2 * @file monster-process.c
3 * @brief モンスターの特殊技能と移動処理/ Monster spells and movement
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
12 * This file has several additions to it by Keldon Jones (keldon@umr.edu)
13 * to improve the general quality of the AI (version 0.1.1).
20 #include "spells-summon.h"
23 #include "realm-hex.h"
24 #include "object-flavor.h"
25 #include "object-hook.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"
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
43 static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
46 POSITION x = 0, y = 0;
51 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
52 monster_race *r_ptr = &r_info[m_ptr->r_idx];
55 if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
57 y = current_floor_ptr->m_list[riding_t_m_idx].fy;
58 x = current_floor_ptr->m_list[riding_t_m_idx].fx;
60 else if (is_pet(m_ptr) && pet_t_m_idx)
62 y = current_floor_ptr->m_list[pet_t_m_idx].fy;
63 x = current_floor_ptr->m_list[pet_t_m_idx].fx;
67 if (p_ptr->inside_battle)
69 start = randint1(m_max-1)+m_max;
70 if(randint0(2)) plus = -1;
72 else start = m_max + 1;
74 /* Scan thru all monsters */
75 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
77 MONSTER_IDX dummy = (i % m_max);
82 t_ptr = ¤t_floor_ptr->m_list[t_idx];
84 /* The monster itself isn't a target */
85 if (t_ptr == m_ptr) continue;
87 if (!monster_is_valid(t_ptr)) continue;
91 /* Hack -- only fight away from player */
92 if (p_ptr->pet_follow_distance < 0)
94 /* No fighting near player */
95 if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
100 /* Hack -- no fighting away from player */
101 else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > p_ptr->pet_follow_distance))
106 if (r_ptr->aaf < t_ptr->cdis) continue;
109 /* Monster must be 'an enemy' */
110 if (!are_enemies(m_ptr, t_ptr)) continue;
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)))
116 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
120 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
123 /* OK -- we've got a target */
129 if (!x && !y) return FALSE;
132 /* Extract the direction */
137 if ((y < 0) && (x == 0))
144 else if ((y > 0) && (x == 0))
151 else if ((x > 0) && (y == 0))
158 else if ((x < 0) && (y == 0))
165 else if ((y < 0) && (x < 0))
172 else if ((y < 0) && (x > 0))
179 else if ((y > 0) && (x < 0))
186 else if ((y > 0) && (x > 0))
193 /* Found a monster */
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。
203 * Monsters will attempt to avoid very powerful players. See below.\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
210 * Note that this function is responsible for about one to five percent\n
211 * of the processor use in normal conditions...\n
213 static bool mon_will_run(MONSTER_IDX m_idx)
215 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
219 monster_race *r_ptr = &r_info[m_ptr->r_idx];
223 HIT_POINT p_chp, p_mhp;
224 HIT_POINT m_chp, m_mhp;
229 /* Friends can be commanded to avoid the player */
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)));
237 /* Keep monsters from running too far away */
238 if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
240 /* All "afraid" monsters will run away */
241 if (MON_MONFEAR(m_ptr)) return (TRUE);
245 /* Nearby monsters will not become terrified */
246 if (m_ptr->cdis <= 5) return (FALSE);
248 /* Examine player power (level) */
251 /* Examine monster power (level plus morale) */
252 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
254 /* Optimize extreme cases below */
255 if (m_lev > p_lev + 4) return (FALSE);
256 if (m_lev + 4 <= p_lev) return (TRUE);
258 /* Examine player health */
262 /* Examine monster health */
264 m_mhp = m_ptr->maxhp;
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 */
270 /* Strong players scare strong monsters */
271 if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
275 /* Assume no terror */
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
288 static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
291 POSITION y, x, y1, x1;
294 bool can_open_door = FALSE;
297 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
298 monster_race *r_ptr = &r_info[m_ptr->r_idx];
300 /* Monster location */
304 /* Monster can already cast spell to player */
305 if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
307 /* Set current grid cost */
308 now_cost = current_floor_ptr->grid_array[y1][x1].cost;
309 if (now_cost == 0) now_cost = 999;
311 /* Can monster bash or open doors? */
312 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
314 can_open_door = TRUE;
317 /* Check nearby grids, diagonals first */
318 for (i = 7; i >= 0; i--)
325 /* Ignore locations off of edge */
326 if (!in_bounds2(y, x)) continue;
328 /* Simply move to player */
329 if (player_bold(y, x)) return (FALSE);
331 g_ptr = ¤t_floor_ptr->grid_array[y][x];
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))))
338 if (cost == 0) continue;
339 if (!can_open_door && is_closed_door(g_ptr->feat)) continue;
342 /* Hack -- for kill or pass wall monster.. */
343 if (cost == 0) cost = 998;
345 if (now_cost < cost) continue;
347 if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
349 /* Accept louder sounds */
350 if (best < cost) continue;
353 (*yp) = y1 + ddy_ddd[i];
354 (*xp) = x1 + ddx_ddd[i];
357 /* No legal move (?) */
358 if (best == 999) return (FALSE);
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
374 * Note that ghosts and rock-eaters are never allowed to "flow",\n
375 * since they should move directly towards the player.\n
377 * Prefer "non-diagonal" directions, but twiddle them a little\n
378 * to angle slightly towards the player's actual location.\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
385 * Note that if "smell" is turned on, all monsters get vicious.\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
393 static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
396 POSITION y, x, y1, x1;
399 bool use_scent = FALSE;
401 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
402 monster_race *r_ptr = &r_info[m_ptr->r_idx];
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))
409 /* Can move spell castable grid? */
410 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
413 /* Monster can't flow */
414 if (no_flow) return (FALSE);
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);
420 /* Monster location */
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);
428 g_ptr = ¤t_floor_ptr->grid_array[y1][x1];
430 /* If we can hear noises, advance towards them */
436 /* Otherwise, try to follow a scent trail */
437 else if (g_ptr->when)
440 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when - g_ptr->when > 127) return (FALSE);
446 /* Otherwise, advance blindly */
452 /* Check nearby grids, diagonals first */
453 for (i = 7; i >= 0; i--)
458 /* Ignore locations off of edge */
459 if (!in_bounds2(y, x)) continue;
461 g_ptr = ¤t_floor_ptr->grid_array[y][x];
463 /* We're following a scent trail */
466 int when = g_ptr->when;
468 /* Accept younger scent */
469 if (best > when) continue;
473 /* We're using sound */
478 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
480 else cost = g_ptr->cost;
482 /* Accept louder sounds */
483 if ((cost == 0) || (best < cost)) continue;
487 /* Hack -- Save the "twiddled" location */
488 (*yp) = p_ptr->y + 16 * ddy_ddd[i];
489 (*xp) = p_ptr->x + 16 * ddx_ddd[i];
492 /* No legal move (?) */
493 if (best == 999 || best == 0) return (FALSE);
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
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
512 static bool get_fear_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
514 POSITION y, x, y1, x1, fy, fx, gy = 0, gx = 0;
518 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
520 /* Monster location */
524 /* Desired destination */
528 /* Check nearby grids, diagonals first */
529 for (i = 7; i >= 0; i--)
536 /* Ignore locations off of edge */
537 if (!in_bounds2(y, x)) continue;
539 /* Don't move toward player */
540 /* if (current_floor_ptr->grid_array[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
542 /* Calculate distance of this grid from our destination */
543 dis = distance(y, x, y1, x1);
545 /* Score this grid */
546 s = 5000 / (dis + 3) - 500 / (current_floor_ptr->grid_array[y][x].dist + 1);
548 /* No negative scores */
551 /* Ignore lower scores */
552 if (s < score) continue;
554 /* Save the score and time */
557 /* Save the location */
562 /* No legal move (?) */
563 if (score == -1) return (FALSE);
574 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
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.
581 * This is, of course, fairly unreadable, but it eliminates multiple loops
582 * from the previous version.
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()").
589 * Also, the storage needs could be halved by using bytes.
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.
597 static POSITION d_off_y_0[] = { 0 };
598 static POSITION d_off_x_0[] = { 0 };
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 };
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 };
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 };
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 };
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,
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,
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,
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 };
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 };
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,
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,
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,
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 };
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 };
673 static POSITION *dist_offsets_y[10] =
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
679 static POSITION *dist_offsets_x[10] =
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
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
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
698 * This function may take lots of CPU time if lots of monsters are\n
701 * Return TRUE if a safe location is available.\n
703 static bool find_safety(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
705 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
707 POSITION fy = m_ptr->fy;
708 POSITION fx = m_ptr->fx;
710 POSITION y, x, dy, dx, d, dis, i;
711 POSITION gy = 0, gx = 0, gdis = 0;
718 /* Start with adjacent locations, spread further */
719 for (d = 1; d < 10; d++)
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];
725 /* Check the locations */
726 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
728 i++, dx = x_offsets[i], dy = y_offsets[i])
733 /* Skip illegal locations */
734 if (!in_bounds(y, x)) continue;
736 g_ptr = ¤t_floor_ptr->grid_array[y][x];
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;
741 /* Check for "availability" (if monsters can flow) */
742 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
744 /* Ignore grids very far from the player */
745 if (g_ptr->dist == 0) continue;
747 /* Ignore too-distant grids */
748 if (g_ptr->dist > current_floor_ptr->grid_array[fy][fx].dist + 2 * d) continue;
751 /* Check for absence of shot (more or less) */
752 if (!projectable(p_ptr->y, p_ptr->x, y, x))
754 /* Calculate distance from player */
755 dis = distance(y, x, p_ptr->y, p_ptr->x);
757 /* Remember if further than previous */
767 /* Check for success */
774 /* Found safe place */
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
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
795 * Return TRUE if a good location is available.\n
797 static bool find_hiding(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
799 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
800 monster_race *r_ptr = &r_info[m_ptr->r_idx];
802 POSITION fy = m_ptr->fy;
803 POSITION fx = m_ptr->fx;
805 POSITION y, x, dy, dx, d, dis, i;
806 POSITION gy = 0, gx = 0, gdis = 999;
808 POSITION *y_offsets, *x_offsets;
810 /* Start with adjacent locations, spread further */
811 for (d = 1; d < 10; d++)
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];
817 /* Check the locations */
818 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
820 i++, dx = x_offsets[i], dy = y_offsets[i])
825 /* Skip illegal locations */
826 if (!in_bounds(y, x)) continue;
828 /* Skip occupied locations */
829 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
831 /* Check for hidden, available grid */
832 if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
834 /* Calculate distance from player */
835 dis = distance(y, x, p_ptr->y, p_ptr->x);
837 /* Remember if closer than previous */
838 if (dis < gdis && dis >= 2)
847 /* Check for success */
854 /* Found good place */
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
871 static bool get_moves(MONSTER_IDX m_idx, DIRECTION *mm)
873 monster_type *m_ptr = ¤t_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;
877 POSITION y2 = p_ptr->y;
878 POSITION x2 = p_ptr->x;
880 bool will_run = mon_will_run(m_idx);
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));
885 /* Counter attack to an enemy monster */
886 if (!will_run && m_ptr->target_y)
888 int t_m_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
890 /* The monster must be an enemy, and in LOS */
892 are_enemies(m_ptr, ¤t_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))
896 /* Extract the "pseudo-direction" */
897 y = m_ptr->fy - m_ptr->target_y;
898 x = m_ptr->fx - m_ptr->target_x;
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)))
909 * Animal packs try to get the player out of corridors
910 * (...unless they can move through walls -- TY)
912 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
913 !(r_ptr->flags2 & RF2_KILL_WALL))
917 /* Count room grids next to player */
918 for (i = 0; i < 8; i++)
920 int xx = p_ptr->x + ddx_ddd[i];
921 int yy = p_ptr->y + ddy_ddd[i];
923 if (!in_bounds2(yy, xx)) continue;
925 g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
928 if (monster_can_cross_terrain(g_ptr->feat, r_ptr, 0))
930 /* One more room grid */
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;
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))
941 /* Find hiding place */
942 if (find_hiding(m_idx, &y, &x)) done = TRUE;
946 /* Monster groups try to surround the player */
947 if (!done && (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < 3))
951 /* Find an empty square near the player to fill */
952 for (i = 0; i < 8; i++)
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];
959 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
961 /* Attack the player */
968 if (!in_bounds2(y2, x2)) continue;
970 /* Ignore filled grids */
971 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
973 /* Try to fill this hole */
977 /* Extract the new "pseudo-direction" */
987 /* Flow towards the player */
988 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
990 /* Extract the "pseudo-direction" */
997 /* Apply fear if possible and necessary */
998 if (is_pet(m_ptr) && will_run)
1000 /* XXX XXX Not very "smart" */
1005 if (!done && will_run)
1010 /* Try to find safe place */
1011 if (find_safety(m_idx, &y, &x))
1013 /* Attempt to avoid the player */
1016 /* Adjust movement */
1017 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1023 /* This is not a very "smart" method XXX XXX */
1031 /* Check for no move */
1032 if (!x && !y) return (FALSE);
1035 /* Extract the "absolute distances" */
1039 /* Do something weird */
1040 if (y < 0) move_val += 8;
1041 if (x > 0) move_val += 4;
1043 /* Prevent the diamond maneuvre */
1044 if (ay > (ax << 1)) move_val += 2;
1045 else if (ax > (ay << 1)) move_val++;
1047 /* Extract some directions */
1192 /* Wants to move... */
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
1205 static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
1209 /* Percentile dice */
1212 if (stun && one_in_(2)) return FALSE;
1214 /* Hack -- Always miss or hit */
1215 if (k < 10) return (k < 5);
1217 /* Calculate the "attack quality" */
1218 i = (power + (level * 3));
1220 /* Power and Level compete against Armor */
1221 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
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
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
1240 static bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
1242 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1243 monster_type *t_ptr = ¤t_floor_ptr->m_list[t_idx];
1245 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1246 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1248 ARMOUR_CLASS ap_cnt;
1252 GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
1253 char temp[MAX_NLEN];
1255 bool explode = FALSE, touched = FALSE, fear = FALSE, dead = FALSE;
1256 POSITION y_saver = t_ptr->fy;
1257 POSITION x_saver = t_ptr->fx;
1260 bool see_m = is_seen(m_ptr);
1261 bool see_t = is_seen(t_ptr);
1262 bool see_either = see_m || see_t;
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);
1268 /* Cannot attack self */
1269 if (m_idx == t_idx) return FALSE;
1271 /* Not allowed to attack */
1272 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1274 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
1279 /* Extract the effective monster level */
1280 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1282 monster_desc(m_name, m_ptr, 0);
1283 monster_desc(t_name, t_ptr, 0);
1285 /* Assume no blink */
1288 if (!see_either && known)
1293 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
1295 /* Scan through all four blows */
1296 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1298 bool obvious = FALSE;
1300 HIT_POINT power = 0;
1301 HIT_POINT damage = 0;
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;
1311 if (!monster_is_valid(m_ptr)) break;
1313 /* Stop attacking if the target dies! */
1314 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1317 /* Hack -- no more attacks */
1320 if (method == RBM_SHOOT) continue;
1322 /* Extract the attack "power" */
1323 power = mbe_info[effect].power;
1326 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1328 (void)set_monster_csleep(t_idx, 0);
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);
1337 /* Describe the attack method */
1342 act = _("%sを殴った。", "hits %s.");
1349 act = _("%sを触った。", "touches %s.");
1356 act = _("%sをパンチした。", "punches %s.");
1363 act = _("%sを蹴った。", "kicks %s.");
1370 act = _("%sをひっかいた。", "claws %s.");
1377 act = _("%sを噛んだ。", "bites %s.");
1384 act = _("%sを刺した。", "stings %s.");
1391 act = _("%sを斬った。", "slashes %s.");
1397 act = _("%sを角で突いた。", "butts %s.");
1404 act = _("%sに体当りした。", "crushes %s.");
1411 act = _("%sを飲み込んだ。", "engulfs %s.");
1418 act = _("%sに請求書をよこした。", "charges %s.");
1425 act = _("%sの体の上を這い回った。", "crawls on %s.");
1432 act = _("%sによだれをたらした。", "drools on %s.");
1439 act = _("%sに唾を吐いた。", "spits on %s.");
1446 if (see_either) disturb(TRUE, TRUE);
1447 act = _("爆発した。", "explodes.");
1455 act = _("%sをにらんだ。", "gazes at %s.");
1462 act = _("%sに泣きついた。", "wails at %s.");
1469 act = _("%sに胞子を飛ばした。", "releases spores at %s.");
1476 act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
1483 act = _("%sに金をせがんだ。", "begs %s for money.");
1490 act = _("%sを侮辱した。", "insults %s.");
1497 act = _("%sにむかってうめいた。", "moans at %s.");
1504 act = _("%sにむかって歌った。", "sings to %s.");
1510 if (act && see_either)
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);
1517 if (do_silly_attack)
1519 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1520 strfmt(temp, "%s %s.", act, t_name);
1522 else strfmt(temp, act, t_name);
1523 msg_format("%^s %s", m_name, temp);
1527 /* Hack -- assume all attacks are obvious */
1530 /* Roll out the damage */
1531 damage = damroll(d_dice, d_side);
1533 /* Assume no effect */
1534 effect_type = BLOW_EFFECT_TYPE_NONE;
1538 /* Apply appropriate damage */
1547 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1549 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1550 damage = MAX(damage, tmp_damage * 2);
1557 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1572 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1608 effect_type = BLOW_EFFECT_TYPE_FEAR;
1612 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1616 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1617 if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1632 pt = GF_HYPODYNAMIA;
1633 effect_type = BLOW_EFFECT_TYPE_HEAL;
1651 /* Do damage if not exploding */
1654 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1655 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1658 switch (effect_type)
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);
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);
1670 case BLOW_EFFECT_TYPE_HEAL:
1671 if ((monster_living(m_idx)) && (damage > 2))
1673 bool did_heal = FALSE;
1675 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1678 m_ptr->hp += damroll(4, damage / 6);
1679 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
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);
1685 /* Special message */
1686 if (see_m && did_heal)
1688 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1697 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
1699 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1703 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
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);
1713 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1718 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
1720 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1724 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
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);
1734 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1739 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
1741 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1745 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
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);
1755 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1762 /* Monster missed player */
1765 /* Analyze failed attacks */
1781 (void)set_monster_csleep(t_idx, 0);
1783 /* Visible monsters */
1787 msg_format("%sは%^sの攻撃をかわした。", t_name, m_name);
1789 msg_format("%^s misses %s.", m_name, t_name);
1799 /* Analyze "visible" monsters only */
1800 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
1802 /* Count "obvious" attacks (and ones that cause damage) */
1803 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
1805 /* Count attacks of this type */
1806 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
1808 r_ptr->r_blows[ap_cnt]++;
1816 sound(SOUND_EXPLODE);
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);
1825 if (blinked && m_ptr->r_idx)
1827 if (teleport_barrier(m_idx))
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."));
1842 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
1849 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
1857 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
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));
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 /
1868 * @param m_idx 行動モンスターの参照ID
1871 * The monster is known to be within 100 grids of the player\n
1873 * In several cases, we directly update the monster lore\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
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
1886 * In addition, monsters which *cannot* open or bash\n
1887 * down a door will still stand there trying to open it...\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
1892 * A "direction" of "5" means "pick a random direction".\n
1894 void process_monster(MONSTER_IDX m_idx)
1896 monster_type *m_ptr = ¤t_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];
1901 POSITION oy, ox, ny, nx;
1906 feature_type *f_ptr;
1908 monster_type *y_ptr;
1913 bool must_alter_to_move;
1922 bool gets_angry = FALSE;
1927 bool is_riding_mon = (m_idx == p_ptr->riding);
1928 bool see_m = is_seen(m_ptr);
1930 if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
1932 if (rakuba(0, TRUE))
1935 msg_print("地面に落とされた。");
1937 GAME_TEXT m_name[MAX_NLEN];
1938 monster_desc(m_name, ¤t_floor_ptr->m_list[p_ptr->riding], 0);
1939 msg_format("You have fallen from %s.", m_name);
1944 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
1946 choose_new_monster(m_idx, FALSE, 0);
1947 r_ptr = &r_info[m_ptr->r_idx];
1950 /* Players hidden in shadow are almost imperceptable. -LM- */
1951 if (p_ptr->special_defense & NINJA_S_STEALTH)
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;
1961 /* Are there its parent? */
1962 if (m_ptr->parent_m_idx && !current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
1964 /* Its parent have gone, it also goes away. */
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);
1973 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
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);
1980 delete_monster_idx(m_idx);
1985 /* Quantum monsters are odd */
1986 if (r_ptr->flags2 & (RF2_QUANTUM))
1988 /* Sometimes skip move */
1989 if (!randint0(2)) return;
1992 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
1996 if (is_pet(m_ptr) && !(m_ptr->ml)) sad = TRUE;
2000 GAME_TEXT m_name[MAX_NLEN];
2001 monster_desc(m_name, m_ptr, 0);
2003 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2006 /* Generate treasure, etc */
2007 monster_death(m_idx, FALSE);
2009 delete_monster_idx(m_idx);
2012 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2019 if (m_ptr->r_idx == MON_SHURYUUDAN)
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);
2025 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2027 static int riding_pinch = 0;
2029 if (m_ptr->hp < m_ptr->maxhp/3)
2031 GAME_TEXT m_name[MAX_NLEN];
2032 monster_desc(m_name, m_ptr, 0);
2034 if (is_riding_mon && riding_pinch < 2)
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);
2039 disturb(TRUE, TRUE);
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))
2048 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
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))
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);
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);
2063 if (is_riding_mon && rakuba(-1, FALSE))
2065 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2068 check_quest_completion(m_ptr);
2069 delete_monster_idx(m_idx);
2075 /* Reset the counter */
2076 if (is_riding_mon) riding_pinch = 0;
2080 /* Handle "sleep" */
2081 if (MON_CSLEEP(m_ptr))
2083 /* Handle non-aggravation - Still sleeping */
2084 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2086 (void)set_monster_csleep(m_idx, 0);
2088 /* Notice the "waking up" */
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);
2096 /* Hack -- Count the wakings */
2097 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2104 if (MON_STUNNED(m_ptr))
2106 /* Sometimes skip move */
2107 if (one_in_(2)) return;
2112 p_ptr->update |= (PU_BONUS);
2115 /* No one wants to be your friend if you're aggravating */
2116 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
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)))
2126 if (p_ptr->inside_battle) gets_angry = FALSE;
2130 if (is_pet(m_ptr) || see_m)
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);
2140 /* Get the origin */
2144 /* Attempt to "multiply" if able and allowed */
2145 if ((r_ptr->flags2 & RF2_MULTIPLY) && (current_floor_ptr->num_repro < MAX_REPRO))
2150 /* Count the adjacent monsters */
2151 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2153 for (x = ox - 1; x <= ox + 1; x++)
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++;
2162 if (multiply_barrier(m_idx)) k = 8;
2164 /* Hack -- multiply slower in crowded areas */
2165 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2167 /* Try to multiply */
2168 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2170 /* Take note if visible */
2171 if (current_floor_ptr->m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2173 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2176 /* Multiplying takes energy */
2182 if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
2184 /* Hack -- Ohmu scatters molds! */
2185 if (m_ptr->r_idx == MON_OHMU)
2187 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2189 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2192 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2193 BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2195 for (k = 0; k < A_MAX; k++)
2197 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode), '\0'))
2199 if (current_floor_ptr->m_list[hack_m_idx_ii].ml) count++;
2203 if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2209 if (!p_ptr->inside_battle)
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))
2216 if (disturb_minor) disturb(FALSE, FALSE);
2217 msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
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))
2226 GAME_TEXT m_name[MAX_NLEN];
2227 char monmessage[1024];
2230 /* Acquire the monster name/poss */
2232 monster_desc(m_name, m_ptr, 0);
2234 strcpy(m_name, _("それ", "It"));
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");
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)
2249 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2254 /* Try to cast spell occasionally */
2255 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2257 bool counterattack = FALSE;
2259 /* Give priority to counter attack? */
2260 if (m_ptr->target_y)
2262 MONSTER_IDX t_m_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
2264 /* The monster must be an enemy, and projectable */
2265 if (t_m_idx && are_enemies(m_ptr, ¤t_floor_ptr->m_list[t_m_idx]) &&
2266 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2268 counterattack = TRUE;
2274 /* Attempt to cast a spell */
2275 if (aware && make_attack_spell(m_idx)) return;
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.)
2281 if (monst_spell_monst(m_idx)) return;
2285 /* Attempt to do counter attack at first */
2286 if (monst_spell_monst(m_idx)) return;
2288 if (aware && make_attack_spell(m_idx)) return;
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;
2297 /* Confused -- 100% random */
2298 if (MON_CONFUSED(m_ptr) || !aware)
2300 /* Try four "random" directions */
2301 mm[0] = mm[1] = mm[2] = mm[3] = 5;
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))
2308 /* Memorize flags */
2309 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2311 /* Try four "random" directions */
2312 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2315 /* 50% random movement */
2316 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2317 (randint0(100) < 50))
2319 /* Memorize flags */
2320 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2322 /* Try four "random" directions */
2323 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2326 /* 25% random movement */
2327 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2328 (randint0(100) < 25))
2330 /* Memorize flags */
2331 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2333 /* Try four "random" directions */
2334 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2337 /* Can't reach player - find something else to hit */
2338 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2340 /* Try four "random" directions */
2341 mm[0] = mm[1] = mm[2] = mm[3] = 5;
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);
2349 /* Pets will follow the player */
2350 else if (is_pet(m_ptr))
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)));
2355 /* Do we want to find the player? */
2356 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2358 /* Should we find the player if we can't find a monster? */
2359 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2361 /* by default, move randomly */
2362 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2364 /* Look for an enemy */
2365 if (!get_enemy_dir(m_idx, mm))
2367 /* Find the player if necessary */
2368 if (avoid || lonely || distant)
2370 /* Remember the leash length */
2371 POSITION dis = p_ptr->pet_follow_distance;
2373 /* Hack -- adjust follow distance temporarily */
2374 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2376 p_ptr->pet_follow_distance = PET_SEEK_DIST;
2379 /* Find the player */
2380 (void)get_moves(m_idx, mm);
2382 /* Restore the leash */
2383 p_ptr->pet_follow_distance = (s16b)dis;
2388 /* Friendly monster movement */
2389 else if (!is_hostile(m_ptr))
2391 /* by default, move randomly */
2392 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2394 /* Look for an enemy */
2395 get_enemy_dir(m_idx, mm);
2397 /* Normal movement */
2400 /* Logical moves, may do nothing */
2401 if (!get_moves(m_idx, mm)) return;
2404 /* Assume nothing */
2408 must_alter_to_move = FALSE;
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;
2419 /* Take a zero-terminated array of "directions" */
2420 for (i = 0; mm[i]; i++)
2422 /* Get the direction */
2425 /* Hack -- allow "randomized" motion */
2426 if (d == 5) d = ddd[randint0(8)];
2428 /* Get the destination */
2432 /* Ignore locations off of edge */
2433 if (!in_bounds2(ny, nx)) continue;
2435 /* Access that grid */
2436 g_ptr = ¤t_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);
2440 /* Access that grid's contents */
2441 y_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
2443 /* Hack -- player 'in' wall */
2444 if (player_bold(ny, nx))
2449 /* Possibly a monster to attack */
2450 else if (g_ptr->m_idx)
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))
2461 /* Eat through walls/doors/rubble */
2463 if (!can_cross) must_alter_to_move = TRUE;
2465 /* Monster destroyed a wall (later) */
2466 did_kill_wall = TRUE;
2469 /* Floor is open? */
2472 /* Go ahead and move */
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))
2479 /* Monster went through a wall */
2480 did_pass_wall = TRUE;
2484 /* Handle doors and secret doors */
2485 else if (is_closed_door(g_ptr->feat))
2487 bool may_bash = TRUE;
2489 /* Assume no move allowed */
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)))
2499 /* The door is open */
2500 did_open_door = TRUE;
2502 /* Do not bash the door */
2508 /* Locked doors (not jammed) */
2511 /* Try to unlock it */
2512 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2514 /* Unlock the door */
2515 cave_alter_feat(ny, nx, FF_DISARM);
2517 /* Do not bash the door */
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)))
2529 /* Attempt to Bash */
2530 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
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!"));
2535 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2537 /* Disturb (sometimes) */
2538 if (disturb_minor) disturb(FALSE, FALSE);
2540 /* The door was bashed open */
2541 did_bash_door = TRUE;
2543 /* Hack -- fall into doorway */
2545 must_alter_to_move = TRUE;
2550 /* Deal with doors in the way */
2551 if (did_open_door || did_bash_door)
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)))
2556 cave_alter_feat(ny, nx, FF_BASH);
2558 if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */
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);
2571 cave_alter_feat(ny, nx, FF_OPEN);
2574 f_ptr = &f_info[g_ptr->feat];
2576 /* Handle viewable doors */
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)))
2585 /* Assume no move allowed */
2588 /* Break the ward */
2589 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2591 /* Describe observable breakage */
2592 if (g_ptr->info & CAVE_MARK)
2594 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2597 /* Forget the rune */
2598 g_ptr->info &= ~(CAVE_MARK);
2600 /* Break the rune */
2601 g_ptr->info &= ~(CAVE_OBJECT);
2604 /* Allow movement */
2610 else if (do_move && is_explosive_rune_grid(g_ptr) &&
2611 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2613 /* Assume no move allowed */
2616 /* Break the ward */
2619 /* Break the ward */
2620 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2622 /* Describe observable breakage */
2623 if (g_ptr->info & CAVE_MARK)
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);
2631 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2634 /* Forget the rune */
2635 g_ptr->info &= ~(CAVE_MARK);
2637 /* Break the rune */
2638 g_ptr->info &= ~(CAVE_OBJECT);
2644 if (!monster_is_valid(m_ptr)) return;
2645 /* Allow movement */
2650 /* The player is in the way */
2651 if (do_move && player_bold(ny, nx))
2653 /* Some monsters never attack */
2654 if (r_ptr->flags1 & RF1_NEVER_BLOW)
2656 /* Hack -- memorize lack of attacks */
2657 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
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))
2666 if (!MON_CONFUSED(m_ptr))
2668 if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2671 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2676 /* The player is in the way. Attack him. */
2679 if (!p_ptr->riding || one_in_(2))
2682 (void)make_attack_normal(m_idx);
2687 /* Took a current_world_ptr->game_turn */
2693 /* A monster is in the way */
2694 if (do_move && g_ptr->m_idx)
2696 monster_race *z_ptr = &r_info[y_ptr->r_idx];
2698 /* Assume no movement */
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))
2707 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2709 if (r_ptr->flags2 & RF2_KILL_BODY)
2711 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2715 if (y_ptr->r_idx && (y_ptr->hp >= 0))
2717 if (monst_attack_monst(m_idx, g_ptr->m_idx)) return;
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)
2722 if (MON_CONFUSED(m_ptr)) return;
2723 else if (r_ptr->flags2 & RF2_STUPID)
2725 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
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))
2739 /* Allow movement */
2742 /* Monster pushed past another monster */
2743 did_move_body = TRUE;
2745 /* Wake up the moved monster */
2746 (void)set_monster_csleep(g_ptr->m_idx, 0);
2754 if (!p_ptr->riding_ryoute && !MON_MONFEAR(¤t_floor_ptr->m_list[p_ptr->riding])) do_move = FALSE;
2757 if (did_kill_wall && do_move)
2759 if (one_in_(GRINDNOISE))
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."));
2764 msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
2767 cave_alter_feat(ny, nx, FF_HURT_DISI);
2769 if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */
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);
2778 f_ptr = &f_info[g_ptr->feat];
2780 /* Note changes to viewable region */
2785 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
2787 if (!monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
2789 /* Assume no move allowed */
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.
2800 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
2802 /* Assume no move allowed */
2806 /* Some monsters never move */
2807 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
2809 /* Hack -- memorize lack of moves */
2810 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
2816 /* Creature has been allowed move */
2821 if (have_flag(f_ptr->flags, FF_TREE))
2823 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
2825 m_ptr->energy_need += ENERGY_NEED();
2831 /* Hack -- Update the old location */
2832 current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
2834 /* Mega-Hack -- move the old monster, if any */
2837 /* Move the old monster */
2841 /* Update the old monster */
2842 update_monster(g_ptr->m_idx, TRUE);
2845 /* Hack -- Update the new location */
2846 g_ptr->m_idx = m_idx;
2848 /* Move the monster */
2851 update_monster(m_idx, TRUE);
2858 /* sound(SOUND_WALK); */
2859 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
2862 /* Possible disturb */
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)))
2868 if (is_hostile(m_ptr))
2869 disturb(FALSE, TRUE);
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))))
2876 OBJECT_IDX this_o_idx, next_o_idx;
2877 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
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)
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 = ¤t_floor_ptr->o_list[this_o_idx];
2885 next_o_idx = o_ptr->next_o_idx;
2890 if (o_ptr->tval == TV_GOLD) continue;
2893 * Skip "real" corpses and statues, to avoid extreme
2894 * silliness like a novice rogue pockets full of statues
2897 if ((o_ptr->tval == TV_CORPSE) ||
2898 (o_ptr->tval == TV_STATUE)) continue;
2901 /* Extract some flags */
2902 object_flags(o_ptr, flgs);
2904 /* Acquire the object name */
2905 object_desc(o_name, o_ptr, 0);
2906 monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
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);
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)))
2937 /* Only give a message for "take_item" */
2938 if (do_take && (r_ptr->flags2 & RF2_STUPID))
2940 did_take_item = TRUE;
2942 /* Describe observable situations */
2943 if (m_ptr->ml && player_can_see_bold(ny, nx))
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);
2950 /* Pick up the item */
2953 did_take_item = TRUE;
2955 /* Describe observable situations */
2956 if (player_can_see_bold(ny, nx))
2958 msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
2961 /* Excise the object */
2962 excise_object_idx(this_o_idx);
2965 o_ptr->marked &= OM_TOUCHED;
2967 /* Forget location */
2968 o_ptr->iy = o_ptr->ix = 0;
2970 /* Memorize monster */
2971 o_ptr->held_m_idx = m_idx;
2974 o_ptr->next_o_idx = m_ptr->hold_o_idx;
2977 m_ptr->hold_o_idx = this_o_idx;
2980 /* Destroy the item if not a pet */
2981 else if (!is_pet(m_ptr))
2983 did_kill_item = TRUE;
2985 /* Describe observable situations */
2986 if (player_has_los_bold(ny, nx))
2988 msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
2991 delete_object_idx(this_o_idx);
2997 /* Stop when done */
3002 * Forward movements failed, but now received LOS attack!
3003 * Try to flow by smell.
3005 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3006 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
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)
3011 /* Try to cast spell again */
3012 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3014 if (make_attack_spell(m_idx)) return;
3019 /* Notice changes in view */
3022 p_ptr->update |= (PU_FLOW);
3023 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
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)))
3030 p_ptr->update |= (PU_MON_LITE);
3033 /* Learn things from observable monster */
3034 if (is_original_ap_and_seen(m_ptr))
3036 /* Monster opened a door */
3037 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3039 /* Monster bashed a door */
3040 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3042 /* Monster tried to pick something up */
3043 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3045 /* Monster tried to crush something */
3046 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3048 /* Monster pushed past another monster */
3049 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3051 /* Monster passed through a wall */
3052 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3054 /* Monster destroyed a wall */
3055 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3059 /* Hack -- get "bold" if out of options */
3060 if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3062 /* No longer afraid */
3063 (void)set_monster_monfear(m_idx, 0);
3065 /* Message if seen */
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);
3073 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3075 /* Actually do something now (?) */
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.
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
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
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
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
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
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
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
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
3113 void process_monsters(void)
3120 monster_type *m_ptr;
3121 monster_race *r_ptr;
3123 MONRACE_IDX old_monster_race_idx;
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;
3133 byte old_r_blows0 = 0;
3134 byte old_r_blows1 = 0;
3135 byte old_r_blows2 = 0;
3136 byte old_r_blows3 = 0;
3138 byte old_r_cast_spell = 0;
3142 /* Clear monster fighting indicator */
3145 /* Memorize old race */
3146 old_monster_race_idx = p_ptr->monster_race_idx;
3148 /* Acquire knowledge */
3149 if (p_ptr->monster_race_idx)
3151 /* Acquire current monster */
3152 r_ptr = &r_info[p_ptr->monster_race_idx];
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;
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];
3169 /* Memorize castings */
3170 old_r_cast_spell = r_ptr->r_cast_spell;
3174 /* Process the monsters (backwards) */
3175 for (i = m_max - 1; i >= 1; i--)
3177 /* Access the monster */
3178 m_ptr = ¤t_floor_ptr->m_list[i];
3179 r_ptr = &r_info[m_ptr->r_idx];
3181 /* Handle "leaving" */
3182 if (p_ptr->leaving) break;
3184 /* Ignore "dead" monsters */
3185 if (!monster_is_valid(m_ptr)) continue;
3187 if (p_ptr->wild_mode) continue;
3190 /* Handle "fresh" monsters */
3191 if (m_ptr->mflag & MFLAG_BORN)
3193 /* No longer "fresh" */
3194 m_ptr->mflag &= ~(MFLAG_BORN);
3200 /* Hack -- Require proximity */
3201 if (m_ptr->cdis >= AAF_LIMIT) continue;
3206 /* Flow by smell is allowed */
3207 if (!p_ptr->no_flowed)
3209 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3212 /* Assume no move */
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))
3218 /* We can "sense" the player */
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)))
3226 /* We can "see" or "feel" the player */
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))
3239 /* We can "smell" the player */
3243 else if (m_ptr->target_y) test = TRUE;
3246 if (!test) continue;
3249 if (p_ptr->riding == i)
3250 speed = p_ptr->pspeed;
3253 speed = m_ptr->mspeed;
3255 /* Monsters move quickly in Nightmare mode */
3256 if (ironman_nightmare) speed += 5;
3258 if (MON_FAST(m_ptr)) speed += 10;
3259 if (MON_SLOW(m_ptr)) speed -= 10;
3262 /* Give this monster some energy */
3263 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3265 /* Not enough energy to move */
3266 if (m_ptr->energy_need > 0) continue;
3268 /* Use up "some" energy */
3269 m_ptr->energy_need += ENERGY_NEED();
3272 /* Save global index */
3275 /* Process the monster */
3278 reset_target(m_ptr);
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;
3284 /* Hack -- notice death or departure */
3285 if (!p_ptr->playing || p_ptr->is_dead) break;
3287 /* Notice leaving */
3288 if (p_ptr->leaving) break;
3291 /* Reset global index */
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))
3298 /* Acquire monster race */
3299 r_ptr = &r_info[p_ptr->monster_race_idx];
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))
3315 p_ptr->window |= (PW_MONSTER);