRUE))
2117 msg_print("地面に落とされた。");
2120 monster_desc(m_name, &m_list[p_ptr->riding], 0);
2121 msg_format("You have fallen from %s.", m_name);
2126 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
2128 choose_new_monster(m_idx, FALSE, 0);
2129 r_ptr = &r_info[m_ptr->r_idx];
2132 /* Players hidden in shadow are almost imperceptable. -LM- */
2133 if (p_ptr->special_defense & NINJA_S_STEALTH)
2135 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2136 if (p_ptr->monlite) tmp /= 3;
2137 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2138 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2139 /* Low-level monsters will find it difficult to locate the player. */
2140 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
2143 /* Are there its parent? */
2144 if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
2146 /* Its parent have gone, it also goes away. */
2152 /* Acquire the monster name */
2153 monster_desc(m_name, m_ptr, 0);
2154 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2157 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2161 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2162 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
2166 delete_monster_idx(m_idx);
2171 /* Quantum monsters are odd */
2172 if (r_ptr->flags2 & (RF2_QUANTUM))
2174 /* Sometimes skip move */
2175 if (!randint0(2)) return;
2178 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2182 if (is_pet(m_ptr) && !(m_ptr->ml))
2189 /* Acquire the monster name */
2190 monster_desc(m_name, m_ptr, 0);
2192 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2195 /* Generate treasure, etc */
2196 monster_death(m_idx, FALSE);
2199 delete_monster_idx(m_idx);
2203 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2210 if (m_ptr->r_idx == MON_SHURYUUDAN)
2212 mon_take_hit_mon(m_idx, 1, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
2215 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2217 static int riding_pinch = 0;
2219 if (m_ptr->hp < m_ptr->maxhp/3)
2222 monster_desc(m_name, m_ptr, 0);
2224 if (is_riding_mon && riding_pinch < 2)
2226 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。",
2227 "%^s seems to be in so much pain, and trying to escape from your restriction."), m_name);
2229 disturb(TRUE, TRUE);
2235 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);
2236 if (rakuba(-1, FALSE))
2238 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2244 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) &&
2245 player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))
2247 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);
2249 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);
2250 msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
2253 if (is_riding_mon && rakuba(-1, FALSE))
2255 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2258 /* Check for quest completion */
2259 check_quest_completion(m_ptr);
2261 delete_monster_idx(m_idx);
2268 /* Reset the counter */
2269 if (is_riding_mon) riding_pinch = 0;
2273 /* Handle "sleep" */
2274 if (MON_CSLEEP(m_ptr))
2276 /* Handle non-aggravation - Still sleeping */
2277 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2279 /* Handle aggravation */
2281 /* Reset sleep counter */
2282 (void)set_monster_csleep(m_idx, 0);
2284 /* Notice the "waking up" */
2289 /* Acquire the monster name */
2290 monster_desc(m_name, m_ptr, 0);
2292 /* Dump a message */
2293 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2296 /* Hack -- Count the wakings */
2297 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2304 if (MON_STUNNED(m_ptr))
2306 /* Sometimes skip move */
2307 if (one_in_(2)) return;
2312 p_ptr->update |= (PU_BONUS);
2315 /* No one wants to be your friend if you're aggravating */
2316 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2319 /* Paranoia... no pet uniques outside wizard mode -- TY */
2320 if (is_pet(m_ptr) &&
2321 ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2322 monster_has_hostile_align(NULL, 10, -10, r_ptr))
2323 || (r_ptr->flagsr & RFR_RES_ALL)))
2328 if (p_ptr->inside_battle) gets_angry = FALSE;
2332 if (is_pet(m_ptr) || see_m)
2335 monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
2336 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
2342 /* Get the origin */
2347 /* Attempt to "multiply" if able and allowed */
2348 if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2352 /* Count the adjacent monsters */
2353 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2355 for (x = ox - 1; x <= ox + 1; x++)
2357 /* Ignore locations off of edge */
2358 if (!in_bounds2(y, x)) continue;
2360 if (cave[y][x].m_idx) k++;
2365 if (multiply_barrier(m_idx)) k = 8;
2367 /* Hack -- multiply slower in crowded areas */
2368 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2370 /* Try to multiply */
2371 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2373 /* Take note if visible */
2374 if (m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2376 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2379 /* Multiplying takes energy */
2386 if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
2388 /* Hack -- Ohmu scatters molds! */
2389 if (m_ptr->r_idx == MON_OHMU)
2391 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2393 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2396 int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2397 u32b p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2399 for (k = 0; k < 6; k++)
2401 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
2403 if (m_list[hack_m_idx_ii].ml) count++;
2407 if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2414 if (!p_ptr->inside_battle)
2416 /* Hack! "Cyber" monster makes noise... */
2417 if (m_ptr->ap_r_idx == MON_CYBER &&
2418 one_in_(CYBERNOISE) &&
2419 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2421 if (disturb_minor) disturb(FALSE, FALSE);
2422 msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
2425 /* Some monsters can speak */
2426 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2427 one_in_(SPEAK_CHANCE) &&
2428 player_has_los_bold(oy, ox) &&
2429 projectable(oy, ox, p_ptr->y, p_ptr->x))
2432 char monmessage[1024];
2435 /* Acquire the monster name/poss */
2437 monster_desc(m_name, m_ptr, 0);
2439 strcpy(m_name, _("それ", "It"));
2441 /* Select the file for monster quotes */
2442 if (MON_MONFEAR(m_ptr))
2443 filename = _("monfear_j.txt", "monfear.txt");
2444 else if (is_pet(m_ptr))
2445 filename = _("monpet_j.txt", "monpet.txt");
2446 else if (is_friendly(m_ptr))
2447 filename = _("monfrien_j.txt", "monfrien.txt");
2449 filename = _("monspeak_j.txt", "monspeak.txt");
2450 /* Get the monster line */
2451 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2454 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2459 /* Try to cast spell occasionally */
2460 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2462 bool counterattack = FALSE;
2464 /* Give priority to counter attack? */
2465 if (m_ptr->target_y)
2467 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
2469 /* The monster must be an enemy, and projectable */
2471 are_enemies(m_ptr, &m_list[t_m_idx]) &&
2472 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2474 counterattack = TRUE;
2480 /* Attempt to cast a spell */
2481 if (aware && make_attack_spell(m_idx)) return;
2484 * Attempt to cast a spell at an enemy other than the player
2485 * (may slow the game a smidgeon, but I haven't noticed.)
2487 if (monst_spell_monst(m_idx)) return;
2491 /* Attempt to do counter attack at first */
2492 if (monst_spell_monst(m_idx)) return;
2494 if (aware && make_attack_spell(m_idx)) return;
2498 /* Hack -- Assume no movement */
2499 mm[0] = mm[1] = mm[2] = mm[3] = 0;
2500 mm[4] = mm[5] = mm[6] = mm[7] = 0;
2503 /* Confused -- 100% random */
2504 if (MON_CONFUSED(m_ptr) || !aware)
2506 /* Try four "random" directions */
2507 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2510 /* 75% random movement */
2511 else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2512 (randint0(100) < 75))
2514 /* Memorize flags */
2515 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2517 /* Try four "random" directions */
2518 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2521 /* 50% random movement */
2522 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2523 (randint0(100) < 50))
2525 /* Memorize flags */
2526 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2528 /* Try four "random" directions */
2529 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2532 /* 25% random movement */
2533 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2534 (randint0(100) < 25))
2536 /* Memorize flags */
2537 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2539 /* Try four "random" directions */
2540 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2543 /* Can't reach player - find something else to hit */
2544 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2546 /* Try four "random" directions */
2547 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2549 /* Look for an enemy */
2550 #if 0 /* Hack - Too slow. Mimic pits are horrible with this on. */
2551 get_enemy_dir(m_idx, mm);
2555 /* Pets will follow the player */
2556 else if (is_pet(m_ptr))
2558 /* Are we trying to avoid the player? */
2559 bool avoid = ((p_ptr->pet_follow_distance < 0) &&
2560 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2562 /* Do we want to find the player? */
2563 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2565 /* Should we find the player if we can't find a monster? */
2566 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2568 /* by default, move randomly */
2569 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2571 /* Look for an enemy */
2572 if (!get_enemy_dir(m_idx, mm))
2574 /* Find the player if necessary */
2575 if (avoid || lonely || distant)
2577 /* Remember the leash length */
2578 POSITION dis = p_ptr->pet_follow_distance;
2580 /* Hack -- adjust follow distance temporarily */
2581 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2583 p_ptr->pet_follow_distance = PET_SEEK_DIST;
2586 /* Find the player */
2587 (void)get_moves(m_idx, mm);
2589 /* Restore the leash */
2590 p_ptr->pet_follow_distance = (s16b)dis;
2595 /* Friendly monster movement */
2596 else if (!is_hostile(m_ptr))
2598 /* by default, move randomly */
2599 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2601 /* Look for an enemy */
2602 get_enemy_dir(m_idx, mm);
2604 /* Normal movement */
2607 /* Logical moves, may do nothing */
2608 if (!get_moves(m_idx, mm)) return;
2611 /* Assume nothing */
2615 must_alter_to_move = FALSE;
2617 /* Assume nothing */
2618 did_open_door = FALSE;
2619 did_bash_door = FALSE;
2620 did_take_item = FALSE;
2621 did_kill_item = FALSE;
2622 did_move_body = FALSE;
2623 did_pass_wall = FALSE;
2624 did_kill_wall = FALSE;
2627 /* Take a zero-terminated array of "directions" */
2628 for (i = 0; mm[i]; i++)
2630 /* Get the direction */
2633 /* Hack -- allow "randomized" motion */
2634 if (d == 5) d = ddd[randint0(8)];
2636 /* Get the destination */
2640 /* Ignore locations off of edge */
2641 if (!in_bounds2(ny, nx)) continue;
2643 /* Access that cave grid */
2644 c_ptr = &cave[ny][nx];
2645 f_ptr = &f_info[c_ptr->feat];
2646 can_cross = monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2648 /* Access that cave grid's contents */
2649 y_ptr = &m_list[c_ptr->m_idx];
2651 /* Hack -- player 'in' wall */
2652 if (player_bold(ny, nx))
2657 /* Possibly a monster to attack */
2658 else if (c_ptr->m_idx)
2663 /* Monster destroys walls (and doors) */
2664 else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
2665 (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
2666 have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
2667 check_hp_for_feat_destruction(f_ptr, m_ptr))
2669 /* Eat through walls/doors/rubble */
2671 if (!can_cross) must_alter_to_move = TRUE;
2673 /* Monster destroyed a wall (later) */
2674 did_kill_wall = TRUE;
2677 /* Floor is open? */
2680 /* Go ahead and move */
2683 /* Monster moves through walls (and doors) */
2684 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2685 have_flag(f_ptr->flags, FF_CAN_PASS))
2687 /* Monster went through a wall */
2688 did_pass_wall = TRUE;
2692 /* Handle doors and secret doors */
2693 else if (is_closed_door(c_ptr->feat))
2695 bool may_bash = TRUE;
2697 /* Assume no move allowed */
2700 /* Creature can open doors. */
2701 if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2702 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2707 /* The door is open */
2708 did_open_door = TRUE;
2710 /* Do not bash the door */
2716 /* Locked doors (not jammed) */
2719 /* Try to unlock it */
2720 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2722 /* Unlock the door */
2723 cave_alter_feat(ny, nx, FF_DISARM);
2725 /* Do not bash the door */
2733 /* Stuck doors -- attempt to bash them down if allowed */
2734 if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2735 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2737 /* Attempt to Bash */
2738 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
2740 if (have_flag(f_ptr->flags, FF_GLASS))
2741 msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
2743 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2745 /* Disturb (sometimes) */
2746 if (disturb_minor) disturb(FALSE, FALSE);
2748 /* The door was bashed open */
2749 did_bash_door = TRUE;
2751 /* Hack -- fall into doorway */
2753 must_alter_to_move = TRUE;
2758 /* Deal with doors in the way */
2759 if (did_open_door || did_bash_door)
2761 /* Break down the door */
2762 if (did_bash_door && ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
2764 cave_alter_feat(ny, nx, FF_BASH);
2766 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2768 /* Update some things */
2769 p_ptr->update |= (PU_FLOW);
2770 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2771 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2780 cave_alter_feat(ny, nx, FF_OPEN);
2783 f_ptr = &f_info[c_ptr->feat];
2785 /* Handle viewable doors */
2790 /* Hack -- check for Glyph of Warding */
2791 if (do_move && is_glyph_grid(c_ptr) &&
2792 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2794 /* Assume no move allowed */
2797 /* Break the ward */
2798 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2800 /* Describe observable breakage */
2801 if (c_ptr->info & CAVE_MARK)
2803 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2806 /* Forget the rune */
2807 c_ptr->info &= ~(CAVE_MARK);
2809 /* Break the rune */
2810 c_ptr->info &= ~(CAVE_OBJECT);
2813 /* Allow movement */
2819 else if (do_move && is_explosive_rune_grid(c_ptr) &&
2820 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2822 /* Assume no move allowed */
2825 /* Break the ward */
2828 /* Break the ward */
2829 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2831 /* Describe observable breakage */
2832 if (c_ptr->info & CAVE_MARK)
2834 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2835 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);
2840 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2843 /* Forget the rune */
2844 c_ptr->info &= ~(CAVE_MARK);
2846 /* Break the rune */
2847 c_ptr->info &= ~(CAVE_OBJECT);
2853 if (!m_ptr->r_idx) return;
2854 /* Allow movement */
2859 /* The player is in the way */
2860 if (do_move && player_bold(ny, nx))
2862 /* Some monsters never attack */
2863 if (r_ptr->flags1 & RF1_NEVER_BLOW)
2865 /* Hack -- memorize lack of attacks */
2866 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
2872 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2873 if (do_move && (d_info[dungeon_type].flags1 & DF1_NO_MELEE))
2875 if (!MON_CONFUSED(m_ptr))
2877 if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2880 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2885 /* The player is in the way. Attack him. */
2888 if (!p_ptr->riding || one_in_(2))
2891 (void)make_attack_normal(m_idx);
2902 /* A monster is in the way */
2903 if (do_move && c_ptr->m_idx)
2905 monster_race *z_ptr = &r_info[y_ptr->r_idx];
2907 /* Assume no movement */
2910 /* Attack 'enemies' */
2911 if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
2912 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
2913 can_cross && (c_ptr->m_idx != p_ptr->riding)) ||
2914 are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
2916 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2918 if (r_ptr->flags2 & RF2_KILL_BODY)
2920 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2924 if (y_ptr->r_idx && (y_ptr->hp >= 0))
2926 if (monst_attack_monst(m_idx, c_ptr->m_idx)) return;
2928 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2929 else if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2931 if (MON_CONFUSED(m_ptr)) return;
2932 else if (r_ptr->flags2 & RF2_STUPID)
2934 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2942 /* Push past weaker monsters (unless leaving a wall) */
2943 else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
2944 (r_ptr->mexp > z_ptr->mexp) &&
2945 can_cross && (c_ptr->m_idx != p_ptr->riding) &&
2946 monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
2948 /* Allow movement */
2951 /* Monster pushed past another monster */
2952 did_move_body = TRUE;
2954 /* Wake up the moved monster */
2955 (void)set_monster_csleep(c_ptr->m_idx, 0);
2963 if (!p_ptr->riding_ryoute && !MON_MONFEAR(&m_list[p_ptr->riding])) do_move = FALSE;
2966 if (did_kill_wall && do_move)
2968 if (one_in_(GRINDNOISE))
2970 if (have_flag(f_ptr->flags, FF_GLASS))
2971 msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
2973 msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
2976 cave_alter_feat(ny, nx, FF_HURT_DISI);
2978 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2980 /* Update some things */
2981 p_ptr->update |= (PU_FLOW);
2982 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2983 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
2988 f_ptr = &f_info[c_ptr->feat];
2990 /* Note changes to viewable region */
2996 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
2998 if (!monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
3000 /* Assume no move allowed */
3006 * Check if monster can cross terrain
3007 * This is checked after the normal attacks
3008 * to allow monsters to attack an enemy,
3009 * even if it can't enter the terrain.
3011 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
3013 /* Assume no move allowed */
3017 /* Some monsters never move */
3018 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
3020 /* Hack -- memorize lack of moves */
3021 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3027 /* Creature has been allowed move */
3032 if (have_flag(f_ptr->flags, FF_TREE))
3034 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3036 m_ptr->energy_need += ENERGY_NEED();
3042 /* Hack -- Update the old location */
3043 cave[oy][ox].m_idx = c_ptr->m_idx;
3045 /* Mega-Hack -- move the old monster, if any */
3048 /* Move the old monster */
3052 /* Update the old monster */
3053 update_monster(c_ptr->m_idx, TRUE);
3056 /* Hack -- Update the new location */
3057 c_ptr->m_idx = (s16b)m_idx;
3059 /* Move the monster */
3062 update_monster(m_idx, TRUE);
3064 /* Redraw the old grid */
3067 /* Redraw the new grid */
3072 /* sound(SOUND_WALK); */
3074 /* Move the player */
3075 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
3078 /* Possible disturb */
3081 (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
3082 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3084 if (is_hostile(m_ptr))
3085 disturb(FALSE, TRUE);
3088 /* Take or Kill objects on the floor */
3089 if (c_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3090 (!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
3092 OBJECT_IDX this_o_idx, next_o_idx;
3093 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
3095 /* Scan all objects in the grid */
3096 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3098 BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
3099 char m_name[80], o_name[MAX_NLEN];
3100 object_type *o_ptr = &o_list[this_o_idx];
3102 /* Acquire next object */
3103 next_o_idx = o_ptr->next_o_idx;
3108 if (o_ptr->tval == TV_GOLD) continue;
3111 * Skip "real" corpses and statues, to avoid extreme
3112 * silliness like a novice rogue pockets full of statues
3115 if ((o_ptr->tval == TV_CORPSE) ||
3116 (o_ptr->tval == TV_STATUE)) continue;
3119 /* Extract some flags */
3120 object_flags(o_ptr, flgs);
3122 /* Acquire the object name */
3123 object_desc(o_name, o_ptr, 0);
3125 /* Acquire the monster name */
3126 monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
3128 /* React to objects that hurt the monster */
3129 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3130 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3131 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
3132 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
3133 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
3134 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
3135 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
3136 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
3137 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
3138 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
3139 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3140 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3141 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3142 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3143 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
3144 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
3145 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
3146 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
3147 if (have_flag(flgs, TR_BRAND_ACID)) flgr |= (RFR_IM_ACID);
3148 if (have_flag(flgs, TR_BRAND_ELEC)) flgr |= (RFR_IM_ELEC);
3149 if (have_flag(flgs, TR_BRAND_FIRE)) flgr |= (RFR_IM_FIRE);
3150 if (have_flag(flgs, TR_BRAND_COLD)) flgr |= (RFR_IM_COLD);
3151 if (have_flag(flgs, TR_BRAND_POIS)) flgr |= (RFR_IM_POIS);
3153 /* The object cannot be picked up by the monster */
3154 if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
3155 ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
3157 /* Only give a message for "take_item" */
3158 if (do_take && (r_ptr->flags2 & RF2_STUPID))
3161 did_take_item = TRUE;
3163 /* Describe observable situations */
3164 if (m_ptr->ml && player_can_see_bold(ny, nx))
3166 /* Dump a message */
3167 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);
3172 /* Pick up the item */
3176 did_take_item = TRUE;
3178 /* Describe observable situations */
3179 if (player_can_see_bold(ny, nx))
3181 /* Dump a message */
3182 msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
3185 /* Excise the object */
3186 excise_object_idx(this_o_idx);
3189 o_ptr->marked &= OM_TOUCHED;
3191 /* Forget location */
3192 o_ptr->iy = o_ptr->ix = 0;
3194 /* Memorize monster */
3195 o_ptr->held_m_idx = (s16b)m_idx;
3198 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3201 m_ptr->hold_o_idx = this_o_idx;
3204 /* Destroy the item if not a pet */
3205 else if (!is_pet(m_ptr))
3208 did_kill_item = TRUE;
3210 /* Describe observable situations */
3211 if (player_has_los_bold(ny, nx))
3213 /* Dump a message */
3214 msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
3217 delete_object_idx(this_o_idx);
3223 /* Stop when done */
3228 * Forward movements failed, but now received LOS attack!
3229 * Try to flow by smell.
3231 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3232 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3234 /* If we haven't done anything, try casting a spell again */
3235 if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
3237 /* Try to cast spell again */
3238 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3240 if (make_attack_spell(m_idx)) return;
3245 /* Notice changes in view */
3248 /* Update some things */
3249 p_ptr->update |= (PU_FLOW);
3251 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3254 /* Notice changes in view */
3255 if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3256 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3258 /* Update some things */
3259 p_ptr->update |= (PU_MON_LITE);
3262 /* Learn things from observable monster */
3263 if (is_original_ap_and_seen(m_ptr))
3265 /* Monster opened a door */
3266 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3268 /* Monster bashed a door */
3269 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3271 /* Monster tried to pick something up */
3272 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3274 /* Monster tried to crush something */
3275 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3277 /* Monster pushed past another monster */
3278 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3280 /* Monster passed through a wall */
3281 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3283 /* Monster destroyed a wall */
3284 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3288 /* Hack -- get "bold" if out of options */
3289 if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3291 /* No longer afraid */
3292 (void)set_monster_monfear(m_idx, 0);
3294 /* Message if seen */
3299 /* Acquire the monster name */
3300 monster_desc(m_name, m_ptr, 0);
3302 /* Dump a message */
3303 msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
3306 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3308 /* Actually do something now (?) */
3313 * @brief 全モンスターのターン管理メインルーチン /
3314 * Process all the "live" monsters, once per game turn.
3317 * During each game turn, we scan through the list of all the "live" monsters,\n
3318 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
3319 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
3321 * Note that monsters can never move in the monster array (except when the\n
3322 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
3324 * This function is responsible for at least half of the processor time\n
3325 * on a normal system with a "normal" amount of monsters and a player doing\n
3328 * When the player is resting, virtually 90% of the processor time is spent\n
3329 * in this function, and its children, "process_monster()" and "make_move()".\n
3331 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
3332 * especially when the player is running.\n
3334 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
3335 * monsters while they are still being "born". A monster is "fresh" only\n
3336 * during the turn in which it is created, and we use the "hack_m_idx" to\n
3337 * determine if the monster is yet to be processed during the current turn.\n
3339 * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
3340 * move before any "nasty" monsters get to use their spell attacks.\n
3342 * Note that when the "knowledge" about the currently tracked monster\n
3343 * changes (flags, attacks, spells), we induce a redraw of the monster\n
3346 void process_monsters(void)
3353 monster_type *m_ptr;
3354 monster_race *r_ptr;
3356 MONRACE_IDX old_monster_race_idx;
3358 BIT_FLAGS old_r_flags1 = 0L;
3359 BIT_FLAGS old_r_flags2 = 0L;
3360 BIT_FLAGS old_r_flags3 = 0L;
3361 BIT_FLAGS old_r_flags4 = 0L;
3362 BIT_FLAGS old_r_flags5 = 0L;
3363 BIT_FLAGS old_r_flags6 = 0L;
3364 BIT_FLAGS old_r_flagsr = 0L;
3366 byte old_r_blows0 = 0;
3367 byte old_r_blows1 = 0;
3368 byte old_r_blows2 = 0;
3369 byte old_r_blows3 = 0;
3371 byte old_r_cast_spell = 0;
3375 /* Clear monster fighting indicator */
3378 /* Memorize old race */
3379 old_monster_race_idx = p_ptr->monster_race_idx;
3381 /* Acquire knowledge */
3382 if (p_ptr->monster_race_idx)
3384 /* Acquire current monster */
3385 r_ptr = &r_info[p_ptr->monster_race_idx];
3387 /* Memorize flags */
3388 old_r_flags1 = r_ptr->r_flags1;
3389 old_r_flags2 = r_ptr->r_flags2;
3390 old_r_flags3 = r_ptr->r_flags3;
3391 old_r_flags4 = r_ptr->r_flags4;
3392 old_r_flags5 = r_ptr->r_flags5;
3393 old_r_flags6 = r_ptr->r_flags6;
3394 old_r_flagsr = r_ptr->r_flagsr;
3396 /* Memorize blows */
3397 old_r_blows0 = r_ptr->r_blows[0];
3398 old_r_blows1 = r_ptr->r_blows[1];
3399 old_r_blows2 = r_ptr->r_blows[2];
3400 old_r_blows3 = r_ptr->r_blows[3];
3402 /* Memorize castings */
3403 old_r_cast_spell = r_ptr->r_cast_spell;
3407 /* Process the monsters (backwards) */
3408 for (i = m_max - 1; i >= 1; i--)
3410 /* Access the monster */
3412 r_ptr = &r_info[m_ptr->r_idx];
3414 /* Handle "leaving" */
3415 if (p_ptr->leaving) break;
3417 /* Ignore "dead" monsters */
3418 if (!m_ptr->r_idx) continue;
3420 if (p_ptr->wild_mode) continue;
3423 /* Handle "fresh" monsters */
3424 if (m_ptr->mflag & MFLAG_BORN)
3426 /* No longer "fresh" */
3427 m_ptr->mflag &= ~(MFLAG_BORN);
3433 /* Hack -- Require proximity */
3434 if (m_ptr->cdis >= AAF_LIMIT) continue;
3437 /* Access the location */
3441 /* Flow by smell is allowed */
3442 if (!p_ptr->no_flowed)
3444 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3447 /* Assume no move */
3450 /* Handle "sensing radius" */
3451 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3453 /* We can "sense" the player */
3457 /* Handle "sight" and "aggravation" */
3458 else if ((m_ptr->cdis <= MAX_SIGHT || p_ptr->inside_battle) &&
3459 (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3461 /* We can "see" or "feel" the player */
3465 #if 0 /* (cave[p_ptr->y][p_ptr->x].when == cave[fy][fx].when) is always FALSE... */
3466 /* Hack -- Monsters can "smell" the player from far away */
3467 /* Note that most monsters have "aaf" of "20" or so */
3468 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3469 cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_MOVE) &&
3470 (cave[p_ptr->y][p_ptr->x].when == cave[fy][fx].when) &&
3471 (cave[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3472 (cave[fy][fx].dist < r_ptr->aaf))
3474 /* We can "smell" the player */
3478 else if (m_ptr->target_y) test = TRUE;
3481 if (!test) continue;
3484 if (p_ptr->riding == i)
3485 speed = p_ptr->pspeed;
3488 speed = m_ptr->mspeed;
3490 /* Monsters move quickly in Nightmare mode */
3491 if (ironman_nightmare) speed += 5;
3493 if (MON_FAST(m_ptr)) speed += 10;
3494 if (MON_SLOW(m_ptr)) speed -= 10;
3497 /* Give this monster some energy */
3498 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3500 /* Not enough energy to move */
3501 if (m_ptr->energy_need > 0) continue;
3503 /* Use up "some" energy */
3504 m_ptr->energy_need += ENERGY_NEED();
3507 /* Save global index */
3510 /* Process the monster */
3513 reset_target(m_ptr);
3515 /* Give up flow_by_smell when it might useless */
3516 if (p_ptr->no_flowed && one_in_(3))
3517 m_ptr->mflag2 |= MFLAG2_NOFLOW;
3519 /* Hack -- notice death or departure */
3520 if (!p_ptr->playing || p_ptr->is_dead) break;
3522 /* Notice leaving */
3523 if (p_ptr->leaving) break;
3526 /* Reset global index */
3530 /* Tracking a monster race (the same one we were before) */
3531 if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3533 /* Acquire monster race */
3534 r_ptr = &r_info[p_ptr->monster_race_idx];
3536 /* Check for knowledge change */
3537 if ((old_r_flags1 != r_ptr->r_flags1) ||
3538 (old_r_flags2 != r_ptr->r_flags2) ||
3539 (old_r_flags3 != r_ptr->r_flags3) ||
3540 (old_r_flags4 != r_ptr->r_flags4) ||
3541 (old_r_flags5 != r_ptr->r_flags5) ||
3542 (old_r_flags6 != r_ptr->r_flags6) ||
3543 (old_r_flagsr != r_ptr->r_flagsr) ||
3544 (old_r_blows0 != r_ptr->r_blows[0]) ||
3545 (old_r_blows1 != r_ptr->r_blows[1]) ||
3546 (old_r_blows2 != r_ptr->r_blows[2]) ||
3547 (old_r_blows3 != r_ptr->r_blows[3]) ||
3548 (old_r_cast_spell != r_ptr->r_cast_spell))
3550 p_ptr->window |= (PW_MONSTER);