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[Refactor] #37353 monster-process.h を作成して変数宣言整理。
[hengband/hengband.git] / src / monster-process.c
1 /*!
2  * @file monster-process.c
3  * @brief モンスターの特殊技能と移動処理/ Monster spells and movement
4  * @date 2014/01/17
5  * @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research,\n
8  * and not for profit purposes provided that this copyright and statement\n
9  * are included in all such copies.  Other copyrights may also apply.\n
10  * 2014 Deskull rearranged comment for Doxygen.\n
11  * @details
12  * This file has several additions to it by Keldon Jones (keldon@umr.edu)
13  * to improve the general quality of the AI (version 0.1.1).
14  */
15
16 #include "angband.h"
17 #include "cmd-pet.h"
18 #include "melee.h"
19 #include "spells.h"
20 #include "spells-summon.h"
21 #include "quest.h"
22 #include "avatar.h"
23 #include "realm-hex.h"
24 #include "object-flavor.h"
25 #include "object-hook.h"
26 #include "feature.h"
27 #include "grid.h"
28 #include "player-move.h"
29 #include "monster-status.h"
30 #include "monster-spell.h"
31 #include "monster-process.h"
32 #include "monsterrace-hook.h"
33 #include "floor.h"
34
35
36 /*!
37  * @brief モンスターが敵に接近するための方向を決める /
38  * Calculate the direction to the next enemy
39  * @param m_idx モンスターの参照ID
40  * @param mm 移動するべき方角IDを返す参照ポインタ
41  * @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
42  */
43 static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
44 {
45         int i;
46         POSITION x = 0, y = 0;
47         MONSTER_IDX t_idx;
48         int start;
49         int plus = 1;
50
51         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
52         monster_race *r_ptr = &r_info[m_ptr->r_idx];
53         monster_type *t_ptr;
54
55         if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
56         {
57                 y = current_floor_ptr->m_list[riding_t_m_idx].fy;
58                 x = current_floor_ptr->m_list[riding_t_m_idx].fx;
59         }
60         else if (is_pet(m_ptr) && pet_t_m_idx)
61         {
62                 y = current_floor_ptr->m_list[pet_t_m_idx].fy;
63                 x = current_floor_ptr->m_list[pet_t_m_idx].fx;
64         }
65         else
66         {
67                 if (p_ptr->inside_battle)
68                 {
69                         start = randint1(m_max-1)+m_max;
70                         if(randint0(2)) plus = -1;
71                 }
72                 else start = m_max + 1;
73
74                 /* Scan thru all monsters */
75                 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
76                 {
77                         MONSTER_IDX dummy = (i % m_max);
78
79                         if (!dummy) continue;
80
81                         t_idx = dummy;
82                         t_ptr = &current_floor_ptr->m_list[t_idx];
83
84                         /* The monster itself isn't a target */
85                         if (t_ptr == m_ptr) continue;
86
87                         if (!monster_is_valid(t_ptr)) continue;
88
89                         if (is_pet(m_ptr))
90                         {
91                                 /* Hack -- only fight away from player */
92                                 if (p_ptr->pet_follow_distance < 0)
93                                 {
94                                         /* No fighting near player */
95                                         if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
96                                         {
97                                                 continue;
98                                         }
99                                 }
100                                 /* Hack -- no fighting away from player */
101                                 else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > p_ptr->pet_follow_distance))
102                                 {
103                                         continue;
104                                 }
105
106                                 if (r_ptr->aaf < t_ptr->cdis) continue;
107                         }
108
109                         /* Monster must be 'an enemy' */
110                         if (!are_enemies(m_ptr, t_ptr)) continue;
111
112                         /* Monster must be projectable if we can't pass through walls */
113                         if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
114                             ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
115                         {
116                                 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
117                         }
118                         else
119                         {
120                                 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
121                         }
122
123                         /* OK -- we've got a target */
124                         y = t_ptr->fy;
125                         x = t_ptr->fx;
126
127                         break;
128                 }
129                 if (!x && !y) return FALSE;
130         }
131
132         /* Extract the direction */
133         x -= m_ptr->fx;
134         y -= m_ptr->fy;
135
136         /* North */
137         if ((y < 0) && (x == 0))
138         {
139                 mm[0] = 8;
140                 mm[1] = 7;
141                 mm[2] = 9;
142         }
143         /* South */
144         else if ((y > 0) && (x == 0))
145         {
146                 mm[0] = 2;
147                 mm[1] = 1;
148                 mm[2] = 3;
149         }
150         /* East */
151         else if ((x > 0) && (y == 0))
152         {
153                 mm[0] = 6;
154                 mm[1] = 9;
155                 mm[2] = 3;
156         }
157         /* West */
158         else if ((x < 0) && (y == 0))
159         {
160                 mm[0] = 4;
161                 mm[1] = 7;
162                 mm[2] = 1;
163         }
164         /* North-West */
165         else if ((y < 0) && (x < 0))
166         {
167                 mm[0] = 7;
168                 mm[1] = 4;
169                 mm[2] = 8;
170         }
171         /* North-East */
172         else if ((y < 0) && (x > 0))
173         {
174                 mm[0] = 9;
175                 mm[1] = 6;
176                 mm[2] = 8;
177         }
178         /* South-West */
179         else if ((y > 0) && (x < 0))
180         {
181                 mm[0] = 1;
182                 mm[1] = 4;
183                 mm[2] = 2;
184         }
185         /* South-East */
186         else if ((y > 0) && (x > 0))
187         {
188                 mm[0] = 3;
189                 mm[1] = 6;
190                 mm[2] = 2;
191         }
192
193         /* Found a monster */
194         return TRUE;
195 }
196
197 /*!
198  * @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 /
199  * Returns whether a given monster will try to run from the player.
200  * @param m_idx 逃走するモンスターの参照ID
201  * @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。
202  * @details
203  * Monsters will attempt to avoid very powerful players.  See below.\n
204  *\n
205  * Because this function is called so often, little details are important\n
206  * for efficiency.  Like not using "mod" or "div" when possible.  And\n
207  * attempting to check the conditions in an optimal order.  Note that\n
208  * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
209  *\n
210  * Note that this function is responsible for about one to five percent\n
211  * of the processor use in normal conditions...\n
212  */
213 static bool mon_will_run(MONSTER_IDX m_idx)
214 {
215         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
216
217 #ifdef ALLOW_TERROR
218
219         monster_race *r_ptr = &r_info[m_ptr->r_idx];
220
221         PLAYER_LEVEL p_lev;
222         DEPTH m_lev;
223         HIT_POINT p_chp, p_mhp;
224         HIT_POINT m_chp, m_mhp;
225         u32b p_val, m_val;
226
227 #endif
228
229         /* Friends can be commanded to avoid the player */
230         if (is_pet(m_ptr))
231         {
232                 /* Are we trying to avoid the player? */
233                 return ((p_ptr->pet_follow_distance < 0) &&
234                                   (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
235         }
236
237         /* Keep monsters from running too far away */
238         if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
239
240         /* All "afraid" monsters will run away */
241         if (MON_MONFEAR(m_ptr)) return (TRUE);
242
243 #ifdef ALLOW_TERROR
244
245         /* Nearby monsters will not become terrified */
246         if (m_ptr->cdis <= 5) return (FALSE);
247
248         /* Examine player power (level) */
249         p_lev = p_ptr->lev;
250
251         /* Examine monster power (level plus morale) */
252         m_lev = r_ptr->level + (m_idx & 0x08) + 25;
253
254         /* Optimize extreme cases below */
255         if (m_lev > p_lev + 4) return (FALSE);
256         if (m_lev + 4 <= p_lev) return (TRUE);
257
258         /* Examine player health */
259         p_chp = p_ptr->chp;
260         p_mhp = p_ptr->mhp;
261
262         /* Examine monster health */
263         m_chp = m_ptr->hp;
264         m_mhp = m_ptr->maxhp;
265
266         /* Prepare to optimize the calculation */
267         p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
268         m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
269
270         /* Strong players scare strong monsters */
271         if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
272
273 #endif
274
275         /* Assume no terror */
276         return (FALSE);
277 }
278
279
280 /*!
281  * @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 /
282  * Search spell castable grid
283  * @param m_idx モンスターの参照ID
284  * @param yp 適したマスのY座標を返す参照ポインタ
285  * @param xp 適したマスのX座標を返す参照ポインタ
286  * @return 有効なマスがあった場合TRUEを返す
287  */
288 static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
289 {
290         int i, best = 999;
291         POSITION y, x, y1, x1;
292
293         grid_type *g_ptr;
294         bool can_open_door = FALSE;
295         int now_cost;
296
297         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
298         monster_race *r_ptr = &r_info[m_ptr->r_idx];
299
300         /* Monster location */
301         y1 = m_ptr->fy;
302         x1 = m_ptr->fx;
303
304         /* Monster can already cast spell to player */
305         if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
306
307         /* Set current grid cost */
308         now_cost = current_floor_ptr->grid_array[y1][x1].cost;
309         if (now_cost == 0) now_cost = 999;
310
311         /* Can monster bash or open doors? */
312         if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
313         {
314                 can_open_door = TRUE;
315         }
316
317         /* Check nearby grids, diagonals first */
318         for (i = 7; i >= 0; i--)
319         {
320                 int cost;
321
322                 y = y1 + ddy_ddd[i];
323                 x = x1 + ddx_ddd[i];
324
325                 /* Ignore locations off of edge */
326                 if (!in_bounds2(y, x)) continue;
327
328                 /* Simply move to player */
329                 if (player_bold(y, x)) return (FALSE);
330
331                 g_ptr = &current_floor_ptr->grid_array[y][x];
332
333                 cost = g_ptr->cost;
334
335                 /* Monster cannot kill or pass walls */
336                 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))))
337                 {
338                         if (cost == 0) continue;
339                         if (!can_open_door && is_closed_door(g_ptr->feat)) continue;
340                 }
341
342                 /* Hack -- for kill or pass wall monster.. */
343                 if (cost == 0) cost = 998;
344
345                 if (now_cost < cost) continue;
346
347                 if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
348
349                 /* Accept louder sounds */
350                 if (best < cost) continue;
351                 best = cost;
352
353                 (*yp) = y1 + ddy_ddd[i];
354                 (*xp) = x1 + ddx_ddd[i];
355         }
356
357         /* No legal move (?) */
358         if (best == 999) return (FALSE);
359
360         /* Success */
361         return (TRUE);
362 }
363
364
365 /*!
366  * @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 /
367  * Choose the "best" direction for "flowing"
368  * @param m_idx モンスターの参照ID
369  * @param yp 移動先のマスのY座標を返す参照ポインタ
370  * @param xp 移動先のマスのX座標を返す参照ポインタ
371  * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
372  * @return 有効なマスがあった場合TRUEを返す
373  * @details
374  * Note that ghosts and rock-eaters are never allowed to "flow",\n
375  * since they should move directly towards the player.\n
376  *\n
377  * Prefer "non-diagonal" directions, but twiddle them a little\n
378  * to angle slightly towards the player's actual location.\n
379  *\n
380  * Allow very perceptive monsters to track old "spoor" left by\n
381  * previous locations occupied by the player.  This will tend\n
382  * to have monsters end up either near the player or on a grid\n
383  * recently occupied by the player (and left via "teleport").\n
384  *\n
385  * Note that if "smell" is turned on, all monsters get vicious.\n
386  *\n
387  * Also note that teleporting away from a location will cause\n
388  * the monsters who were chasing you to converge on that location\n
389  * as long as you are still near enough to "annoy" them without\n
390  * being close enough to chase directly.  I have no idea what will\n
391  * happen if you combine "smell" with low "aaf" values.\n
392  */
393 static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
394 {
395         int i, best;
396         POSITION y, x, y1, x1;
397
398         grid_type *g_ptr;
399         bool use_scent = FALSE;
400
401         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
402         monster_race *r_ptr = &r_info[m_ptr->r_idx];
403
404         /* Can monster cast attack spell? */
405         if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
406             r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
407             r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
408         {
409                 /* Can move spell castable grid? */
410                 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
411         }
412
413         /* Monster can't flow */
414         if (no_flow) return (FALSE);
415
416         /* Monster can go through rocks */
417         if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
418         if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
419
420         /* Monster location */
421         y1 = m_ptr->fy;
422         x1 = m_ptr->fx;
423
424         /* Hack -- Player can see us, run towards him */
425         if (player_has_los_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)) return (FALSE);
426
427         /* Monster grid */
428         g_ptr = &current_floor_ptr->grid_array[y1][x1];
429
430         /* If we can hear noises, advance towards them */
431         if (g_ptr->cost)
432         {
433                 best = 999;
434         }
435
436         /* Otherwise, try to follow a scent trail */
437         else if (g_ptr->when)
438         {
439                 /* Too old smell */
440                 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when - g_ptr->when > 127) return (FALSE);
441
442                 use_scent = TRUE;
443                 best = 0;
444         }
445
446         /* Otherwise, advance blindly */
447         else
448         {
449                 return (FALSE);
450         }
451
452         /* Check nearby grids, diagonals first */
453         for (i = 7; i >= 0; i--)
454         {
455                 y = y1 + ddy_ddd[i];
456                 x = x1 + ddx_ddd[i];
457
458                 /* Ignore locations off of edge */
459                 if (!in_bounds2(y, x)) continue;
460
461                 g_ptr = &current_floor_ptr->grid_array[y][x];
462
463                 /* We're following a scent trail */
464                 if (use_scent)
465                 {
466                         int when = g_ptr->when;
467
468                         /* Accept younger scent */
469                         if (best > when) continue;
470                         best = when;
471                 }
472
473                 /* We're using sound */
474                 else
475                 {
476                         int cost;
477
478                         if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
479                                 cost = g_ptr->dist;
480                         else cost = g_ptr->cost;
481
482                         /* Accept louder sounds */
483                         if ((cost == 0) || (best < cost)) continue;
484                         best = cost;
485                 }
486
487                 /* Hack -- Save the "twiddled" location */
488                 (*yp) = p_ptr->y + 16 * ddy_ddd[i];
489                 (*xp) = p_ptr->x + 16 * ddx_ddd[i];
490         }
491
492         /* No legal move (?) */
493         if (best == 999 || best == 0) return (FALSE);
494
495         /* Success */
496         return (TRUE);
497 }
498
499
500 /*!
501  * @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 /
502  * Provide a location to flee to, but give the player a wide berth.
503  * @param m_idx モンスターの参照ID
504  * @param yp 移動先のマスのY座標を返す参照ポインタ
505  * @param xp 移動先のマスのX座標を返す参照ポインタ
506  * @return 有効なマスがあった場合TRUEを返す
507  * @details
508  * A monster may wish to flee to a location that is behind the player,\n
509  * but instead of heading directly for it, the monster should "swerve"\n
510  * around the player so that he has a smaller chance of getting hit.\n
511  */
512 static bool get_fear_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
513 {
514         POSITION y, x, y1, x1, fy, fx, gy = 0, gx = 0;
515         int score = -1;
516         int i;
517
518         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
519
520         /* Monster location */
521         fy = m_ptr->fy;
522         fx = m_ptr->fx;
523
524         /* Desired destination */
525         y1 = fy - (*yp);
526         x1 = fx - (*xp);
527
528         /* Check nearby grids, diagonals first */
529         for (i = 7; i >= 0; i--)
530         {
531                 POSITION dis, s;
532
533                 y = fy + ddy_ddd[i];
534                 x = fx + ddx_ddd[i];
535
536                 /* Ignore locations off of edge */
537                 if (!in_bounds2(y, x)) continue;
538
539                 /* Don't move toward player */
540                 /* if (current_floor_ptr->grid_array[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
541
542                 /* Calculate distance of this grid from our destination */
543                 dis = distance(y, x, y1, x1);
544
545                 /* Score this grid */
546                 s = 5000 / (dis + 3) - 500 / (current_floor_ptr->grid_array[y][x].dist + 1);
547
548                 /* No negative scores */
549                 if (s < 0) s = 0;
550
551                 /* Ignore lower scores */
552                 if (s < score) continue;
553
554                 /* Save the score and time */
555                 score = s;
556
557                 /* Save the location */
558                 gy = y;
559                 gx = x;
560         }
561
562         /* No legal move (?) */
563         if (score == -1) return (FALSE);
564
565         /* Find deltas */
566         (*yp) = fy - gy;
567         (*xp) = fx - gx;
568
569         /* Success */
570         return (TRUE);
571 }
572
573 /*
574  * Hack -- Precompute a bunch of calls to distance() in find_safety() and
575  * find_hiding().
576  *
577  * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
578  * offsets of all the locations with a distance of n from a central point,
579  * with an offset of (0,0) indicating no more offsets at this distance.
580  *
581  * This is, of course, fairly unreadable, but it eliminates multiple loops
582  * from the previous version.
583  *
584  * It is probably better to replace these arrays with code to compute
585  * the relevant arrays, even if the storage is pre-allocated in hard
586  * coded sizes.  At the very least, code should be included which is
587  * able to generate and dump these arrays (ala "los()").  
588  *
589  * Also, the storage needs could be halved by using bytes.  
590  *
591  * These arrays could be combined into two big arrays, using sub-arrays
592  * to hold the offsets and lengths of each portion of the sub-arrays, and
593  * this could perhaps also be used somehow in the "look" code.  
594  */
595
596
597 static POSITION d_off_y_0[] = { 0 };
598 static POSITION d_off_x_0[] = { 0 };
599
600 static POSITION d_off_y_1[] = { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
601 static POSITION d_off_x_1[] = { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
602
603 static POSITION d_off_y_2[] = { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
604 static POSITION d_off_x_2[] = { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
605
606 static POSITION d_off_y_3[] = { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2, 3, 3, 3, 0 };
607 static POSITION d_off_x_3[] = { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2, -1, 0, 1, 0 };
608
609 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 };
610 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 };
611
612
613 static POSITION d_off_y_5[] =
614 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
615   -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
616   5, 0 };
617
618 static POSITION d_off_x_5[] =
619 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
620   -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
621   0, 1, 0 };
622
623
624 static POSITION d_off_y_6[] =
625 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
626   -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
627   5, 5, 6, 6, 6, 0 };
628
629 static POSITION d_off_x_6[] =
630 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
631   0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
632   -3, 2, 3, -1, 0, 1, 0 };
633
634
635 static POSITION d_off_y_7[] =
636 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
637   -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
638   3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
639
640 static POSITION d_off_x_7[] =
641 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
642   -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
643   6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
644   1, 0 };
645
646
647 static POSITION d_off_y_8[] =
648 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
649   -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
650   2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
651   8, 8, 8, 0 };
652
653 static POSITION d_off_x_8[] =
654 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
655   5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
656   7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
657   2, 3, -1, 0, 1, 0 };
658
659
660 static POSITION d_off_y_9[] =
661 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
662   -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
663   0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
664   7, 8, 8, 8, 8, 9, 9, 9, 0 };
665
666 static POSITION d_off_x_9[] =
667 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
668   -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
669   9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
670   4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
671
672
673 static POSITION *dist_offsets_y[10] =
674 {
675         d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
676         d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
677 };
678
679 static POSITION *dist_offsets_x[10] =
680 {
681         d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
682         d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
683 };
684
685 /*!
686  * @brief モンスターが逃げ込める安全な地点を返す /
687  * Choose a "safe" location near a monster for it to run toward.
688  * @param m_idx モンスターの参照ID
689  * @param yp 移動先のマスのY座標を返す参照ポインタ
690  * @param xp 移動先のマスのX座標を返す参照ポインタ
691  * @return 有効なマスがあった場合TRUEを返す
692  * @details
693  * A location is "safe" if it can be reached quickly and the player\n
694  * is not able to fire into it (it isn't a "clean shot").  So, this will\n
695  * cause monsters to "duck" behind walls.  Hopefully, monsters will also\n
696  * try to run towards corridor openings if they are in a room.\n
697  *\n
698  * This function may take lots of CPU time if lots of monsters are\n
699  * fleeing.\n
700  *\n
701  * Return TRUE if a safe location is available.\n
702  */
703 static bool find_safety(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
704 {
705         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
706
707         POSITION fy = m_ptr->fy;
708         POSITION fx = m_ptr->fx;
709
710         POSITION y, x, dy, dx, d, dis, i;
711         POSITION gy = 0, gx = 0, gdis = 0;
712
713         POSITION *y_offsets;
714         POSITION *x_offsets;
715
716         grid_type *g_ptr;
717
718         /* Start with adjacent locations, spread further */
719         for (d = 1; d < 10; d++)
720         {
721                 /* Get the lists of points with a distance d from (fx, fy) */
722                 y_offsets = dist_offsets_y[d];
723                 x_offsets = dist_offsets_x[d];
724
725                 /* Check the locations */
726                 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
727                      dx != 0 || dy != 0;
728                      i++, dx = x_offsets[i], dy = y_offsets[i])
729                 {
730                         y = fy + dy;
731                         x = fx + dx;
732
733                         /* Skip illegal locations */
734                         if (!in_bounds(y, x)) continue;
735
736                         g_ptr = &current_floor_ptr->grid_array[y][x];
737
738                         /* Skip locations in a wall */
739                         if (!monster_can_cross_terrain(g_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
740
741                         /* Check for "availability" (if monsters can flow) */
742                         if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
743                         {
744                                 /* Ignore grids very far from the player */
745                                 if (g_ptr->dist == 0) continue;
746
747                                 /* Ignore too-distant grids */
748                                 if (g_ptr->dist > current_floor_ptr->grid_array[fy][fx].dist + 2 * d) continue;
749                         }
750
751                         /* Check for absence of shot (more or less) */
752                         if (!projectable(p_ptr->y, p_ptr->x, y, x))
753                         {
754                                 /* Calculate distance from player */
755                                 dis = distance(y, x, p_ptr->y, p_ptr->x);
756
757                                 /* Remember if further than previous */
758                                 if (dis > gdis)
759                                 {
760                                         gy = y;
761                                         gx = x;
762                                         gdis = dis;
763                                 }
764                         }
765                 }
766
767                 /* Check for success */
768                 if (gdis > 0)
769                 {
770                         /* Good location */
771                         (*yp) = fy - gy;
772                         (*xp) = fx - gx;
773
774                         /* Found safe place */
775                         return (TRUE);
776                 }
777         }
778
779         /* No safe place */
780         return (FALSE);
781 }
782
783
784 /*!
785  * @brief モンスターが隠れ潜める地点を返す /
786  * Choose a good hiding place near a monster for it to run toward.
787  * @param m_idx モンスターの参照ID
788  * @param yp 移動先のマスのY座標を返す参照ポインタ
789  * @param xp 移動先のマスのX座標を返す参照ポインタ
790  * @return 有効なマスがあった場合TRUEを返す
791  * @details
792  * Pack monsters will use this to "ambush" the player and lure him out\n
793  * of corridors into open space so they can swarm him.\n
794  *\n
795  * Return TRUE if a good location is available.\n
796  */
797 static bool find_hiding(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
798 {
799         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
800         monster_race *r_ptr = &r_info[m_ptr->r_idx];
801
802         POSITION fy = m_ptr->fy;
803         POSITION fx = m_ptr->fx;
804
805         POSITION y, x, dy, dx, d, dis, i;
806         POSITION gy = 0, gx = 0, gdis = 999;
807
808         POSITION *y_offsets, *x_offsets;
809
810         /* Start with adjacent locations, spread further */
811         for (d = 1; d < 10; d++)
812         {
813                 /* Get the lists of points with a distance d from (fx, fy) */
814                 y_offsets = dist_offsets_y[d];
815                 x_offsets = dist_offsets_x[d];
816
817                 /* Check the locations */
818                 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
819                      dx != 0 || dy != 0;
820                      i++, dx = x_offsets[i], dy = y_offsets[i])
821                 {
822                         y = fy + dy;
823                         x = fx + dx;
824
825                         /* Skip illegal locations */
826                         if (!in_bounds(y, x)) continue;
827
828                         /* Skip occupied locations */
829                         if (!monster_can_enter(y, x, r_ptr, 0)) continue;
830
831                         /* Check for hidden, available grid */
832                         if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
833                         {
834                                 /* Calculate distance from player */
835                                 dis = distance(y, x, p_ptr->y, p_ptr->x);
836
837                                 /* Remember if closer than previous */
838                                 if (dis < gdis && dis >= 2)
839                                 {
840                                         gy = y;
841                                         gx = x;
842                                         gdis = dis;
843                                 }
844                         }
845                 }
846
847                 /* Check for success */
848                 if (gdis < 999)
849                 {
850                         /* Good location */
851                         (*yp) = fy - gy;
852                         (*xp) = fx - gx;
853
854                         /* Found good place */
855                         return (TRUE);
856                 }
857         }
858
859         /* No good place */
860         return (FALSE);
861 }
862
863
864 /*!
865  * @brief モンスターの移動方向を返す /
866  * Choose "logical" directions for monster movement
867  * @param m_idx モンスターの参照ID
868  * @param mm 移動方向を返す方向IDの参照ポインタ
869  * @return 有効方向があった場合TRUEを返す
870  */
871 static bool get_moves(MONSTER_IDX m_idx, DIRECTION *mm)
872 {
873         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
874         monster_race *r_ptr = &r_info[m_ptr->r_idx];
875         POSITION     y = 0, ay, x = 0, ax;
876         int          move_val = 0;
877         POSITION     y2 = p_ptr->y;
878         POSITION     x2 = p_ptr->x;
879         bool         done = FALSE;
880         bool         will_run = mon_will_run(m_idx);
881         grid_type    *g_ptr;
882         bool         no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].cost > 2));
883         bool         can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
884
885         /* Counter attack to an enemy monster */
886         if (!will_run && m_ptr->target_y)
887         {
888                 int t_m_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
889
890                 /* The monster must be an enemy, and in LOS */
891                 if (t_m_idx &&
892                     are_enemies(m_ptr, &current_floor_ptr->m_list[t_m_idx]) &&
893                     los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
894                     projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
895                 {
896                         /* Extract the "pseudo-direction" */
897                         y = m_ptr->fy - m_ptr->target_y;
898                         x = m_ptr->fx - m_ptr->target_x;
899                         done = TRUE;
900                 }
901         }
902
903         if (!done && !will_run && is_hostile(m_ptr) &&
904             (r_ptr->flags1 & RF1_FRIENDS) &&
905             ((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)) ||
906             (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
907         {
908         /*
909          * Animal packs try to get the player out of corridors
910          * (...unless they can move through walls -- TY)
911          */
912                 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
913                          !(r_ptr->flags2 & RF2_KILL_WALL))
914                 {
915                         int i, room = 0;
916
917                         /* Count room grids next to player */
918                         for (i = 0; i < 8; i++)
919                         {
920                                 int xx = p_ptr->x + ddx_ddd[i];
921                                 int yy = p_ptr->y + ddy_ddd[i];
922
923                                 if (!in_bounds2(yy, xx)) continue;
924
925                                 g_ptr = &current_floor_ptr->grid_array[yy][xx];
926
927                                 /* Check grid */
928                                 if (monster_can_cross_terrain(g_ptr->feat, r_ptr, 0))
929                                 {
930                                         /* One more room grid */
931                                         room++;
932                                 }
933                         }
934                         if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_ROOM) room -= 2;
935                         if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
936
937                         /* Not in a room and strong player */
938                         if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
939                             (p_ptr->mhp + p_ptr->msp))
940                         {
941                                 /* Find hiding place */
942                                 if (find_hiding(m_idx, &y, &x)) done = TRUE;
943                         }
944                 }
945
946                 /* Monster groups try to surround the player */
947                 if (!done && (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < 3))
948                 {
949                         int i;
950
951                         /* Find an empty square near the player to fill */
952                         for (i = 0; i < 8; i++)
953                         {
954                                 /* Pick squares near player (semi-randomly) */
955                                 y2 = p_ptr->y + ddy_ddd[(m_idx + i) & 7];
956                                 x2 = p_ptr->x + ddx_ddd[(m_idx + i) & 7];
957
958                                 /* Already there? */
959                                 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
960                                 {
961                                         /* Attack the player */
962                                         y2 = p_ptr->y;
963                                         x2 = p_ptr->x;
964
965                                         break;
966                                 }
967
968                                 if (!in_bounds2(y2, x2)) continue;
969
970                                 /* Ignore filled grids */
971                                 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
972
973                                 /* Try to fill this hole */
974                                 break;
975                         }
976
977                         /* Extract the new "pseudo-direction" */
978                         y = m_ptr->fy - y2;
979                         x = m_ptr->fx - x2;
980
981                         done = TRUE;
982                 }
983         }
984
985         if (!done)
986         {
987                 /* Flow towards the player */
988                 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
989
990                 /* Extract the "pseudo-direction" */
991                 y = m_ptr->fy - y2;
992                 x = m_ptr->fx - x2;
993
994                 /* Not done */
995         }
996
997         /* Apply fear if possible and necessary */
998         if (is_pet(m_ptr) && will_run)
999         {
1000                 /* XXX XXX Not very "smart" */
1001                 y = (-y), x = (-x);
1002         }
1003         else
1004         {
1005                 if (!done && will_run)
1006                 {
1007                         int tmp_x = (-x);
1008                         int tmp_y = (-y);
1009
1010                         /* Try to find safe place */
1011                         if (find_safety(m_idx, &y, &x))
1012                         {
1013                                 /* Attempt to avoid the player */
1014                                 if (!no_flow)
1015                                 {
1016                                         /* Adjust movement */
1017                                         if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1018                                 }
1019                         }
1020
1021                         if (!done)
1022                         {
1023                                 /* This is not a very "smart" method XXX XXX */
1024                                 y = tmp_y;
1025                                 x = tmp_x;
1026                         }
1027                 }
1028         }
1029
1030
1031         /* Check for no move */
1032         if (!x && !y) return (FALSE);
1033
1034
1035         /* Extract the "absolute distances" */
1036         ax = ABS(x);
1037         ay = ABS(y);
1038
1039         /* Do something weird */
1040         if (y < 0) move_val += 8;
1041         if (x > 0) move_val += 4;
1042
1043         /* Prevent the diamond maneuvre */
1044         if (ay > (ax << 1)) move_val += 2;
1045         else if (ax > (ay << 1)) move_val++;
1046
1047         /* Extract some directions */
1048         switch (move_val)
1049         {
1050         case 0:
1051                 mm[0] = 9;
1052                 if (ay > ax)
1053                 {
1054                         mm[1] = 8;
1055                         mm[2] = 6;
1056                         mm[3] = 7;
1057                         mm[4] = 3;
1058                 }
1059                 else
1060                 {
1061                         mm[1] = 6;
1062                         mm[2] = 8;
1063                         mm[3] = 3;
1064                         mm[4] = 7;
1065                 }
1066                 break;
1067         case 1:
1068         case 9:
1069                 mm[0] = 6;
1070                 if (y < 0)
1071                 {
1072                         mm[1] = 3;
1073                         mm[2] = 9;
1074                         mm[3] = 2;
1075                         mm[4] = 8;
1076                 }
1077                 else
1078                 {
1079                         mm[1] = 9;
1080                         mm[2] = 3;
1081                         mm[3] = 8;
1082                         mm[4] = 2;
1083                 }
1084                 break;
1085         case 2:
1086         case 6:
1087                 mm[0] = 8;
1088                 if (x < 0)
1089                 {
1090                         mm[1] = 9;
1091                         mm[2] = 7;
1092                         mm[3] = 6;
1093                         mm[4] = 4;
1094                 }
1095                 else
1096                 {
1097                         mm[1] = 7;
1098                         mm[2] = 9;
1099                         mm[3] = 4;
1100                         mm[4] = 6;
1101                 }
1102                 break;
1103         case 4:
1104                 mm[0] = 7;
1105                 if (ay > ax)
1106                 {
1107                         mm[1] = 8;
1108                         mm[2] = 4;
1109                         mm[3] = 9;
1110                         mm[4] = 1;
1111                 }
1112                 else
1113                 {
1114                         mm[1] = 4;
1115                         mm[2] = 8;
1116                         mm[3] = 1;
1117                         mm[4] = 9;
1118                 }
1119                 break;
1120         case 5:
1121         case 13:
1122                 mm[0] = 4;
1123                 if (y < 0)
1124                 {
1125                         mm[1] = 1;
1126                         mm[2] = 7;
1127                         mm[3] = 2;
1128                         mm[4] = 8;
1129                 }
1130                 else
1131                 {
1132                         mm[1] = 7;
1133                         mm[2] = 1;
1134                         mm[3] = 8;
1135                         mm[4] = 2;
1136                 }
1137                 break;
1138         case 8:
1139                 mm[0] = 3;
1140                 if (ay > ax)
1141                 {
1142                         mm[1] = 2;
1143                         mm[2] = 6;
1144                         mm[3] = 1;
1145                         mm[4] = 9;
1146                 }
1147                 else
1148                 {
1149                         mm[1] = 6;
1150                         mm[2] = 2;
1151                         mm[3] = 9;
1152                         mm[4] = 1;
1153                 }
1154                 break;
1155         case 10:
1156         case 14:
1157                 mm[0] = 2;
1158                 if (x < 0)
1159                 {
1160                         mm[1] = 3;
1161                         mm[2] = 1;
1162                         mm[3] = 6;
1163                         mm[4] = 4;
1164                 }
1165                 else
1166                 {
1167                         mm[1] = 1;
1168                         mm[2] = 3;
1169                         mm[3] = 4;
1170                         mm[4] = 6;
1171                 }
1172                 break;
1173         case 12:
1174                 mm[0] = 1;
1175                 if (ay > ax)
1176                 {
1177                         mm[1] = 2;
1178                         mm[2] = 4;
1179                         mm[3] = 3;
1180                         mm[4] = 7;
1181                 }
1182                 else
1183                 {
1184                         mm[1] = 4;
1185                         mm[2] = 2;
1186                         mm[3] = 7;
1187                         mm[4] = 3;
1188                 }
1189                 break;
1190         }
1191
1192         /* Wants to move... */
1193         return (TRUE);
1194 }
1195
1196
1197 /*!
1198  * @brief モンスターから敵モンスターへの命中判定
1199  * @param power 打撃属性による基本命中値
1200  * @param level 攻撃側モンスターのレベル
1201  * @param ac 目標モンスターのAC
1202  * @param stun 攻撃側モンスターが朦朧状態ならTRUEを返す
1203  * @return 命中ならばTRUEを返す
1204  */
1205 static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
1206 {
1207         int i, k;
1208
1209         /* Percentile dice */
1210         k = randint0(100);
1211
1212         if (stun && one_in_(2)) return FALSE;
1213
1214         /* Hack -- Always miss or hit */
1215         if (k < 10) return (k < 5);
1216
1217         /* Calculate the "attack quality" */
1218         i = (power + (level * 3));
1219
1220         /* Power and Level compete against Armor */
1221         if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1222
1223         /* Assume miss */
1224         return (FALSE);
1225 }
1226
1227
1228 #define BLOW_EFFECT_TYPE_NONE  0
1229 #define BLOW_EFFECT_TYPE_FEAR  1
1230 #define BLOW_EFFECT_TYPE_SLEEP 2
1231 #define BLOW_EFFECT_TYPE_HEAL  3
1232
1233
1234 /*!
1235  * @brief モンスターから敵モンスターへの打撃攻撃処理
1236  * @param m_idx 攻撃側モンスターの参照ID
1237  * @param t_idx 目標側モンスターの参照ID
1238  * @return 実際に打撃処理が行われた場合TRUEを返す
1239  */
1240 static bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
1241 {
1242         monster_type    *m_ptr = &current_floor_ptr->m_list[m_idx];
1243         monster_type    *t_ptr = &current_floor_ptr->m_list[t_idx];
1244
1245         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1246         monster_race    *tr_ptr = &r_info[t_ptr->r_idx];
1247
1248         ARMOUR_CLASS ap_cnt;
1249         ARMOUR_CLASS ac;
1250         DEPTH rlev;
1251         int pt;
1252         GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
1253         char            temp[MAX_NLEN];
1254         bool            blinked;
1255         bool            explode = FALSE, touched = FALSE, fear = FALSE, dead = FALSE;
1256         POSITION y_saver = t_ptr->fy;
1257         POSITION x_saver = t_ptr->fx;
1258         int             effect_type;
1259
1260         bool see_m = is_seen(m_ptr);
1261         bool see_t = is_seen(t_ptr);
1262         bool see_either = see_m || see_t;
1263
1264         /* Can the player be aware of this attack? */
1265         bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1266         bool do_silly_attack = (one_in_(2) && p_ptr->image);
1267
1268         /* Cannot attack self */
1269         if (m_idx == t_idx) return FALSE;
1270
1271         /* Not allowed to attack */
1272         if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1273
1274         if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
1275
1276         /* Total armor */
1277         ac = tr_ptr->ac;
1278
1279         /* Extract the effective monster level */
1280         rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1281
1282         monster_desc(m_name, m_ptr, 0);
1283         monster_desc(t_name, t_ptr, 0);
1284
1285         /* Assume no blink */
1286         blinked = FALSE;
1287
1288         if (!see_either && known)
1289         {
1290                 mon_fight = TRUE;
1291         }
1292
1293         if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
1294
1295         /* Scan through all four blows */
1296         for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1297         {
1298                 bool obvious = FALSE;
1299
1300                 HIT_POINT power = 0;
1301                 HIT_POINT damage = 0;
1302
1303                 concptr act = NULL;
1304
1305                 /* Extract the attack infomation */
1306                 int effect = r_ptr->blow[ap_cnt].effect;
1307                 int method = r_ptr->blow[ap_cnt].method;
1308                 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1309                 int d_side = r_ptr->blow[ap_cnt].d_side;
1310
1311                 if (!monster_is_valid(m_ptr)) break;
1312
1313                 /* Stop attacking if the target dies! */
1314                 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1315                         break;
1316
1317                 /* Hack -- no more attacks */
1318                 if (!method) break;
1319
1320                 if (method == RBM_SHOOT) continue;
1321
1322                 /* Extract the attack "power" */
1323                 power = mbe_info[effect].power;
1324
1325                 /* Monster hits */
1326                 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1327                 {
1328                         (void)set_monster_csleep(t_idx, 0);
1329
1330                         if (t_ptr->ml)
1331                         {
1332                                 /* Redraw the health bar */
1333                                 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
1334                                 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
1335                         }
1336
1337                         /* Describe the attack method */
1338                         switch (method)
1339                         {
1340                         case RBM_HIT:
1341                                 {
1342                                         act = _("%sを殴った。", "hits %s.");
1343                                         touched = TRUE;
1344                                         break;
1345                                 }
1346
1347                         case RBM_TOUCH:
1348                                 {
1349                                         act = _("%sを触った。", "touches %s.");
1350                                         touched = TRUE;
1351                                         break;
1352                                 }
1353
1354                         case RBM_PUNCH:
1355                                 {
1356                                         act = _("%sをパンチした。", "punches %s.");
1357                                         touched = TRUE;
1358                                         break;
1359                                 }
1360
1361                         case RBM_KICK:
1362                                 {
1363                                         act = _("%sを蹴った。", "kicks %s.");
1364                                         touched = TRUE;
1365                                         break;
1366                                 }
1367
1368                         case RBM_CLAW:
1369                                 {
1370                                         act = _("%sをひっかいた。", "claws %s.");
1371                                         touched = TRUE;
1372                                         break;
1373                                 }
1374
1375                         case RBM_BITE:
1376                                 {
1377                                         act = _("%sを噛んだ。", "bites %s.");
1378                                         touched = TRUE;
1379                                         break;
1380                                 }
1381
1382                         case RBM_STING:
1383                                 {
1384                                         act = _("%sを刺した。", "stings %s.");
1385                                         touched = TRUE;
1386                                         break;
1387                                 }
1388
1389                         case RBM_SLASH:
1390                                 {
1391                                         act = _("%sを斬った。", "slashes %s.");
1392                                         break;
1393                                 }
1394
1395                         case RBM_BUTT:
1396                                 {
1397                                         act = _("%sを角で突いた。", "butts %s.");
1398                                         touched = TRUE;
1399                                         break;
1400                                 }
1401
1402                         case RBM_CRUSH:
1403                                 {
1404                                         act = _("%sに体当りした。", "crushes %s.");
1405                                         touched = TRUE;
1406                                         break;
1407                                 }
1408
1409                         case RBM_ENGULF:
1410                                 {
1411                                         act = _("%sを飲み込んだ。", "engulfs %s.");
1412                                         touched = TRUE;
1413                                         break;
1414                                 }
1415
1416                         case RBM_CHARGE:
1417                                 {
1418                                         act = _("%sに請求書をよこした。", "charges %s.");
1419                                         touched = TRUE;
1420                                         break;
1421                                 }
1422
1423                         case RBM_CRAWL:
1424                                 {
1425                                         act = _("%sの体の上を這い回った。", "crawls on %s.");
1426                                         touched = TRUE;
1427                                         break;
1428                                 }
1429
1430                         case RBM_DROOL:
1431                                 {
1432                                         act = _("%sによだれをたらした。", "drools on %s.");
1433                                         touched = FALSE;
1434                                         break;
1435                                 }
1436
1437                         case RBM_SPIT:
1438                                 {
1439                                         act = _("%sに唾を吐いた。", "spits on %s.");
1440                                         touched = FALSE;
1441                                         break;
1442                                 }
1443
1444                         case RBM_EXPLODE:
1445                                 {
1446                                         if (see_either) disturb(TRUE, TRUE);
1447                                         act = _("爆発した。", "explodes.");
1448                                         explode = TRUE;
1449                                         touched = FALSE;
1450                                         break;
1451                                 }
1452
1453                         case RBM_GAZE:
1454                                 {
1455                                         act = _("%sをにらんだ。", "gazes at %s.");
1456                                         touched = FALSE;
1457                                         break;
1458                                 }
1459
1460                         case RBM_WAIL:
1461                                 {
1462                                         act = _("%sに泣きついた。", "wails at %s.");
1463                                         touched = FALSE;
1464                                         break;
1465                                 }
1466
1467                         case RBM_SPORE:
1468                                 {
1469                                         act = _("%sに胞子を飛ばした。", "releases spores at %s.");
1470                                         touched = FALSE;
1471                                         break;
1472                                 }
1473
1474                         case RBM_XXX4:
1475                                 {
1476                                         act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
1477                                         touched = FALSE;
1478                                         break;
1479                                 }
1480
1481                         case RBM_BEG:
1482                                 {
1483                                         act = _("%sに金をせがんだ。", "begs %s for money.");
1484                                         touched = FALSE;
1485                                         break;
1486                                 }
1487
1488                         case RBM_INSULT:
1489                                 {
1490                                         act = _("%sを侮辱した。", "insults %s.");
1491                                         touched = FALSE;
1492                                         break;
1493                                 }
1494
1495                         case RBM_MOAN:
1496                                 {
1497                                         act = _("%sにむかってうめいた。", "moans at %s.");
1498                                         touched = FALSE;
1499                                         break;
1500                                 }
1501
1502                         case RBM_SHOW:
1503                                 {
1504                                         act = _("%sにむかって歌った。", "sings to %s.");
1505                                         touched = FALSE;
1506                                         break;
1507                                 }
1508                         }
1509
1510                         if (act && see_either)
1511                         {
1512 #ifdef JP
1513                                 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1514                                 strfmt(temp, act, t_name);
1515                                 msg_format("%^sは%s", m_name, temp);
1516 #else
1517                                 if (do_silly_attack)
1518                                 {
1519                                         act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1520                                         strfmt(temp, "%s %s.", act, t_name);
1521                                 }
1522                                 else strfmt(temp, act, t_name);
1523                                 msg_format("%^s %s", m_name, temp);
1524 #endif
1525                         }
1526
1527                         /* Hack -- assume all attacks are obvious */
1528                         obvious = TRUE;
1529
1530                         /* Roll out the damage */
1531                         damage = damroll(d_dice, d_side);
1532
1533                         /* Assume no effect */
1534                         effect_type = BLOW_EFFECT_TYPE_NONE;
1535
1536                         pt = GF_MISSILE;
1537
1538                         /* Apply appropriate damage */
1539                         switch (effect)
1540                         {
1541                         case 0:
1542                         case RBE_DR_MANA:
1543                                 damage = pt = 0;
1544                                 break;
1545
1546                         case RBE_SUPERHURT:
1547                                 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1548                                 {
1549                                         int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1550                                         damage = MAX(damage, tmp_damage * 2);
1551                                         break;
1552                                 }
1553
1554                                 /* Fall through */
1555
1556                         case RBE_HURT:
1557                                 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1558                                 break;
1559
1560                         case RBE_POISON:
1561                         case RBE_DISEASE:
1562                                 pt = GF_POIS;
1563                                 break;
1564
1565                         case RBE_UN_BONUS:
1566                         case RBE_UN_POWER:
1567                                 pt = GF_DISENCHANT;
1568                                 break;
1569
1570                         case RBE_EAT_ITEM:
1571                         case RBE_EAT_GOLD:
1572                                 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1573                                 break;
1574
1575                         case RBE_EAT_FOOD:
1576                         case RBE_EAT_LITE:
1577                         case RBE_BLIND:
1578                         case RBE_LOSE_STR:
1579                         case RBE_LOSE_INT:
1580                         case RBE_LOSE_WIS:
1581                         case RBE_LOSE_DEX:
1582                         case RBE_LOSE_CON:
1583                         case RBE_LOSE_CHR:
1584                         case RBE_LOSE_ALL:
1585                                 break;
1586
1587                         case RBE_ACID:
1588                                 pt = GF_ACID;
1589                                 break;
1590
1591                         case RBE_ELEC:
1592                                 pt = GF_ELEC;
1593                                 break;
1594
1595                         case RBE_FIRE:
1596                                 pt = GF_FIRE;
1597                                 break;
1598
1599                         case RBE_COLD:
1600                                 pt = GF_COLD;
1601                                 break;
1602
1603                         case RBE_CONFUSE:
1604                                 pt = GF_CONFUSION;
1605                                 break;
1606
1607                         case RBE_TERRIFY:
1608                                 effect_type = BLOW_EFFECT_TYPE_FEAR;
1609                                 break;
1610
1611                         case RBE_PARALYZE:
1612                                 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1613                                 break;
1614
1615                         case RBE_SHATTER:
1616                                 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1617                                 if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1618                                 break;
1619
1620                         case RBE_EXP_10:
1621                         case RBE_EXP_20:
1622                         case RBE_EXP_40:
1623                         case RBE_EXP_80:
1624                                 pt = GF_NETHER;
1625                                 break;
1626
1627                         case RBE_TIME:
1628                                 pt = GF_TIME;
1629                                 break;
1630
1631                         case RBE_DR_LIFE:
1632                                 pt = GF_HYPODYNAMIA;
1633                                 effect_type = BLOW_EFFECT_TYPE_HEAL;
1634                                 break;
1635
1636                         case RBE_INERTIA:
1637                                 pt = GF_INERTIAL;
1638                                 break;
1639
1640                         case RBE_STUN:
1641                                 pt = GF_SOUND;
1642                                 break;
1643
1644                         default:
1645                                 pt = 0;
1646                                 break;
1647                         }
1648
1649                         if (pt)
1650                         {
1651                                 /* Do damage if not exploding */
1652                                 if (!explode)
1653                                 {
1654                                         project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1655                                                 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1656                                 }
1657
1658                                 switch (effect_type)
1659                                 {
1660                                 case BLOW_EFFECT_TYPE_FEAR:
1661                                         project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1662                                                 damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1663                                         break;
1664
1665                                 case BLOW_EFFECT_TYPE_SLEEP:
1666                                         project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1667                                                 r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1668                                         break;
1669
1670                                 case BLOW_EFFECT_TYPE_HEAL:
1671                                         if ((monster_living(m_idx)) && (damage > 2))
1672                                         {
1673                                                 bool did_heal = FALSE;
1674
1675                                                 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1676
1677                                                 /* Heal */
1678                                                 m_ptr->hp += damroll(4, damage / 6);
1679                                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1680
1681                                                 /* Redraw (later) if needed */
1682                                                 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1683                                                 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1684
1685                                                 /* Special message */
1686                                                 if (see_m && did_heal)
1687                                                 {
1688                                                         msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1689                                                 }
1690                                         }
1691                                         break;
1692                                 }
1693
1694                                 if (touched)
1695                                 {
1696                                         /* Aura fire */
1697                                         if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
1698                                         {
1699                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1700                                                 {
1701                                                         if (see_either)
1702                                                         {
1703                                                                 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
1704                                                         }
1705                                                         if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
1706                                                         project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1707                                                                 damroll (1 + ((tr_ptr->level) / 26),
1708                                                                 1 + ((tr_ptr->level) / 17)),
1709                                                                 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1710                                                 }
1711                                                 else
1712                                                 {
1713                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1714                                                 }
1715                                         }
1716
1717                                         /* Aura cold */
1718                                         if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
1719                                         {
1720                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1721                                                 {
1722                                                         if (see_either)
1723                                                         {
1724                                                                 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
1725                                                         }
1726                                                         if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
1727                                                         project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1728                                                                 damroll (1 + ((tr_ptr->level) / 26),
1729                                                                 1 + ((tr_ptr->level) / 17)),
1730                                                                 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1731                                                 }
1732                                                 else
1733                                                 {
1734                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1735                                                 }
1736                                         }
1737
1738                                         /* Aura elec */
1739                                         if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
1740                                         {
1741                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1742                                                 {
1743                                                         if (see_either)
1744                                                         {
1745                                                                 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
1746                                                         }
1747                                                         if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
1748                                                         project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1749                                                                 damroll (1 + ((tr_ptr->level) / 26),
1750                                                                 1 + ((tr_ptr->level) / 17)),
1751                                                                 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1752                                                 }
1753                                                 else
1754                                                 {
1755                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1756                                                 }
1757                                         }
1758                                 }
1759                         }
1760                 }
1761
1762                 /* Monster missed player */
1763                 else
1764                 {
1765                         /* Analyze failed attacks */
1766                         switch (method)
1767                         {
1768                         case RBM_HIT:
1769                         case RBM_TOUCH:
1770                         case RBM_PUNCH:
1771                         case RBM_KICK:
1772                         case RBM_CLAW:
1773                         case RBM_BITE:
1774                         case RBM_STING:
1775                         case RBM_SLASH:
1776                         case RBM_BUTT:
1777                         case RBM_CRUSH:
1778                         case RBM_ENGULF:
1779                         case RBM_CHARGE:
1780                                 {
1781                                         (void)set_monster_csleep(t_idx, 0);
1782
1783                                         /* Visible monsters */
1784                                         if (see_m)
1785                                         {
1786 #ifdef JP
1787                                                 msg_format("%sは%^sの攻撃をかわした。", t_name, m_name);
1788 #else
1789                                                 msg_format("%^s misses %s.", m_name, t_name);
1790 #endif
1791                                         }
1792
1793                                         break;
1794                                 }
1795                         }
1796                 }
1797
1798
1799                 /* Analyze "visible" monsters only */
1800                 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
1801                 {
1802                         /* Count "obvious" attacks (and ones that cause damage) */
1803                         if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
1804                         {
1805                                 /* Count attacks of this type */
1806                                 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
1807                                 {
1808                                         r_ptr->r_blows[ap_cnt]++;
1809                                 }
1810                         }
1811                 }
1812         }
1813
1814         if (explode)
1815         {
1816                 sound(SOUND_EXPLODE);
1817
1818                 /* Cancel Invulnerability */
1819                 (void)set_monster_invulner(m_idx, 0, FALSE);
1820                 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);
1821                 blinked = FALSE;
1822         }
1823
1824         /* Blink away */
1825         if (blinked && m_ptr->r_idx)
1826         {
1827                 if (teleport_barrier(m_idx))
1828                 {
1829                         if (see_m)
1830                         {
1831                                 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."));
1832                         }
1833                         else if (known)
1834                         {
1835                                 mon_fight = TRUE;
1836                         }
1837                 }
1838                 else
1839                 {
1840                         if (see_m)
1841                         {
1842                                 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
1843                         }
1844                         else if (known)
1845                         {
1846                                 mon_fight = TRUE;
1847                         }
1848
1849                         teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
1850                 }
1851         }
1852
1853         return TRUE;
1854 }
1855
1856
1857 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
1858 {
1859         return !have_flag(f_ptr->flags, FF_GLASS) ||
1860                 (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
1861                 (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
1862 }
1863
1864
1865 /*!
1866  * @brief モンスター単体の1ターン行動処理メインルーチン /
1867  * Process a monster
1868  * @param m_idx 行動モンスターの参照ID
1869  * @return なし
1870  * @details
1871  * The monster is known to be within 100 grids of the player\n
1872  *\n
1873  * In several cases, we directly update the monster lore\n
1874  *\n
1875  * Note that a monster is only allowed to "reproduce" if there\n
1876  * are a limited number of "reproducing" monsters on the current\n
1877  * level.  This should prevent the level from being "swamped" by\n
1878  * reproducing monsters.  It also allows a large mass of mice to\n
1879  * prevent a louse from multiplying, but this is a small price to\n
1880  * pay for a simple multiplication method.\n
1881  *\n
1882  * XXX Monster fear is slightly odd, in particular, monsters will\n
1883  * fixate on opening a door even if they cannot open it.  Actually,\n
1884  * the same thing happens to normal monsters when they hit a door\n
1885  *\n
1886  * In addition, monsters which *cannot* open or bash\n
1887  * down a door will still stand there trying to open it...\n
1888  *\n
1889  * XXX Technically, need to check for monster in the way\n
1890  * combined with that monster being in a wall (or door?)\n
1891  *\n
1892  * A "direction" of "5" means "pick a random direction".\n
1893  */
1894 void process_monster(MONSTER_IDX m_idx)
1895 {
1896         monster_type    *m_ptr = &current_floor_ptr->m_list[m_idx];
1897         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1898         monster_race    *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
1899
1900         int i, d;
1901         POSITION oy, ox, ny, nx;
1902
1903         DIRECTION mm[8];
1904
1905         grid_type       *g_ptr;
1906         feature_type    *f_ptr;
1907
1908         monster_type    *y_ptr;
1909
1910         bool            do_turn;
1911         bool            do_move;
1912         bool            do_view;
1913         bool            must_alter_to_move;
1914
1915         bool            did_open_door;
1916         bool            did_bash_door;
1917         bool            did_take_item;
1918         bool            did_kill_item;
1919         bool            did_move_body;
1920         bool            did_pass_wall;
1921         bool            did_kill_wall;
1922         bool            gets_angry = FALSE;
1923         bool            can_cross;
1924         bool            aware = TRUE;
1925
1926         bool fear, dead;
1927         bool is_riding_mon = (m_idx == p_ptr->riding);
1928         bool see_m = is_seen(m_ptr);
1929
1930         if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
1931         {
1932                 if (rakuba(0, TRUE))
1933                 {
1934 #ifdef JP
1935                         msg_print("地面に落とされた。");
1936 #else
1937                         GAME_TEXT m_name[MAX_NLEN];
1938                         monster_desc(m_name, &current_floor_ptr->m_list[p_ptr->riding], 0);
1939                         msg_format("You have fallen from %s.", m_name);
1940 #endif
1941                 }
1942         }
1943
1944         if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
1945         {
1946                 choose_new_monster(m_idx, FALSE, 0);
1947                 r_ptr = &r_info[m_ptr->r_idx];
1948         }
1949
1950         /* Players hidden in shadow are almost imperceptable. -LM- */
1951         if (p_ptr->special_defense & NINJA_S_STEALTH)
1952         {
1953                 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
1954                 if (p_ptr->monlite) tmp /= 3;
1955                 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1956                 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
1957                 /* Low-level monsters will find it difficult to locate the player. */
1958                 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
1959         }
1960
1961         /* Are there its parent? */
1962         if (m_ptr->parent_m_idx && !current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
1963         {
1964                 /* Its parent have gone, it also goes away. */
1965
1966                 if (see_m)
1967                 {
1968                         GAME_TEXT m_name[MAX_NLEN];
1969                         monster_desc(m_name, m_ptr, 0);
1970                         msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
1971                 }
1972
1973                 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1974                 {
1975                         GAME_TEXT m_name[MAX_NLEN];
1976                         monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1977                         do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
1978                 }
1979
1980                 delete_monster_idx(m_idx);
1981
1982                 return;
1983         }
1984
1985         /* Quantum monsters are odd */
1986         if (r_ptr->flags2 & (RF2_QUANTUM))
1987         {
1988                 /* Sometimes skip move */
1989                 if (!randint0(2)) return;
1990
1991                 /* Sometimes die */
1992                 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
1993                 {
1994                         bool sad = FALSE;
1995
1996                         if (is_pet(m_ptr) && !(m_ptr->ml)) sad = TRUE;
1997
1998                         if (see_m)
1999                         {
2000                                 GAME_TEXT m_name[MAX_NLEN];
2001                                 monster_desc(m_name, m_ptr, 0);
2002
2003                                 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2004                         }
2005
2006                         /* Generate treasure, etc */
2007                         monster_death(m_idx, FALSE);
2008
2009                         delete_monster_idx(m_idx);
2010                         if (sad)
2011                         {
2012                                 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2013                         }
2014
2015                         return;
2016                 }
2017         }
2018
2019         if (m_ptr->r_idx == MON_SHURYUUDAN)
2020         {
2021                 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);
2022                 if(dead) return;
2023         }
2024
2025         if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2026         {
2027                 static int riding_pinch = 0;
2028
2029                 if (m_ptr->hp < m_ptr->maxhp/3)
2030                 {
2031                         GAME_TEXT m_name[MAX_NLEN];
2032                         monster_desc(m_name, m_ptr, 0);
2033
2034                         if (is_riding_mon && riding_pinch < 2)
2035                         {
2036                                 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。",
2037                                                          "%^s seems to be in so much pain, and trying to escape from your restriction."), m_name);
2038                                 riding_pinch++;
2039                                 disturb(TRUE, TRUE);
2040                         }
2041                         else
2042                         {
2043                                 if (is_riding_mon)
2044                                 {
2045                                         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);
2046                                         if (rakuba(-1, FALSE))
2047                                         {
2048                                                 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2049                                         }
2050                                 }
2051
2052                                 if (see_m)
2053                                 {
2054                                         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) &&
2055                                             player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))
2056                                         {
2057                                                 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);
2058                                         }
2059                                         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);
2060                                         msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
2061                                 }
2062
2063                                 if (is_riding_mon && rakuba(-1, FALSE))
2064                                 {
2065                                         msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2066                                 }
2067
2068                                 check_quest_completion(m_ptr);
2069                                 delete_monster_idx(m_idx);
2070                                 return;
2071                         }
2072                 }
2073                 else
2074                 {
2075                         /* Reset the counter */
2076                         if (is_riding_mon) riding_pinch = 0;
2077                 }
2078         }
2079
2080         /* Handle "sleep" */
2081         if (MON_CSLEEP(m_ptr))
2082         {
2083                 /* Handle non-aggravation - Still sleeping */
2084                 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2085
2086                 (void)set_monster_csleep(m_idx, 0);
2087
2088                 /* Notice the "waking up" */
2089                 if (m_ptr->ml)
2090                 {
2091                         GAME_TEXT m_name[MAX_NLEN];
2092                         monster_desc(m_name, m_ptr, 0);
2093                         msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2094                 }
2095
2096                 /* Hack -- Count the wakings */
2097                 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2098                 {
2099                         r_ptr->r_wake++;
2100                 }
2101         }
2102
2103         /* Handle "stun" */
2104         if (MON_STUNNED(m_ptr))
2105         {
2106                 /* Sometimes skip move */
2107                 if (one_in_(2)) return;
2108         }
2109
2110         if (is_riding_mon)
2111         {
2112                 p_ptr->update |= (PU_BONUS);
2113         }
2114
2115         /* No one wants to be your friend if you're aggravating */
2116         if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2117                 gets_angry = TRUE;
2118
2119         /* Paranoia... no pet uniques outside wizard mode -- TY */
2120         if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2121               monster_has_hostile_align(NULL, 10, -10, r_ptr)) || (r_ptr->flagsr & RFR_RES_ALL)))
2122         {
2123                 gets_angry = TRUE;
2124         }
2125
2126         if (p_ptr->inside_battle) gets_angry = FALSE;
2127
2128         if (gets_angry)
2129         {
2130                 if (is_pet(m_ptr) || see_m)
2131                 {
2132                         GAME_TEXT m_name[MAX_NLEN];
2133                         monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
2134                         msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
2135                 }
2136
2137                 set_hostile(m_ptr);
2138         }
2139
2140         /* Get the origin */
2141         oy = m_ptr->fy;
2142         ox = m_ptr->fx;
2143
2144         /* Attempt to "multiply" if able and allowed */
2145         if ((r_ptr->flags2 & RF2_MULTIPLY) && (current_floor_ptr->num_repro < MAX_REPRO))
2146         {
2147                 int k;
2148                 POSITION y, x;
2149
2150                 /* Count the adjacent monsters */
2151                 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2152                 {
2153                         for (x = ox - 1; x <= ox + 1; x++)
2154                         {
2155                                 /* Ignore locations off of edge */
2156                                 if (!in_bounds2(y, x)) continue;
2157                                 if (current_floor_ptr->grid_array[y][x].m_idx) k++;
2158                         }
2159                 }
2160
2161                 /* Hex */
2162                 if (multiply_barrier(m_idx)) k = 8;
2163
2164                 /* Hack -- multiply slower in crowded areas */
2165                 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2166                 {
2167                         /* Try to multiply */
2168                         if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2169                         {
2170                                 /* Take note if visible */
2171                                 if (current_floor_ptr->m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2172                                 {
2173                                         r_ptr->r_flags2 |= (RF2_MULTIPLY);
2174                                 }
2175
2176                                 /* Multiplying takes energy */
2177                                 return;
2178                         }
2179                 }
2180         }
2181
2182         if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
2183         {
2184                 /* Hack -- Ohmu scatters molds! */
2185                 if (m_ptr->r_idx == MON_OHMU)
2186                 {
2187                         if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2188                         {
2189                                 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2190                                 {
2191                                         int k, count = 0;
2192                                         DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2193                                         BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2194
2195                                         for (k = 0; k < A_MAX; k++)
2196                                         {
2197                                                 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode), '\0'))
2198                                                 {
2199                                                         if (current_floor_ptr->m_list[hack_m_idx_ii].ml) count++;
2200                                                 }
2201                                         }
2202
2203                                         if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2204                                 }
2205                         }
2206                 }
2207         }
2208
2209         if (!p_ptr->inside_battle)
2210         {
2211                 /* Hack! "Cyber" monster makes noise... */
2212                 if (m_ptr->ap_r_idx == MON_CYBER &&
2213                     one_in_(CYBERNOISE) &&
2214                     !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2215                 {
2216                         if (disturb_minor) disturb(FALSE, FALSE);
2217                         msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
2218                 }
2219
2220                 /* Some monsters can speak */
2221                 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2222                     one_in_(SPEAK_CHANCE) &&
2223                     player_has_los_bold(oy, ox) &&
2224                     projectable(oy, ox, p_ptr->y, p_ptr->x))
2225                 {
2226                         GAME_TEXT m_name[MAX_NLEN];
2227                         char monmessage[1024];
2228                         concptr filename;
2229
2230                         /* Acquire the monster name/poss */
2231                         if (m_ptr->ml)
2232                                 monster_desc(m_name, m_ptr, 0);
2233                         else
2234                                 strcpy(m_name, _("それ", "It"));
2235
2236                         /* Select the file for monster quotes */
2237                         if (MON_MONFEAR(m_ptr))
2238                                 filename = _("monfear_j.txt", "monfear.txt");
2239                         else if (is_pet(m_ptr))
2240                                 filename = _("monpet_j.txt", "monpet.txt");
2241                         else if (is_friendly(m_ptr))
2242                                 filename = _("monfrien_j.txt", "monfrien.txt");
2243                         else
2244                                 filename = _("monspeak_j.txt", "monspeak.txt");
2245                         /* Get the monster line */
2246                         if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2247                         {
2248                                 /* Say something */
2249                                 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2250                         }
2251                 }
2252         }
2253
2254         /* Try to cast spell occasionally */
2255         if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2256         {
2257                 bool counterattack = FALSE;
2258
2259                 /* Give priority to counter attack? */
2260                 if (m_ptr->target_y)
2261                 {
2262                         MONSTER_IDX t_m_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
2263
2264                         /* The monster must be an enemy, and projectable */
2265                         if (t_m_idx && are_enemies(m_ptr, &current_floor_ptr->m_list[t_m_idx]) &&
2266                             projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2267                         {
2268                                 counterattack = TRUE;
2269                         }
2270                 }
2271
2272                 if (!counterattack)
2273                 {
2274                         /* Attempt to cast a spell */
2275                         if (aware && make_attack_spell(m_idx)) return;
2276
2277                         /*
2278                          * Attempt to cast a spell at an enemy other than the player
2279                          * (may slow the game a smidgeon, but I haven't noticed.)
2280                          */
2281                         if (monst_spell_monst(m_idx)) return;
2282                 }
2283                 else
2284                 {
2285                         /* Attempt to do counter attack at first */
2286                         if (monst_spell_monst(m_idx)) return;
2287
2288                         if (aware && make_attack_spell(m_idx)) return;
2289                 }
2290         }
2291
2292         /* Hack -- Assume no movement */
2293         mm[0] = mm[1] = mm[2] = mm[3] = 0;
2294         mm[4] = mm[5] = mm[6] = mm[7] = 0;
2295
2296
2297         /* Confused -- 100% random */
2298         if (MON_CONFUSED(m_ptr) || !aware)
2299         {
2300                 /* Try four "random" directions */
2301                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2302         }
2303
2304         /* 75% random movement */
2305         else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2306                  (randint0(100) < 75))
2307         {
2308                 /* Memorize flags */
2309                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2310
2311                 /* Try four "random" directions */
2312                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2313         }
2314
2315         /* 50% random movement */
2316         else if ((r_ptr->flags1 & RF1_RAND_50) &&
2317                                 (randint0(100) < 50))
2318         {
2319                 /* Memorize flags */
2320                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2321
2322                 /* Try four "random" directions */
2323                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2324         }
2325
2326         /* 25% random movement */
2327         else if ((r_ptr->flags1 & RF1_RAND_25) &&
2328                                 (randint0(100) < 25))
2329         {
2330                 /* Memorize flags */
2331                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2332
2333                 /* Try four "random" directions */
2334                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2335         }
2336
2337         /* Can't reach player - find something else to hit */
2338         else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2339         {
2340                 /* Try four "random" directions */
2341                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2342
2343                 /* Look for an enemy */
2344 #if 0  /* Hack - Too slow.  Mimic pits are horrible with this on. */
2345                 get_enemy_dir(m_idx, mm);
2346 #endif /* 0 */
2347         }
2348
2349         /* Pets will follow the player */
2350         else if (is_pet(m_ptr))
2351         {
2352                 /* Are we trying to avoid the player? */
2353                 bool avoid = ((p_ptr->pet_follow_distance < 0) && (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2354
2355                 /* Do we want to find the player? */
2356                 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2357
2358                 /* Should we find the player if we can't find a monster? */
2359                 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2360
2361                 /* by default, move randomly */
2362                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2363
2364                 /* Look for an enemy */
2365                 if (!get_enemy_dir(m_idx, mm))
2366                 {
2367                         /* Find the player if necessary */
2368                         if (avoid || lonely || distant)
2369                         {
2370                                 /* Remember the leash length */
2371                                 POSITION dis = p_ptr->pet_follow_distance;
2372
2373                                 /* Hack -- adjust follow distance temporarily */
2374                                 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2375                                 {
2376                                         p_ptr->pet_follow_distance = PET_SEEK_DIST;
2377                                 }
2378
2379                                 /* Find the player */
2380                                 (void)get_moves(m_idx, mm);
2381
2382                                 /* Restore the leash */
2383                                 p_ptr->pet_follow_distance = (s16b)dis;
2384                         }
2385                 }
2386         }
2387
2388         /* Friendly monster movement */
2389         else if (!is_hostile(m_ptr))
2390         {
2391                 /* by default, move randomly */
2392                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2393
2394                 /* Look for an enemy */
2395                 get_enemy_dir(m_idx, mm);
2396         }
2397         /* Normal movement */
2398         else
2399         {
2400                 /* Logical moves, may do nothing */
2401                 if (!get_moves(m_idx, mm)) return;
2402         }
2403
2404         /* Assume nothing */
2405         do_turn = FALSE;
2406         do_move = FALSE;
2407         do_view = FALSE;
2408         must_alter_to_move = FALSE;
2409
2410         /* Assume nothing */
2411         did_open_door = FALSE;
2412         did_bash_door = FALSE;
2413         did_take_item = FALSE;
2414         did_kill_item = FALSE;
2415         did_move_body = FALSE;
2416         did_pass_wall = FALSE;
2417         did_kill_wall = FALSE;
2418
2419         /* Take a zero-terminated array of "directions" */
2420         for (i = 0; mm[i]; i++)
2421         {
2422                 /* Get the direction */
2423                 d = mm[i];
2424
2425                 /* Hack -- allow "randomized" motion */
2426                 if (d == 5) d = ddd[randint0(8)];
2427
2428                 /* Get the destination */
2429                 ny = oy + ddy[d];
2430                 nx = ox + ddx[d];
2431
2432                 /* Ignore locations off of edge */
2433                 if (!in_bounds2(ny, nx)) continue;
2434
2435                 /* Access that grid */
2436                 g_ptr = &current_floor_ptr->grid_array[ny][nx];
2437                 f_ptr = &f_info[g_ptr->feat];
2438                 can_cross = monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2439
2440                 /* Access that grid's contents */
2441                 y_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
2442
2443                 /* Hack -- player 'in' wall */
2444                 if (player_bold(ny, nx))
2445                 {
2446                         do_move = TRUE;
2447                 }
2448
2449                 /* Possibly a monster to attack */
2450                 else if (g_ptr->m_idx)
2451                 {
2452                         do_move = TRUE;
2453                 }
2454
2455                 /* Monster destroys walls (and doors) */
2456                 else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
2457                          (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
2458                          have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
2459                          check_hp_for_feat_destruction(f_ptr, m_ptr))
2460                 {
2461                         /* Eat through walls/doors/rubble */
2462                         do_move = TRUE;
2463                         if (!can_cross) must_alter_to_move = TRUE;
2464
2465                         /* Monster destroyed a wall (later) */
2466                         did_kill_wall = TRUE;
2467                 }
2468
2469                 /* Floor is open? */
2470                 else if (can_cross)
2471                 {
2472                         /* Go ahead and move */
2473                         do_move = TRUE;
2474
2475                         /* Monster moves through walls (and doors) */
2476                         if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2477                             have_flag(f_ptr->flags, FF_CAN_PASS))
2478                         {
2479                                 /* Monster went through a wall */
2480                                 did_pass_wall = TRUE;
2481                         }
2482                 }
2483
2484                 /* Handle doors and secret doors */
2485                 else if (is_closed_door(g_ptr->feat))
2486                 {
2487                         bool may_bash = TRUE;
2488
2489                         /* Assume no move allowed */
2490                         do_move = FALSE;
2491
2492                         /* Creature can open doors. */
2493                         if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2494                                  (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2495                         {
2496                                 /* Closed doors */
2497                                 if (!f_ptr->power)
2498                                 {
2499                                         /* The door is open */
2500                                         did_open_door = TRUE;
2501
2502                                         /* Do not bash the door */
2503                                         may_bash = FALSE;
2504
2505                                         do_turn = TRUE;
2506                                 }
2507
2508                                 /* Locked doors (not jammed) */
2509                                 else
2510                                 {
2511                                         /* Try to unlock it */
2512                                         if (randint0(m_ptr->hp / 10) > f_ptr->power)
2513                                         {
2514                                                 /* Unlock the door */
2515                                                 cave_alter_feat(ny, nx, FF_DISARM);
2516
2517                                                 /* Do not bash the door */
2518                                                 may_bash = FALSE;
2519
2520                                                 do_turn = TRUE;
2521                                         }
2522                                 }
2523                         }
2524
2525                         /* Stuck doors -- attempt to bash them down if allowed */
2526                         if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2527                                 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2528                         {
2529                                 /* Attempt to Bash */
2530                                 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
2531                                 {
2532                                         if (have_flag(f_ptr->flags, FF_GLASS))
2533                                                 msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
2534                                         else
2535                                                 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2536
2537                                         /* Disturb (sometimes) */
2538                                         if (disturb_minor) disturb(FALSE, FALSE);
2539
2540                                         /* The door was bashed open */
2541                                         did_bash_door = TRUE;
2542
2543                                         /* Hack -- fall into doorway */
2544                                         do_move = TRUE;
2545                                         must_alter_to_move = TRUE;
2546                                 }
2547                         }
2548
2549
2550                         /* Deal with doors in the way */
2551                         if (did_open_door || did_bash_door)
2552                         {
2553                                 /* Break down the door */
2554                                 if (did_bash_door && ((randint0(100) < 50) || (feat_state(g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
2555                                 {
2556                                         cave_alter_feat(ny, nx, FF_BASH);
2557
2558                                         if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */
2559                                         {
2560                                                 p_ptr->update |= (PU_FLOW);
2561                                                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2562                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2563
2564                                                 return;
2565                                         }
2566                                 }
2567
2568                                 /* Open the door */
2569                                 else
2570                                 {
2571                                         cave_alter_feat(ny, nx, FF_OPEN);
2572                                 }
2573
2574                                 f_ptr = &f_info[g_ptr->feat];
2575
2576                                 /* Handle viewable doors */
2577                                 do_view = TRUE;
2578                         }
2579                 }
2580
2581                 /* Hack -- check for Glyph of Warding */
2582                 if (do_move && is_glyph_grid(g_ptr) &&
2583                     !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2584                 {
2585                         /* Assume no move allowed */
2586                         do_move = FALSE;
2587
2588                         /* Break the ward */
2589                         if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2590                         {
2591                                 /* Describe observable breakage */
2592                                 if (g_ptr->info & CAVE_MARK)
2593                                 {
2594                                         msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2595                                 }
2596
2597                                 /* Forget the rune */
2598                                 g_ptr->info &= ~(CAVE_MARK);
2599
2600                                 /* Break the rune */
2601                                 g_ptr->info &= ~(CAVE_OBJECT);
2602                                 g_ptr->mimic = 0;
2603
2604                                 /* Allow movement */
2605                                 do_move = TRUE;
2606
2607                                 note_spot(ny, nx);
2608                         }
2609                 }
2610                 else if (do_move && is_explosive_rune_grid(g_ptr) &&
2611                          !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2612                 {
2613                         /* Assume no move allowed */
2614                         do_move = FALSE;
2615
2616                         /* Break the ward */
2617                         if (!is_pet(m_ptr))
2618                         {
2619                                 /* Break the ward */
2620                                 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2621                                 {
2622                                         /* Describe observable breakage */
2623                                         if (g_ptr->info & CAVE_MARK)
2624                                         {
2625                                                 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2626                                                 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);
2627                                         }
2628                                 }
2629                                 else
2630                                 {
2631                                         msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2632                                 }
2633
2634                                 /* Forget the rune */
2635                                 g_ptr->info &= ~(CAVE_MARK);
2636
2637                                 /* Break the rune */
2638                                 g_ptr->info &= ~(CAVE_OBJECT);
2639                                 g_ptr->mimic = 0;
2640
2641                                 note_spot(ny, nx);
2642                                 lite_spot(ny, nx);
2643
2644                                 if (!monster_is_valid(m_ptr)) return;
2645                                 /* Allow movement */
2646                                 do_move = TRUE;
2647                         }
2648                 }
2649
2650                 /* The player is in the way */
2651                 if (do_move && player_bold(ny, nx))
2652                 {
2653                         /* Some monsters never attack */
2654                         if (r_ptr->flags1 & RF1_NEVER_BLOW)
2655                         {
2656                                 /* Hack -- memorize lack of attacks */
2657                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
2658
2659                                 /* Do not move */
2660                                 do_move = FALSE;
2661                         }
2662
2663                         /* In anti-melee dungeon, stupid or confused monster takes useless current_world_ptr->game_turn */
2664                         if (do_move && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
2665                         {
2666                                 if (!MON_CONFUSED(m_ptr))
2667                                 {
2668                                         if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2669                                         else
2670                                         {
2671                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2672                                         }
2673                                 }
2674                         }
2675
2676                         /* The player is in the way.  Attack him. */
2677                         if (do_move)
2678                         {
2679                                 if (!p_ptr->riding || one_in_(2))
2680                                 {
2681                                         /* Do the attack */
2682                                         (void)make_attack_normal(m_idx);
2683
2684                                         /* Do not move */
2685                                         do_move = FALSE;
2686
2687                                         /* Took a current_world_ptr->game_turn */
2688                                         do_turn = TRUE;
2689                                 }
2690                         }
2691                 }
2692
2693                 /* A monster is in the way */
2694                 if (do_move && g_ptr->m_idx)
2695                 {
2696                         monster_race *z_ptr = &r_info[y_ptr->r_idx];
2697
2698                         /* Assume no movement */
2699                         do_move = FALSE;
2700
2701                         /* Attack 'enemies' */
2702                         if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
2703                                  (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
2704                                  can_cross && (g_ptr->m_idx != p_ptr->riding)) ||
2705                                 are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
2706                         {
2707                                 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2708                                 {
2709                                         if (r_ptr->flags2 & RF2_KILL_BODY)
2710                                         {
2711                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2712                                         }
2713
2714                                         /* attack */
2715                                         if (y_ptr->r_idx && (y_ptr->hp >= 0))
2716                                         {
2717                                                 if (monst_attack_monst(m_idx, g_ptr->m_idx)) return;
2718
2719                                                 /* In anti-melee dungeon, stupid or confused monster takes useless current_world_ptr->game_turn */
2720                                                 else if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
2721                                                 {
2722                                                         if (MON_CONFUSED(m_ptr)) return;
2723                                                         else if (r_ptr->flags2 & RF2_STUPID)
2724                                                         {
2725                                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2726                                                                 return;
2727                                                         }
2728                                                 }
2729                                         }
2730                                 }
2731                         }
2732
2733                         /* Push past weaker monsters (unless leaving a wall) */
2734                         else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
2735                                 (r_ptr->mexp > z_ptr->mexp) &&
2736                                 can_cross && (g_ptr->m_idx != p_ptr->riding) &&
2737                                 monster_can_cross_terrain(current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
2738                         {
2739                                 /* Allow movement */
2740                                 do_move = TRUE;
2741
2742                                 /* Monster pushed past another monster */
2743                                 did_move_body = TRUE;
2744
2745                                 /* Wake up the moved monster */
2746                                 (void)set_monster_csleep(g_ptr->m_idx, 0);
2747
2748                                 /* Message */
2749                         }
2750                 }
2751
2752                 if (is_riding_mon)
2753                 {
2754                         if (!p_ptr->riding_ryoute && !MON_MONFEAR(&current_floor_ptr->m_list[p_ptr->riding])) do_move = FALSE;
2755                 }
2756
2757                 if (did_kill_wall && do_move)
2758                 {
2759                         if (one_in_(GRINDNOISE))
2760                         {
2761                                 if (have_flag(f_ptr->flags, FF_GLASS))
2762                                         msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
2763                                 else
2764                                         msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
2765                         }
2766
2767                         cave_alter_feat(ny, nx, FF_HURT_DISI);
2768
2769                         if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */
2770                         {
2771                                 p_ptr->update |= (PU_FLOW);
2772                                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2773                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
2774
2775                                 return;
2776                         }
2777
2778                         f_ptr = &f_info[g_ptr->feat];
2779
2780                         /* Note changes to viewable region */
2781                         do_view = TRUE;
2782                         do_turn = TRUE;
2783                 }
2784
2785                 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
2786                 {
2787                         if (!monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
2788                         {
2789                                 /* Assume no move allowed */
2790                                 do_move = FALSE;
2791                         }
2792                 }
2793
2794                 /*
2795                  * Check if monster can cross terrain
2796                  * This is checked after the normal attacks
2797                  * to allow monsters to attack an enemy,
2798                  * even if it can't enter the terrain.
2799                  */
2800                 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
2801                 {
2802                         /* Assume no move allowed */
2803                         do_move = FALSE;
2804                 }
2805
2806                 /* Some monsters never move */
2807                 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
2808                 {
2809                         /* Hack -- memorize lack of moves */
2810                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
2811
2812                         /* Do not move */
2813                         do_move = FALSE;
2814                 }
2815
2816                 /* Creature has been allowed move */
2817                 if (do_move)
2818                 {
2819                         do_turn = TRUE;
2820
2821                         if (have_flag(f_ptr->flags, FF_TREE))
2822                         {
2823                                 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
2824                                 {
2825                                         m_ptr->energy_need += ENERGY_NEED();
2826                                 }
2827                         }
2828
2829                         if (!is_riding_mon)
2830                         {
2831                                 /* Hack -- Update the old location */
2832                                 current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
2833
2834                                 /* Mega-Hack -- move the old monster, if any */
2835                                 if (g_ptr->m_idx)
2836                                 {
2837                                         /* Move the old monster */
2838                                         y_ptr->fy = oy;
2839                                         y_ptr->fx = ox;
2840
2841                                         /* Update the old monster */
2842                                         update_monster(g_ptr->m_idx, TRUE);
2843                                 }
2844
2845                                 /* Hack -- Update the new location */
2846                                 g_ptr->m_idx = m_idx;
2847
2848                                 /* Move the monster */
2849                                 m_ptr->fy = ny;
2850                                 m_ptr->fx = nx;
2851                                 update_monster(m_idx, TRUE);
2852
2853                                 lite_spot(oy, ox);
2854                                 lite_spot(ny, nx);
2855                         }
2856                         else
2857                         {
2858                                 /* sound(SOUND_WALK); */
2859                                 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
2860                         }
2861
2862                         /* Possible disturb */
2863                         if (m_ptr->ml &&
2864                             (disturb_move ||
2865                              (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
2866                              (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
2867                         {
2868                                 if (is_hostile(m_ptr))
2869                                         disturb(FALSE, TRUE);
2870                         }
2871
2872                         /* Take or Kill objects on the floor */
2873                         if (g_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
2874                             (!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
2875                         {
2876                                 OBJECT_IDX this_o_idx, next_o_idx;
2877                                 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
2878
2879                                 /* Scan all objects in the grid */
2880                                 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
2881                                 {
2882                                         BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
2883                                         GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
2884                                         object_type *o_ptr = &current_floor_ptr->o_list[this_o_idx];
2885                                         next_o_idx = o_ptr->next_o_idx;
2886
2887                                         if (do_take)
2888                                         {
2889                                                 /* Skip gold */
2890                                                 if (o_ptr->tval == TV_GOLD) continue;
2891
2892                                                 /*
2893                                                  * Skip "real" corpses and statues, to avoid extreme
2894                                                  * silliness like a novice rogue pockets full of statues
2895                                                  * and corpses.
2896                                                  */
2897                                                 if ((o_ptr->tval == TV_CORPSE) ||
2898                                                     (o_ptr->tval == TV_STATUE)) continue;
2899                                         }
2900
2901                                         /* Extract some flags */
2902                                         object_flags(o_ptr, flgs);
2903
2904                                         /* Acquire the object name */
2905                                         object_desc(o_name, o_ptr, 0);
2906                                         monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
2907
2908                                         /* React to objects that hurt the monster */
2909                                         if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
2910                                         if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
2911                                         if (have_flag(flgs, TR_SLAY_TROLL))  flg3 |= (RF3_TROLL);
2912                                         if (have_flag(flgs, TR_KILL_TROLL))  flg3 |= (RF3_TROLL);
2913                                         if (have_flag(flgs, TR_SLAY_GIANT))  flg3 |= (RF3_GIANT);
2914                                         if (have_flag(flgs, TR_KILL_GIANT))  flg3 |= (RF3_GIANT);
2915                                         if (have_flag(flgs, TR_SLAY_ORC))    flg3 |= (RF3_ORC);
2916                                         if (have_flag(flgs, TR_KILL_ORC))    flg3 |= (RF3_ORC);
2917                                         if (have_flag(flgs, TR_SLAY_DEMON))  flg3 |= (RF3_DEMON);
2918                                         if (have_flag(flgs, TR_KILL_DEMON))  flg3 |= (RF3_DEMON);
2919                                         if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
2920                                         if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
2921                                         if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
2922                                         if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
2923                                         if (have_flag(flgs, TR_SLAY_EVIL))   flg3 |= (RF3_EVIL);
2924                                         if (have_flag(flgs, TR_KILL_EVIL))   flg3 |= (RF3_EVIL);
2925                                         if (have_flag(flgs, TR_SLAY_HUMAN))  flg2 |= (RF2_HUMAN);
2926                                         if (have_flag(flgs, TR_KILL_HUMAN))  flg2 |= (RF2_HUMAN);
2927                                         if (have_flag(flgs, TR_BRAND_ACID))  flgr |= (RFR_IM_ACID);
2928                                         if (have_flag(flgs, TR_BRAND_ELEC))  flgr |= (RFR_IM_ELEC);
2929                                         if (have_flag(flgs, TR_BRAND_FIRE))  flgr |= (RFR_IM_FIRE);
2930                                         if (have_flag(flgs, TR_BRAND_COLD))  flgr |= (RFR_IM_COLD);
2931                                         if (have_flag(flgs, TR_BRAND_POIS))  flgr |= (RFR_IM_POIS);
2932
2933                                         /* The object cannot be picked up by the monster */
2934                                         if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
2935                                             ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
2936                                         {
2937                                                 /* Only give a message for "take_item" */
2938                                                 if (do_take && (r_ptr->flags2 & RF2_STUPID))
2939                                                 {
2940                                                         did_take_item = TRUE;
2941
2942                                                         /* Describe observable situations */
2943                                                         if (m_ptr->ml && player_can_see_bold(ny, nx))
2944                                                         {
2945                                                                 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);
2946                                                         }
2947                                                 }
2948                                         }
2949
2950                                         /* Pick up the item */
2951                                         else if (do_take)
2952                                         {
2953                                                 did_take_item = TRUE;
2954
2955                                                 /* Describe observable situations */
2956                                                 if (player_can_see_bold(ny, nx))
2957                                                 {
2958                                                         msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
2959                                                 }
2960
2961                                                 /* Excise the object */
2962                                                 excise_object_idx(this_o_idx);
2963
2964                                                 /* Forget mark */
2965                                                 o_ptr->marked &= OM_TOUCHED;
2966
2967                                                 /* Forget location */
2968                                                 o_ptr->iy = o_ptr->ix = 0;
2969
2970                                                 /* Memorize monster */
2971                                                 o_ptr->held_m_idx = m_idx;
2972
2973                                                 /* Build a stack */
2974                                                 o_ptr->next_o_idx = m_ptr->hold_o_idx;
2975
2976                                                 /* Carry object */
2977                                                 m_ptr->hold_o_idx = this_o_idx;
2978                                         }
2979
2980                                         /* Destroy the item if not a pet */
2981                                         else if (!is_pet(m_ptr))
2982                                         {
2983                                                 did_kill_item = TRUE;
2984
2985                                                 /* Describe observable situations */
2986                                                 if (player_has_los_bold(ny, nx))
2987                                                 {
2988                                                         msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
2989                                                 }
2990
2991                                                 delete_object_idx(this_o_idx);
2992                                         }
2993                                 }
2994                         }
2995                 }
2996
2997                 /* Stop when done */
2998                 if (do_turn) break;
2999         }
3000
3001         /*
3002          *  Forward movements failed, but now received LOS attack!
3003          *  Try to flow by smell.
3004          */
3005         if (p_ptr->no_flowed && i > 2 &&  m_ptr->target_y)
3006                 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3007
3008         /* If we haven't done anything, try casting a spell again */
3009         if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
3010         {
3011                 /* Try to cast spell again */
3012                 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3013                 {
3014                         if (make_attack_spell(m_idx)) return;
3015                 }
3016         }
3017
3018
3019         /* Notice changes in view */
3020         if (do_view)
3021         {
3022                 p_ptr->update |= (PU_FLOW);
3023                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3024         }
3025
3026         /* Notice changes in view */
3027         if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3028                 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3029         {
3030                 p_ptr->update |= (PU_MON_LITE);
3031         }
3032
3033         /* Learn things from observable monster */
3034         if (is_original_ap_and_seen(m_ptr))
3035         {
3036                 /* Monster opened a door */
3037                 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3038
3039                 /* Monster bashed a door */
3040                 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3041
3042                 /* Monster tried to pick something up */
3043                 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3044
3045                 /* Monster tried to crush something */
3046                 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3047
3048                 /* Monster pushed past another monster */
3049                 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3050
3051                 /* Monster passed through a wall */
3052                 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3053
3054                 /* Monster destroyed a wall */
3055                 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3056         }
3057
3058
3059         /* Hack -- get "bold" if out of options */
3060         if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3061         {
3062                 /* No longer afraid */
3063                 (void)set_monster_monfear(m_idx, 0);
3064
3065                 /* Message if seen */
3066                 if (see_m)
3067                 {
3068                         GAME_TEXT m_name[MAX_NLEN];
3069                         monster_desc(m_name, m_ptr, 0);
3070                         msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
3071                 }
3072
3073                 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3074
3075                 /* Actually do something now (?) */
3076         }
3077 }
3078
3079 /*!
3080  * @brief 全モンスターのターン管理メインルーチン /
3081  * Process all the "live" monsters, once per game current_world_ptr->game_turn.
3082  * @return なし
3083  * @details
3084  * During each game current_world_ptr->game_turn, we scan through the list of all the "live" monsters,\n
3085  * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
3086  * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
3087  *\n
3088  * Note that monsters can never move in the monster array (except when the\n
3089  * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
3090  *\n
3091  * This function is responsible for at least half of the processor time\n
3092  * on a normal system with a "normal" amount of monsters and a player doing\n
3093  * normal things.\n
3094  *\n
3095  * When the player is resting, virtually 90% of the processor time is spent\n
3096  * in this function, and its children, "process_monster()" and "make_move()".\n
3097  *\n
3098  * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
3099  * especially when the player is running.\n
3100  *\n
3101  * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
3102  * monsters while they are still being "born".  A monster is "fresh" only\n
3103  * during the current_world_ptr->game_turn in which it is created, and we use the "hack_m_idx" to\n
3104  * determine if the monster is yet to be processed during the current current_world_ptr->game_turn.\n
3105  *\n
3106  * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
3107  * move before any "nasty" monsters get to use their spell attacks.\n
3108  *\n
3109  * Note that when the "knowledge" about the currently tracked monster\n
3110  * changes (flags, attacks, spells), we induce a redraw of the monster\n
3111  * recall window.\n
3112  */
3113 void process_monsters(void)
3114 {
3115         MONSTER_IDX i;
3116         POSITION fx, fy;
3117
3118         bool            test;
3119
3120         monster_type    *m_ptr;
3121         monster_race    *r_ptr;
3122
3123         MONRACE_IDX old_monster_race_idx;
3124
3125         BIT_FLAGS old_r_flags1 = 0L;
3126         BIT_FLAGS old_r_flags2 = 0L;
3127         BIT_FLAGS old_r_flags3 = 0L;
3128         BIT_FLAGS old_r_flags4 = 0L;
3129         BIT_FLAGS old_r_flags5 = 0L;
3130         BIT_FLAGS old_r_flags6 = 0L;
3131         BIT_FLAGS old_r_flagsr = 0L;
3132
3133         byte old_r_blows0 = 0;
3134         byte old_r_blows1 = 0;
3135         byte old_r_blows2 = 0;
3136         byte old_r_blows3 = 0;
3137
3138         byte old_r_cast_spell = 0;
3139
3140         SPEED speed;
3141
3142         /* Clear monster fighting indicator */
3143         mon_fight = FALSE;
3144
3145         /* Memorize old race */
3146         old_monster_race_idx = p_ptr->monster_race_idx;
3147
3148         /* Acquire knowledge */
3149         if (p_ptr->monster_race_idx)
3150         {
3151                 /* Acquire current monster */
3152                 r_ptr = &r_info[p_ptr->monster_race_idx];
3153
3154                 /* Memorize flags */
3155                 old_r_flags1 = r_ptr->r_flags1;
3156                 old_r_flags2 = r_ptr->r_flags2;
3157                 old_r_flags3 = r_ptr->r_flags3;
3158                 old_r_flags4 = r_ptr->r_flags4;
3159                 old_r_flags5 = r_ptr->r_flags5;
3160                 old_r_flags6 = r_ptr->r_flags6;
3161                 old_r_flagsr = r_ptr->r_flagsr;
3162
3163                 /* Memorize blows */
3164                 old_r_blows0 = r_ptr->r_blows[0];
3165                 old_r_blows1 = r_ptr->r_blows[1];
3166                 old_r_blows2 = r_ptr->r_blows[2];
3167                 old_r_blows3 = r_ptr->r_blows[3];
3168
3169                 /* Memorize castings */
3170                 old_r_cast_spell = r_ptr->r_cast_spell;
3171         }
3172
3173
3174         /* Process the monsters (backwards) */
3175         for (i = m_max - 1; i >= 1; i--)
3176         {
3177                 /* Access the monster */
3178                 m_ptr = &current_floor_ptr->m_list[i];
3179                 r_ptr = &r_info[m_ptr->r_idx];
3180
3181                 /* Handle "leaving" */
3182                 if (p_ptr->leaving) break;
3183
3184                 /* Ignore "dead" monsters */
3185                 if (!monster_is_valid(m_ptr)) continue;
3186
3187                 if (p_ptr->wild_mode) continue;
3188
3189
3190                 /* Handle "fresh" monsters */
3191                 if (m_ptr->mflag & MFLAG_BORN)
3192                 {
3193                         /* No longer "fresh" */
3194                         m_ptr->mflag &= ~(MFLAG_BORN);
3195
3196                         /* Skip */
3197                         continue;
3198                 }
3199
3200                 /* Hack -- Require proximity */
3201                 if (m_ptr->cdis >= AAF_LIMIT) continue;
3202
3203                 fx = m_ptr->fx;
3204                 fy = m_ptr->fy;
3205
3206                 /* Flow by smell is allowed */
3207                 if (!p_ptr->no_flowed)
3208                 {
3209                         m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3210                 }
3211
3212                 /* Assume no move */
3213                 test = FALSE;
3214
3215                 /* Handle "sensing radius" */
3216                 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3217                 {
3218                         /* We can "sense" the player */
3219                         test = TRUE;
3220                 }
3221
3222                 /* Handle "sight" and "aggravation" */
3223         else if ((m_ptr->cdis <= MAX_SIGHT || p_ptr->inside_battle) &&
3224                         (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3225                 {
3226                         /* We can "see" or "feel" the player */
3227                         test = TRUE;
3228                 }
3229
3230 #if 0 /* (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when == current_floor_ptr->grid_array[fy][fx].when) is always FALSE... */
3231                 /* Hack -- Monsters can "smell" the player from far away */
3232                 /* Note that most monsters have "aaf" of "20" or so */
3233                 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3234                         cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_MOVE) &&
3235                         (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when == current_floor_ptr->grid_array[fy][fx].when) &&
3236                         (current_floor_ptr->grid_array[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3237                         (current_floor_ptr->grid_array[fy][fx].dist < r_ptr->aaf))
3238                 {
3239                         /* We can "smell" the player */
3240                         test = TRUE;
3241                 }
3242 #endif
3243                 else if (m_ptr->target_y) test = TRUE;
3244
3245                 /* Do nothing */
3246                 if (!test) continue;
3247
3248
3249                 if (p_ptr->riding == i)
3250                         speed = p_ptr->pspeed;
3251                 else
3252                 {
3253                         speed = m_ptr->mspeed;
3254
3255                         /* Monsters move quickly in Nightmare mode */
3256                         if (ironman_nightmare) speed += 5;
3257
3258                         if (MON_FAST(m_ptr)) speed += 10;
3259                         if (MON_SLOW(m_ptr)) speed -= 10;
3260                 }
3261
3262                 /* Give this monster some energy */
3263                 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3264
3265                 /* Not enough energy to move */
3266                 if (m_ptr->energy_need > 0) continue;
3267
3268                 /* Use up "some" energy */
3269                 m_ptr->energy_need += ENERGY_NEED();
3270
3271
3272                 /* Save global index */
3273                 hack_m_idx = i;
3274
3275                 /* Process the monster */
3276                 process_monster(i);
3277
3278                 reset_target(m_ptr);
3279
3280                 /* Give up flow_by_smell when it might useless */
3281                 if (p_ptr->no_flowed && one_in_(3))
3282                         m_ptr->mflag2 |= MFLAG2_NOFLOW;
3283
3284                 /* Hack -- notice death or departure */
3285                 if (!p_ptr->playing || p_ptr->is_dead) break;
3286
3287                 /* Notice leaving */
3288                 if (p_ptr->leaving) break;
3289         }
3290
3291         /* Reset global index */
3292         hack_m_idx = 0;
3293
3294
3295         /* Tracking a monster race (the same one we were before) */
3296         if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3297         {
3298                 /* Acquire monster race */
3299                 r_ptr = &r_info[p_ptr->monster_race_idx];
3300
3301                 /* Check for knowledge change */
3302                 if ((old_r_flags1 != r_ptr->r_flags1) ||
3303                         (old_r_flags2 != r_ptr->r_flags2) ||
3304                         (old_r_flags3 != r_ptr->r_flags3) ||
3305                         (old_r_flags4 != r_ptr->r_flags4) ||
3306                         (old_r_flags5 != r_ptr->r_flags5) ||
3307                         (old_r_flags6 != r_ptr->r_flags6) ||
3308                         (old_r_flagsr != r_ptr->r_flagsr) ||
3309                         (old_r_blows0 != r_ptr->r_blows[0]) ||
3310                         (old_r_blows1 != r_ptr->r_blows[1]) ||
3311                         (old_r_blows2 != r_ptr->r_blows[2]) ||
3312                         (old_r_blows3 != r_ptr->r_blows[3]) ||
3313                         (old_r_cast_spell != r_ptr->r_cast_spell))
3314                 {
3315                         p_ptr->window |= (PW_MONSTER);
3316                 }
3317         }
3318 }
3319