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"
38 * @brief モンスターが敵に接近するための方向を決める /
39 * Calculate the direction to the next enemy
40 * @param m_idx モンスターの参照ID
41 * @param mm 移動するべき方角IDを返す参照ポインタ
42 * @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
44 static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
47 POSITION x = 0, y = 0;
52 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
53 monster_race *r_ptr = &r_info[m_ptr->r_idx];
56 if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
58 y = current_floor_ptr->m_list[riding_t_m_idx].fy;
59 x = current_floor_ptr->m_list[riding_t_m_idx].fx;
61 else if (is_pet(m_ptr) && pet_t_m_idx)
63 y = current_floor_ptr->m_list[pet_t_m_idx].fy;
64 x = current_floor_ptr->m_list[pet_t_m_idx].fx;
68 if (p_ptr->inside_battle)
70 start = randint1(m_max-1)+m_max;
71 if(randint0(2)) plus = -1;
73 else start = m_max + 1;
75 /* Scan thru all monsters */
76 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
78 MONSTER_IDX dummy = (i % m_max);
83 t_ptr = ¤t_floor_ptr->m_list[t_idx];
85 /* The monster itself isn't a target */
86 if (t_ptr == m_ptr) continue;
88 if (!monster_is_valid(t_ptr)) continue;
92 /* Hack -- only fight away from player */
93 if (p_ptr->pet_follow_distance < 0)
95 /* No fighting near player */
96 if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
101 /* Hack -- no fighting away from player */
102 else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > p_ptr->pet_follow_distance))
107 if (r_ptr->aaf < t_ptr->cdis) continue;
110 /* Monster must be 'an enemy' */
111 if (!are_enemies(m_ptr, t_ptr)) continue;
113 /* Monster must be projectable if we can't pass through walls */
114 if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
115 ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
117 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
121 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
124 /* OK -- we've got a target */
130 if (!x && !y) return FALSE;
133 /* Extract the direction */
138 if ((y < 0) && (x == 0))
145 else if ((y > 0) && (x == 0))
152 else if ((x > 0) && (y == 0))
159 else if ((x < 0) && (y == 0))
166 else if ((y < 0) && (x < 0))
173 else if ((y < 0) && (x > 0))
180 else if ((y > 0) && (x < 0))
187 else if ((y > 0) && (x > 0))
194 /* Found a monster */
199 * @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 /
200 * Returns whether a given monster will try to run from the player.
201 * @param m_idx 逃走するモンスターの参照ID
202 * @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。
204 * Monsters will attempt to avoid very powerful players. See below.\n
206 * Because this function is called so often, little details are important\n
207 * for efficiency. Like not using "mod" or "div" when possible. And\n
208 * attempting to check the conditions in an optimal order. Note that\n
209 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
211 * Note that this function is responsible for about one to five percent\n
212 * of the processor use in normal conditions...\n
214 static bool mon_will_run(MONSTER_IDX m_idx)
216 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
220 monster_race *r_ptr = &r_info[m_ptr->r_idx];
224 HIT_POINT p_chp, p_mhp;
225 HIT_POINT m_chp, m_mhp;
230 /* Friends can be commanded to avoid the player */
233 /* Are we trying to avoid the player? */
234 return ((p_ptr->pet_follow_distance < 0) &&
235 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
238 /* Keep monsters from running too far away */
239 if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
241 /* All "afraid" monsters will run away */
242 if (MON_MONFEAR(m_ptr)) return (TRUE);
246 /* Nearby monsters will not become terrified */
247 if (m_ptr->cdis <= 5) return (FALSE);
249 /* Examine player power (level) */
252 /* Examine monster power (level plus morale) */
253 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
255 /* Optimize extreme cases below */
256 if (m_lev > p_lev + 4) return (FALSE);
257 if (m_lev + 4 <= p_lev) return (TRUE);
259 /* Examine player health */
263 /* Examine monster health */
265 m_mhp = m_ptr->maxhp;
267 /* Prepare to optimize the calculation */
268 p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
269 m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
271 /* Strong players scare strong monsters */
272 if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
276 /* Assume no terror */
282 * @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 /
283 * Search spell castable grid
284 * @param m_idx モンスターの参照ID
285 * @param yp 適したマスのY座標を返す参照ポインタ
286 * @param xp 適したマスのX座標を返す参照ポインタ
287 * @return 有効なマスがあった場合TRUEを返す
289 static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
292 POSITION y, x, y1, x1;
295 bool can_open_door = FALSE;
298 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
299 monster_race *r_ptr = &r_info[m_ptr->r_idx];
301 /* Monster location */
305 /* Monster can already cast spell to player */
306 if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
308 /* Set current grid cost */
309 now_cost = current_floor_ptr->grid_array[y1][x1].cost;
310 if (now_cost == 0) now_cost = 999;
312 /* Can monster bash or open doors? */
313 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
315 can_open_door = TRUE;
318 /* Check nearby grids, diagonals first */
319 for (i = 7; i >= 0; i--)
326 /* Ignore locations off of edge */
327 if (!in_bounds2(y, x)) continue;
329 /* Simply move to player */
330 if (player_bold(y, x)) return (FALSE);
332 g_ptr = ¤t_floor_ptr->grid_array[y][x];
336 /* Monster cannot kill or pass walls */
337 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))))
339 if (cost == 0) continue;
340 if (!can_open_door && is_closed_door(g_ptr->feat)) continue;
343 /* Hack -- for kill or pass wall monster.. */
344 if (cost == 0) cost = 998;
346 if (now_cost < cost) continue;
348 if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
350 /* Accept louder sounds */
351 if (best < cost) continue;
354 (*yp) = y1 + ddy_ddd[i];
355 (*xp) = x1 + ddx_ddd[i];
358 /* No legal move (?) */
359 if (best == 999) return (FALSE);
367 * @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 /
368 * Choose the "best" direction for "flowing"
369 * @param m_idx モンスターの参照ID
370 * @param yp 移動先のマスのY座標を返す参照ポインタ
371 * @param xp 移動先のマスのX座標を返す参照ポインタ
372 * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
373 * @return 有効なマスがあった場合TRUEを返す
375 * Note that ghosts and rock-eaters are never allowed to "flow",\n
376 * since they should move directly towards the player.\n
378 * Prefer "non-diagonal" directions, but twiddle them a little\n
379 * to angle slightly towards the player's actual location.\n
381 * Allow very perceptive monsters to track old "spoor" left by\n
382 * previous locations occupied by the player. This will tend\n
383 * to have monsters end up either near the player or on a grid\n
384 * recently occupied by the player (and left via "teleport").\n
386 * Note that if "smell" is turned on, all monsters get vicious.\n
388 * Also note that teleporting away from a location will cause\n
389 * the monsters who were chasing you to converge on that location\n
390 * as long as you are still near enough to "annoy" them without\n
391 * being close enough to chase directly. I have no idea what will\n
392 * happen if you combine "smell" with low "aaf" values.\n
394 static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
397 POSITION y, x, y1, x1;
400 bool use_scent = FALSE;
402 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
403 monster_race *r_ptr = &r_info[m_ptr->r_idx];
405 /* Can monster cast attack spell? */
406 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
407 r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
408 r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
410 /* Can move spell castable grid? */
411 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
414 /* Monster can't flow */
415 if (no_flow) return (FALSE);
417 /* Monster can go through rocks */
418 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
419 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
421 /* Monster location */
425 /* Hack -- Player can see us, run towards him */
426 if (player_has_los_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)) return (FALSE);
429 g_ptr = ¤t_floor_ptr->grid_array[y1][x1];
431 /* If we can hear noises, advance towards them */
437 /* Otherwise, try to follow a scent trail */
438 else if (g_ptr->when)
441 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when - g_ptr->when > 127) return (FALSE);
447 /* Otherwise, advance blindly */
453 /* Check nearby grids, diagonals first */
454 for (i = 7; i >= 0; i--)
459 /* Ignore locations off of edge */
460 if (!in_bounds2(y, x)) continue;
462 g_ptr = ¤t_floor_ptr->grid_array[y][x];
464 /* We're following a scent trail */
467 int when = g_ptr->when;
469 /* Accept younger scent */
470 if (best > when) continue;
474 /* We're using sound */
479 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
481 else cost = g_ptr->cost;
483 /* Accept louder sounds */
484 if ((cost == 0) || (best < cost)) continue;
488 /* Hack -- Save the "twiddled" location */
489 (*yp) = p_ptr->y + 16 * ddy_ddd[i];
490 (*xp) = p_ptr->x + 16 * ddx_ddd[i];
493 /* No legal move (?) */
494 if (best == 999 || best == 0) return (FALSE);
502 * @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 /
503 * Provide a location to flee to, but give the player a wide berth.
504 * @param m_idx モンスターの参照ID
505 * @param yp 移動先のマスのY座標を返す参照ポインタ
506 * @param xp 移動先のマスのX座標を返す参照ポインタ
507 * @return 有効なマスがあった場合TRUEを返す
509 * A monster may wish to flee to a location that is behind the player,\n
510 * but instead of heading directly for it, the monster should "swerve"\n
511 * around the player so that he has a smaller chance of getting hit.\n
513 static bool get_fear_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
515 POSITION y, x, y1, x1, fy, fx, gy = 0, gx = 0;
519 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
521 /* Monster location */
525 /* Desired destination */
529 /* Check nearby grids, diagonals first */
530 for (i = 7; i >= 0; i--)
537 /* Ignore locations off of edge */
538 if (!in_bounds2(y, x)) continue;
540 /* Don't move toward player */
541 /* if (current_floor_ptr->grid_array[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
543 /* Calculate distance of this grid from our destination */
544 dis = distance(y, x, y1, x1);
546 /* Score this grid */
547 s = 5000 / (dis + 3) - 500 / (current_floor_ptr->grid_array[y][x].dist + 1);
549 /* No negative scores */
552 /* Ignore lower scores */
553 if (s < score) continue;
555 /* Save the score and time */
558 /* Save the location */
563 /* No legal move (?) */
564 if (score == -1) return (FALSE);
575 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
578 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
579 * offsets of all the locations with a distance of n from a central point,
580 * with an offset of (0,0) indicating no more offsets at this distance.
582 * This is, of course, fairly unreadable, but it eliminates multiple loops
583 * from the previous version.
585 * It is probably better to replace these arrays with code to compute
586 * the relevant arrays, even if the storage is pre-allocated in hard
587 * coded sizes. At the very least, code should be included which is
588 * able to generate and dump these arrays (ala "los()").
590 * Also, the storage needs could be halved by using bytes.
592 * These arrays could be combined into two big arrays, using sub-arrays
593 * to hold the offsets and lengths of each portion of the sub-arrays, and
594 * this could perhaps also be used somehow in the "look" code.
598 static POSITION d_off_y_0[] = { 0 };
599 static POSITION d_off_x_0[] = { 0 };
601 static POSITION d_off_y_1[] = { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
602 static POSITION d_off_x_1[] = { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
604 static POSITION d_off_y_2[] = { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
605 static POSITION d_off_x_2[] = { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
607 static POSITION d_off_y_3[] = { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2, 3, 3, 3, 0 };
608 static POSITION d_off_x_3[] = { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2, -1, 0, 1, 0 };
610 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 };
611 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 };
614 static POSITION d_off_y_5[] =
615 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
616 -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
619 static POSITION d_off_x_5[] =
620 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
621 -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
625 static POSITION d_off_y_6[] =
626 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
627 -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
630 static POSITION d_off_x_6[] =
631 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
632 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
633 -3, 2, 3, -1, 0, 1, 0 };
636 static POSITION d_off_y_7[] =
637 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
638 -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
639 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
641 static POSITION d_off_x_7[] =
642 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
643 -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
644 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
648 static POSITION d_off_y_8[] =
649 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
650 -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
651 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
654 static POSITION d_off_x_8[] =
655 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
656 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
657 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
661 static POSITION d_off_y_9[] =
662 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
663 -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
664 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
665 7, 8, 8, 8, 8, 9, 9, 9, 0 };
667 static POSITION d_off_x_9[] =
668 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
669 -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
670 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
671 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
674 static POSITION *dist_offsets_y[10] =
676 d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
677 d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
680 static POSITION *dist_offsets_x[10] =
682 d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
683 d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
687 * @brief モンスターが逃げ込める安全な地点を返す /
688 * Choose a "safe" location near a monster for it to run toward.
689 * @param m_idx モンスターの参照ID
690 * @param yp 移動先のマスのY座標を返す参照ポインタ
691 * @param xp 移動先のマスのX座標を返す参照ポインタ
692 * @return 有効なマスがあった場合TRUEを返す
694 * A location is "safe" if it can be reached quickly and the player\n
695 * is not able to fire into it (it isn't a "clean shot"). So, this will\n
696 * cause monsters to "duck" behind walls. Hopefully, monsters will also\n
697 * try to run towards corridor openings if they are in a room.\n
699 * This function may take lots of CPU time if lots of monsters are\n
702 * Return TRUE if a safe location is available.\n
704 static bool find_safety(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
706 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
708 POSITION fy = m_ptr->fy;
709 POSITION fx = m_ptr->fx;
711 POSITION y, x, dy, dx, d, dis, i;
712 POSITION gy = 0, gx = 0, gdis = 0;
719 /* Start with adjacent locations, spread further */
720 for (d = 1; d < 10; d++)
722 /* Get the lists of points with a distance d from (fx, fy) */
723 y_offsets = dist_offsets_y[d];
724 x_offsets = dist_offsets_x[d];
726 /* Check the locations */
727 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
729 i++, dx = x_offsets[i], dy = y_offsets[i])
734 /* Skip illegal locations */
735 if (!in_bounds(y, x)) continue;
737 g_ptr = ¤t_floor_ptr->grid_array[y][x];
739 /* Skip locations in a wall */
740 if (!monster_can_cross_terrain(g_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
742 /* Check for "availability" (if monsters can flow) */
743 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
745 /* Ignore grids very far from the player */
746 if (g_ptr->dist == 0) continue;
748 /* Ignore too-distant grids */
749 if (g_ptr->dist > current_floor_ptr->grid_array[fy][fx].dist + 2 * d) continue;
752 /* Check for absence of shot (more or less) */
753 if (!projectable(p_ptr->y, p_ptr->x, y, x))
755 /* Calculate distance from player */
756 dis = distance(y, x, p_ptr->y, p_ptr->x);
758 /* Remember if further than previous */
768 /* Check for success */
775 /* Found safe place */
786 * @brief モンスターが隠れ潜める地点を返す /
787 * Choose a good hiding place near a monster for it to run toward.
788 * @param m_idx モンスターの参照ID
789 * @param yp 移動先のマスのY座標を返す参照ポインタ
790 * @param xp 移動先のマスのX座標を返す参照ポインタ
791 * @return 有効なマスがあった場合TRUEを返す
793 * Pack monsters will use this to "ambush" the player and lure him out\n
794 * of corridors into open space so they can swarm him.\n
796 * Return TRUE if a good location is available.\n
798 static bool find_hiding(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
800 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
801 monster_race *r_ptr = &r_info[m_ptr->r_idx];
803 POSITION fy = m_ptr->fy;
804 POSITION fx = m_ptr->fx;
806 POSITION y, x, dy, dx, d, dis, i;
807 POSITION gy = 0, gx = 0, gdis = 999;
809 POSITION *y_offsets, *x_offsets;
811 /* Start with adjacent locations, spread further */
812 for (d = 1; d < 10; d++)
814 /* Get the lists of points with a distance d from (fx, fy) */
815 y_offsets = dist_offsets_y[d];
816 x_offsets = dist_offsets_x[d];
818 /* Check the locations */
819 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
821 i++, dx = x_offsets[i], dy = y_offsets[i])
826 /* Skip illegal locations */
827 if (!in_bounds(y, x)) continue;
829 /* Skip occupied locations */
830 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
832 /* Check for hidden, available grid */
833 if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
835 /* Calculate distance from player */
836 dis = distance(y, x, p_ptr->y, p_ptr->x);
838 /* Remember if closer than previous */
839 if (dis < gdis && dis >= 2)
848 /* Check for success */
855 /* Found good place */
866 * @brief モンスターの移動方向を返す /
867 * Choose "logical" directions for monster movement
868 * @param m_idx モンスターの参照ID
869 * @param mm 移動方向を返す方向IDの参照ポインタ
870 * @return 有効方向があった場合TRUEを返す
872 static bool get_moves(MONSTER_IDX m_idx, DIRECTION *mm)
874 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
875 monster_race *r_ptr = &r_info[m_ptr->r_idx];
876 POSITION y = 0, ay, x = 0, ax;
878 POSITION y2 = p_ptr->y;
879 POSITION x2 = p_ptr->x;
881 bool will_run = mon_will_run(m_idx);
883 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].cost > 2));
884 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
886 /* Counter attack to an enemy monster */
887 if (!will_run && m_ptr->target_y)
889 int t_m_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
891 /* The monster must be an enemy, and in LOS */
893 are_enemies(m_ptr, ¤t_floor_ptr->m_list[t_m_idx]) &&
894 los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
895 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
897 /* Extract the "pseudo-direction" */
898 y = m_ptr->fy - m_ptr->target_y;
899 x = m_ptr->fx - m_ptr->target_x;
904 if (!done && !will_run && is_hostile(m_ptr) &&
905 (r_ptr->flags1 & RF1_FRIENDS) &&
906 ((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)) ||
907 (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
910 * Animal packs try to get the player out of corridors
911 * (...unless they can move through walls -- TY)
913 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
914 !(r_ptr->flags2 & RF2_KILL_WALL))
918 /* Count room grids next to player */
919 for (i = 0; i < 8; i++)
921 int xx = p_ptr->x + ddx_ddd[i];
922 int yy = p_ptr->y + ddy_ddd[i];
924 if (!in_bounds2(yy, xx)) continue;
926 g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
929 if (monster_can_cross_terrain(g_ptr->feat, r_ptr, 0))
931 /* One more room grid */
935 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_ROOM) room -= 2;
936 if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
938 /* Not in a room and strong player */
939 if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
940 (p_ptr->mhp + p_ptr->msp))
942 /* Find hiding place */
943 if (find_hiding(m_idx, &y, &x)) done = TRUE;
947 /* Monster groups try to surround the player */
948 if (!done && (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < 3))
952 /* Find an empty square near the player to fill */
953 for (i = 0; i < 8; i++)
955 /* Pick squares near player (semi-randomly) */
956 y2 = p_ptr->y + ddy_ddd[(m_idx + i) & 7];
957 x2 = p_ptr->x + ddx_ddd[(m_idx + i) & 7];
960 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
962 /* Attack the player */
969 if (!in_bounds2(y2, x2)) continue;
971 /* Ignore filled grids */
972 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
974 /* Try to fill this hole */
978 /* Extract the new "pseudo-direction" */
988 /* Flow towards the player */
989 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
991 /* Extract the "pseudo-direction" */
998 /* Apply fear if possible and necessary */
999 if (is_pet(m_ptr) && will_run)
1001 /* XXX XXX Not very "smart" */
1006 if (!done && will_run)
1011 /* Try to find safe place */
1012 if (find_safety(m_idx, &y, &x))
1014 /* Attempt to avoid the player */
1017 /* Adjust movement */
1018 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1024 /* This is not a very "smart" method XXX XXX */
1032 /* Check for no move */
1033 if (!x && !y) return (FALSE);
1036 /* Extract the "absolute distances" */
1040 /* Do something weird */
1041 if (y < 0) move_val += 8;
1042 if (x > 0) move_val += 4;
1044 /* Prevent the diamond maneuvre */
1045 if (ay > (ax << 1)) move_val += 2;
1046 else if (ax > (ay << 1)) move_val++;
1048 /* Extract some directions */
1193 /* Wants to move... */
1199 * @brief モンスターから敵モンスターへの命中判定
1200 * @param power 打撃属性による基本命中値
1201 * @param level 攻撃側モンスターのレベル
1202 * @param ac 目標モンスターのAC
1203 * @param stun 攻撃側モンスターが朦朧状態ならTRUEを返す
1204 * @return 命中ならばTRUEを返す
1206 static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
1210 /* Percentile dice */
1213 if (stun && one_in_(2)) return FALSE;
1215 /* Hack -- Always miss or hit */
1216 if (k < 10) return (k < 5);
1218 /* Calculate the "attack quality" */
1219 i = (power + (level * 3));
1221 /* Power and Level compete against Armor */
1222 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1229 #define BLOW_EFFECT_TYPE_NONE 0
1230 #define BLOW_EFFECT_TYPE_FEAR 1
1231 #define BLOW_EFFECT_TYPE_SLEEP 2
1232 #define BLOW_EFFECT_TYPE_HEAL 3
1236 * @brief モンスターから敵モンスターへの打撃攻撃処理
1237 * @param m_idx 攻撃側モンスターの参照ID
1238 * @param t_idx 目標側モンスターの参照ID
1239 * @return 実際に打撃処理が行われた場合TRUEを返す
1241 static bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
1243 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1244 monster_type *t_ptr = ¤t_floor_ptr->m_list[t_idx];
1246 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1247 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1249 ARMOUR_CLASS ap_cnt;
1253 GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
1254 char temp[MAX_NLEN];
1256 bool explode = FALSE, touched = FALSE, fear = FALSE, dead = FALSE;
1257 POSITION y_saver = t_ptr->fy;
1258 POSITION x_saver = t_ptr->fx;
1261 bool see_m = is_seen(m_ptr);
1262 bool see_t = is_seen(t_ptr);
1263 bool see_either = see_m || see_t;
1265 /* Can the player be aware of this attack? */
1266 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1267 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1269 /* Cannot attack self */
1270 if (m_idx == t_idx) return FALSE;
1272 /* Not allowed to attack */
1273 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1275 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
1280 /* Extract the effective monster level */
1281 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1283 monster_desc(m_name, m_ptr, 0);
1284 monster_desc(t_name, t_ptr, 0);
1286 /* Assume no blink */
1289 if (!see_either && known)
1294 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
1296 /* Scan through all four blows */
1297 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1299 bool obvious = FALSE;
1301 HIT_POINT power = 0;
1302 HIT_POINT damage = 0;
1306 /* Extract the attack infomation */
1307 int effect = r_ptr->blow[ap_cnt].effect;
1308 int method = r_ptr->blow[ap_cnt].method;
1309 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1310 int d_side = r_ptr->blow[ap_cnt].d_side;
1312 if (!monster_is_valid(m_ptr)) break;
1314 /* Stop attacking if the target dies! */
1315 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1318 /* Hack -- no more attacks */
1321 if (method == RBM_SHOOT) continue;
1323 /* Extract the attack "power" */
1324 power = mbe_info[effect].power;
1327 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1329 (void)set_monster_csleep(t_idx, 0);
1333 /* Redraw the health bar */
1334 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
1335 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
1338 /* Describe the attack method */
1343 act = _("%sを殴った。", "hits %s.");
1350 act = _("%sを触った。", "touches %s.");
1357 act = _("%sをパンチした。", "punches %s.");
1364 act = _("%sを蹴った。", "kicks %s.");
1371 act = _("%sをひっかいた。", "claws %s.");
1378 act = _("%sを噛んだ。", "bites %s.");
1385 act = _("%sを刺した。", "stings %s.");
1392 act = _("%sを斬った。", "slashes %s.");
1398 act = _("%sを角で突いた。", "butts %s.");
1405 act = _("%sに体当りした。", "crushes %s.");
1412 act = _("%sを飲み込んだ。", "engulfs %s.");
1419 act = _("%sに請求書をよこした。", "charges %s.");
1426 act = _("%sの体の上を這い回った。", "crawls on %s.");
1433 act = _("%sによだれをたらした。", "drools on %s.");
1440 act = _("%sに唾を吐いた。", "spits on %s.");
1447 if (see_either) disturb(TRUE, TRUE);
1448 act = _("爆発した。", "explodes.");
1456 act = _("%sをにらんだ。", "gazes at %s.");
1463 act = _("%sに泣きついた。", "wails at %s.");
1470 act = _("%sに胞子を飛ばした。", "releases spores at %s.");
1477 act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
1484 act = _("%sに金をせがんだ。", "begs %s for money.");
1491 act = _("%sを侮辱した。", "insults %s.");
1498 act = _("%sにむかってうめいた。", "moans at %s.");
1505 act = _("%sにむかって歌った。", "sings to %s.");
1511 if (act && see_either)
1514 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1515 strfmt(temp, act, t_name);
1516 msg_format("%^sは%s", m_name, temp);
1518 if (do_silly_attack)
1520 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1521 strfmt(temp, "%s %s.", act, t_name);
1523 else strfmt(temp, act, t_name);
1524 msg_format("%^s %s", m_name, temp);
1528 /* Hack -- assume all attacks are obvious */
1531 /* Roll out the damage */
1532 damage = damroll(d_dice, d_side);
1534 /* Assume no effect */
1535 effect_type = BLOW_EFFECT_TYPE_NONE;
1539 /* Apply appropriate damage */
1548 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1550 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1551 damage = MAX(damage, tmp_damage * 2);
1558 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1573 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1609 effect_type = BLOW_EFFECT_TYPE_FEAR;
1613 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1617 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1618 if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1633 pt = GF_HYPODYNAMIA;
1634 effect_type = BLOW_EFFECT_TYPE_HEAL;
1652 /* Do damage if not exploding */
1655 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1656 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1659 switch (effect_type)
1661 case BLOW_EFFECT_TYPE_FEAR:
1662 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1663 damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1666 case BLOW_EFFECT_TYPE_SLEEP:
1667 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1668 r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1671 case BLOW_EFFECT_TYPE_HEAL:
1672 if ((monster_living(m_idx)) && (damage > 2))
1674 bool did_heal = FALSE;
1676 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1679 m_ptr->hp += damroll(4, damage / 6);
1680 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1682 /* Redraw (later) if needed */
1683 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1684 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1686 /* Special message */
1687 if (see_m && did_heal)
1689 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1698 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
1700 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1704 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
1706 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
1707 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1708 damroll (1 + ((tr_ptr->level) / 26),
1709 1 + ((tr_ptr->level) / 17)),
1710 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1714 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1719 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
1721 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1725 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
1727 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
1728 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1729 damroll (1 + ((tr_ptr->level) / 26),
1730 1 + ((tr_ptr->level) / 17)),
1731 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1735 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1740 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
1742 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1746 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
1748 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
1749 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1750 damroll (1 + ((tr_ptr->level) / 26),
1751 1 + ((tr_ptr->level) / 17)),
1752 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1756 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1763 /* Monster missed player */
1766 /* Analyze failed attacks */
1782 (void)set_monster_csleep(t_idx, 0);
1784 /* Visible monsters */
1788 msg_format("%sは%^sの攻撃をかわした。", t_name, m_name);
1790 msg_format("%^s misses %s.", m_name, t_name);
1800 /* Analyze "visible" monsters only */
1801 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
1803 /* Count "obvious" attacks (and ones that cause damage) */
1804 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
1806 /* Count attacks of this type */
1807 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
1809 r_ptr->r_blows[ap_cnt]++;
1817 sound(SOUND_EXPLODE);
1819 /* Cancel Invulnerability */
1820 (void)set_monster_invulner(m_idx, 0, FALSE);
1821 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);
1826 if (blinked && m_ptr->r_idx)
1828 if (teleport_barrier(m_idx))
1832 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."));
1843 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
1850 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
1858 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
1860 return !have_flag(f_ptr->flags, FF_GLASS) ||
1861 (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
1862 (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
1867 * @brief モンスター単体の1ターン行動処理メインルーチン /
1869 * @param m_idx 行動モンスターの参照ID
1872 * The monster is known to be within 100 grids of the player\n
1874 * In several cases, we directly update the monster lore\n
1876 * Note that a monster is only allowed to "reproduce" if there\n
1877 * are a limited number of "reproducing" monsters on the current\n
1878 * level. This should prevent the level from being "swamped" by\n
1879 * reproducing monsters. It also allows a large mass of mice to\n
1880 * prevent a louse from multiplying, but this is a small price to\n
1881 * pay for a simple multiplication method.\n
1883 * XXX Monster fear is slightly odd, in particular, monsters will\n
1884 * fixate on opening a door even if they cannot open it. Actually,\n
1885 * the same thing happens to normal monsters when they hit a door\n
1887 * In addition, monsters which *cannot* open or bash\n
1888 * down a door will still stand there trying to open it...\n
1890 * XXX Technically, need to check for monster in the way\n
1891 * combined with that monster being in a wall (or door?)\n
1893 * A "direction" of "5" means "pick a random direction".\n
1895 void process_monster(MONSTER_IDX m_idx)
1897 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1898 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1899 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
1902 POSITION oy, ox, ny, nx;
1907 feature_type *f_ptr;
1909 monster_type *y_ptr;
1914 bool must_alter_to_move;
1923 bool gets_angry = FALSE;
1928 bool is_riding_mon = (m_idx == p_ptr->riding);
1929 bool see_m = is_seen(m_ptr);
1931 if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
1933 if (rakuba(0, TRUE))
1936 msg_print("地面に落とされた。");
1938 GAME_TEXT m_name[MAX_NLEN];
1939 monster_desc(m_name, ¤t_floor_ptr->m_list[p_ptr->riding], 0);
1940 msg_format("You have fallen from %s.", m_name);
1945 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
1947 choose_new_monster(m_idx, FALSE, 0);
1948 r_ptr = &r_info[m_ptr->r_idx];
1951 /* Players hidden in shadow are almost imperceptable. -LM- */
1952 if (p_ptr->special_defense & NINJA_S_STEALTH)
1954 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
1955 if (p_ptr->monlite) tmp /= 3;
1956 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1957 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
1958 /* Low-level monsters will find it difficult to locate the player. */
1959 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
1962 /* Are there its parent? */
1963 if (m_ptr->parent_m_idx && !current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
1965 /* Its parent have gone, it also goes away. */
1969 GAME_TEXT m_name[MAX_NLEN];
1970 monster_desc(m_name, m_ptr, 0);
1971 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
1974 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1976 GAME_TEXT m_name[MAX_NLEN];
1977 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1978 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
1981 delete_monster_idx(m_idx);
1986 /* Quantum monsters are odd */
1987 if (r_ptr->flags2 & (RF2_QUANTUM))
1989 /* Sometimes skip move */
1990 if (!randint0(2)) return;
1993 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
1997 if (is_pet(m_ptr) && !(m_ptr->ml)) sad = TRUE;
2001 GAME_TEXT m_name[MAX_NLEN];
2002 monster_desc(m_name, m_ptr, 0);
2004 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2007 /* Generate treasure, etc */
2008 monster_death(m_idx, FALSE);
2010 delete_monster_idx(m_idx);
2013 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2020 if (m_ptr->r_idx == MON_SHURYUUDAN)
2022 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);
2026 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2028 static int riding_pinch = 0;
2030 if (m_ptr->hp < m_ptr->maxhp/3)
2032 GAME_TEXT m_name[MAX_NLEN];
2033 monster_desc(m_name, m_ptr, 0);
2035 if (is_riding_mon && riding_pinch < 2)
2037 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。",
2038 "%^s seems to be in so much pain, and trying to escape from your restriction."), m_name);
2040 disturb(TRUE, TRUE);
2046 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);
2047 if (rakuba(-1, FALSE))
2049 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2055 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) &&
2056 player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))
2058 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);
2060 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);
2061 msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
2064 if (is_riding_mon && rakuba(-1, FALSE))
2066 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2069 check_quest_completion(m_ptr);
2070 delete_monster_idx(m_idx);
2076 /* Reset the counter */
2077 if (is_riding_mon) riding_pinch = 0;
2081 /* Handle "sleep" */
2082 if (MON_CSLEEP(m_ptr))
2084 /* Handle non-aggravation - Still sleeping */
2085 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2087 (void)set_monster_csleep(m_idx, 0);
2089 /* Notice the "waking up" */
2092 GAME_TEXT m_name[MAX_NLEN];
2093 monster_desc(m_name, m_ptr, 0);
2094 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2097 /* Hack -- Count the wakings */
2098 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2105 if (MON_STUNNED(m_ptr))
2107 /* Sometimes skip move */
2108 if (one_in_(2)) return;
2113 p_ptr->update |= (PU_BONUS);
2116 /* No one wants to be your friend if you're aggravating */
2117 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2120 /* Paranoia... no pet uniques outside wizard mode -- TY */
2121 if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2122 monster_has_hostile_align(NULL, 10, -10, r_ptr)) || (r_ptr->flagsr & RFR_RES_ALL)))
2127 if (p_ptr->inside_battle) gets_angry = FALSE;
2131 if (is_pet(m_ptr) || see_m)
2133 GAME_TEXT m_name[MAX_NLEN];
2134 monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
2135 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
2141 /* Get the origin */
2145 /* Attempt to "multiply" if able and allowed */
2146 if ((r_ptr->flags2 & RF2_MULTIPLY) && (current_floor_ptr->num_repro < MAX_REPRO))
2151 /* Count the adjacent monsters */
2152 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2154 for (x = ox - 1; x <= ox + 1; x++)
2156 /* Ignore locations off of edge */
2157 if (!in_bounds2(y, x)) continue;
2158 if (current_floor_ptr->grid_array[y][x].m_idx) k++;
2163 if (multiply_barrier(m_idx)) k = 8;
2165 /* Hack -- multiply slower in crowded areas */
2166 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2168 /* Try to multiply */
2169 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2171 /* Take note if visible */
2172 if (current_floor_ptr->m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2174 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2177 /* Multiplying takes energy */
2183 if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
2185 /* Hack -- Ohmu scatters molds! */
2186 if (m_ptr->r_idx == MON_OHMU)
2188 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2190 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2193 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2194 BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2196 for (k = 0; k < A_MAX; k++)
2198 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode), '\0'))
2200 if (current_floor_ptr->m_list[hack_m_idx_ii].ml) count++;
2204 if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2210 if (!p_ptr->inside_battle)
2212 /* Hack! "Cyber" monster makes noise... */
2213 if (m_ptr->ap_r_idx == MON_CYBER &&
2214 one_in_(CYBERNOISE) &&
2215 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2217 if (disturb_minor) disturb(FALSE, FALSE);
2218 msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
2221 /* Some monsters can speak */
2222 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2223 one_in_(SPEAK_CHANCE) &&
2224 player_has_los_bold(oy, ox) &&
2225 projectable(oy, ox, p_ptr->y, p_ptr->x))
2227 GAME_TEXT m_name[MAX_NLEN];
2228 char monmessage[1024];
2231 /* Acquire the monster name/poss */
2233 monster_desc(m_name, m_ptr, 0);
2235 strcpy(m_name, _("それ", "It"));
2237 /* Select the file for monster quotes */
2238 if (MON_MONFEAR(m_ptr))
2239 filename = _("monfear_j.txt", "monfear.txt");
2240 else if (is_pet(m_ptr))
2241 filename = _("monpet_j.txt", "monpet.txt");
2242 else if (is_friendly(m_ptr))
2243 filename = _("monfrien_j.txt", "monfrien.txt");
2245 filename = _("monspeak_j.txt", "monspeak.txt");
2246 /* Get the monster line */
2247 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2250 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2255 /* Try to cast spell occasionally */
2256 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2258 bool counterattack = FALSE;
2260 /* Give priority to counter attack? */
2261 if (m_ptr->target_y)
2263 MONSTER_IDX t_m_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
2265 /* The monster must be an enemy, and projectable */
2266 if (t_m_idx && are_enemies(m_ptr, ¤t_floor_ptr->m_list[t_m_idx]) &&
2267 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2269 counterattack = TRUE;
2275 /* Attempt to cast a spell */
2276 if (aware && make_attack_spell(m_idx)) return;
2279 * Attempt to cast a spell at an enemy other than the player
2280 * (may slow the game a smidgeon, but I haven't noticed.)
2282 if (monst_spell_monst(m_idx)) return;
2286 /* Attempt to do counter attack at first */
2287 if (monst_spell_monst(m_idx)) return;
2289 if (aware && make_attack_spell(m_idx)) return;
2293 /* Hack -- Assume no movement */
2294 mm[0] = mm[1] = mm[2] = mm[3] = 0;
2295 mm[4] = mm[5] = mm[6] = mm[7] = 0;
2298 /* Confused -- 100% random */
2299 if (MON_CONFUSED(m_ptr) || !aware)
2301 /* Try four "random" directions */
2302 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2305 /* 75% random movement */
2306 else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2307 (randint0(100) < 75))
2309 /* Memorize flags */
2310 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2312 /* Try four "random" directions */
2313 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2316 /* 50% random movement */
2317 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2318 (randint0(100) < 50))
2320 /* Memorize flags */
2321 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2323 /* Try four "random" directions */
2324 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2327 /* 25% random movement */
2328 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2329 (randint0(100) < 25))
2331 /* Memorize flags */
2332 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2334 /* Try four "random" directions */
2335 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2338 /* Can't reach player - find something else to hit */
2339 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2341 /* Try four "random" directions */
2342 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2344 /* Look for an enemy */
2345 #if 0 /* Hack - Too slow. Mimic pits are horrible with this on. */
2346 get_enemy_dir(m_idx, mm);
2350 /* Pets will follow the player */
2351 else if (is_pet(m_ptr))
2353 /* Are we trying to avoid the player? */
2354 bool avoid = ((p_ptr->pet_follow_distance < 0) && (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2356 /* Do we want to find the player? */
2357 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2359 /* Should we find the player if we can't find a monster? */
2360 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2362 /* by default, move randomly */
2363 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2365 /* Look for an enemy */
2366 if (!get_enemy_dir(m_idx, mm))
2368 /* Find the player if necessary */
2369 if (avoid || lonely || distant)
2371 /* Remember the leash length */
2372 POSITION dis = p_ptr->pet_follow_distance;
2374 /* Hack -- adjust follow distance temporarily */
2375 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2377 p_ptr->pet_follow_distance = PET_SEEK_DIST;
2380 /* Find the player */
2381 (void)get_moves(m_idx, mm);
2383 /* Restore the leash */
2384 p_ptr->pet_follow_distance = (s16b)dis;
2389 /* Friendly monster movement */
2390 else if (!is_hostile(m_ptr))
2392 /* by default, move randomly */
2393 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2395 /* Look for an enemy */
2396 get_enemy_dir(m_idx, mm);
2398 /* Normal movement */
2401 /* Logical moves, may do nothing */
2402 if (!get_moves(m_idx, mm)) return;
2405 /* Assume nothing */
2409 must_alter_to_move = FALSE;
2411 /* Assume nothing */
2412 did_open_door = FALSE;
2413 did_bash_door = FALSE;
2414 did_take_item = FALSE;
2415 did_kill_item = FALSE;
2416 did_move_body = FALSE;
2417 did_pass_wall = FALSE;
2418 did_kill_wall = FALSE;
2420 /* Take a zero-terminated array of "directions" */
2421 for (i = 0; mm[i]; i++)
2423 /* Get the direction */
2426 /* Hack -- allow "randomized" motion */
2427 if (d == 5) d = ddd[randint0(8)];
2429 /* Get the destination */
2433 /* Ignore locations off of edge */
2434 if (!in_bounds2(ny, nx)) continue;
2436 /* Access that grid */
2437 g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
2438 f_ptr = &f_info[g_ptr->feat];
2439 can_cross = monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2441 /* Access that grid's contents */
2442 y_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
2444 /* Hack -- player 'in' wall */
2445 if (player_bold(ny, nx))
2450 /* Possibly a monster to attack */
2451 else if (g_ptr->m_idx)
2456 /* Monster destroys walls (and doors) */
2457 else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
2458 (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
2459 have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
2460 check_hp_for_feat_destruction(f_ptr, m_ptr))
2462 /* Eat through walls/doors/rubble */
2464 if (!can_cross) must_alter_to_move = TRUE;
2466 /* Monster destroyed a wall (later) */
2467 did_kill_wall = TRUE;
2470 /* Floor is open? */
2473 /* Go ahead and move */
2476 /* Monster moves through walls (and doors) */
2477 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2478 have_flag(f_ptr->flags, FF_CAN_PASS))
2480 /* Monster went through a wall */
2481 did_pass_wall = TRUE;
2485 /* Handle doors and secret doors */
2486 else if (is_closed_door(g_ptr->feat))
2488 bool may_bash = TRUE;
2490 /* Assume no move allowed */
2493 /* Creature can open doors. */
2494 if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2495 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2500 /* The door is open */
2501 did_open_door = TRUE;
2503 /* Do not bash the door */
2509 /* Locked doors (not jammed) */
2512 /* Try to unlock it */
2513 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2515 /* Unlock the door */
2516 cave_alter_feat(ny, nx, FF_DISARM);
2518 /* Do not bash the door */
2526 /* Stuck doors -- attempt to bash them down if allowed */
2527 if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2528 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2530 /* Attempt to Bash */
2531 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
2533 if (have_flag(f_ptr->flags, FF_GLASS))
2534 msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
2536 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2538 /* Disturb (sometimes) */
2539 if (disturb_minor) disturb(FALSE, FALSE);
2541 /* The door was bashed open */
2542 did_bash_door = TRUE;
2544 /* Hack -- fall into doorway */
2546 must_alter_to_move = TRUE;
2551 /* Deal with doors in the way */
2552 if (did_open_door || did_bash_door)
2554 /* Break down the door */
2555 if (did_bash_door && ((randint0(100) < 50) || (feat_state(g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
2557 cave_alter_feat(ny, nx, FF_BASH);
2559 if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */
2561 p_ptr->update |= (PU_FLOW);
2562 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2563 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2572 cave_alter_feat(ny, nx, FF_OPEN);
2575 f_ptr = &f_info[g_ptr->feat];
2577 /* Handle viewable doors */
2582 /* Hack -- check for Glyph of Warding */
2583 if (do_move && is_glyph_grid(g_ptr) &&
2584 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2586 /* Assume no move allowed */
2589 /* Break the ward */
2590 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2592 /* Describe observable breakage */
2593 if (g_ptr->info & CAVE_MARK)
2595 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2598 /* Forget the rune */
2599 g_ptr->info &= ~(CAVE_MARK);
2601 /* Break the rune */
2602 g_ptr->info &= ~(CAVE_OBJECT);
2605 /* Allow movement */
2611 else if (do_move && is_explosive_rune_grid(g_ptr) &&
2612 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2614 /* Assume no move allowed */
2617 /* Break the ward */
2620 /* Break the ward */
2621 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2623 /* Describe observable breakage */
2624 if (g_ptr->info & CAVE_MARK)
2626 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2627 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);
2632 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2635 /* Forget the rune */
2636 g_ptr->info &= ~(CAVE_MARK);
2638 /* Break the rune */
2639 g_ptr->info &= ~(CAVE_OBJECT);
2645 if (!monster_is_valid(m_ptr)) return;
2646 /* Allow movement */
2651 /* The player is in the way */
2652 if (do_move && player_bold(ny, nx))
2654 /* Some monsters never attack */
2655 if (r_ptr->flags1 & RF1_NEVER_BLOW)
2657 /* Hack -- memorize lack of attacks */
2658 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
2664 /* In anti-melee dungeon, stupid or confused monster takes useless current_world_ptr->game_turn */
2665 if (do_move && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
2667 if (!MON_CONFUSED(m_ptr))
2669 if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2672 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2677 /* The player is in the way. Attack him. */
2680 if (!p_ptr->riding || one_in_(2))
2683 (void)make_attack_normal(m_idx);
2688 /* Took a current_world_ptr->game_turn */
2694 /* A monster is in the way */
2695 if (do_move && g_ptr->m_idx)
2697 monster_race *z_ptr = &r_info[y_ptr->r_idx];
2699 /* Assume no movement */
2702 /* Attack 'enemies' */
2703 if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
2704 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
2705 can_cross && (g_ptr->m_idx != p_ptr->riding)) ||
2706 are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
2708 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2710 if (r_ptr->flags2 & RF2_KILL_BODY)
2712 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2716 if (y_ptr->r_idx && (y_ptr->hp >= 0))
2718 if (monst_attack_monst(m_idx, g_ptr->m_idx)) return;
2720 /* In anti-melee dungeon, stupid or confused monster takes useless current_world_ptr->game_turn */
2721 else if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
2723 if (MON_CONFUSED(m_ptr)) return;
2724 else if (r_ptr->flags2 & RF2_STUPID)
2726 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2734 /* Push past weaker monsters (unless leaving a wall) */
2735 else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
2736 (r_ptr->mexp > z_ptr->mexp) &&
2737 can_cross && (g_ptr->m_idx != p_ptr->riding) &&
2738 monster_can_cross_terrain(current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
2740 /* Allow movement */
2743 /* Monster pushed past another monster */
2744 did_move_body = TRUE;
2746 /* Wake up the moved monster */
2747 (void)set_monster_csleep(g_ptr->m_idx, 0);
2755 if (!p_ptr->riding_ryoute && !MON_MONFEAR(¤t_floor_ptr->m_list[p_ptr->riding])) do_move = FALSE;
2758 if (did_kill_wall && do_move)
2760 if (one_in_(GRINDNOISE))
2762 if (have_flag(f_ptr->flags, FF_GLASS))
2763 msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
2765 msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
2768 cave_alter_feat(ny, nx, FF_HURT_DISI);
2770 if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */
2772 p_ptr->update |= (PU_FLOW);
2773 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2774 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
2779 f_ptr = &f_info[g_ptr->feat];
2781 /* Note changes to viewable region */
2786 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
2788 if (!monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
2790 /* Assume no move allowed */
2796 * Check if monster can cross terrain
2797 * This is checked after the normal attacks
2798 * to allow monsters to attack an enemy,
2799 * even if it can't enter the terrain.
2801 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
2803 /* Assume no move allowed */
2807 /* Some monsters never move */
2808 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
2810 /* Hack -- memorize lack of moves */
2811 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
2817 /* Creature has been allowed move */
2822 if (have_flag(f_ptr->flags, FF_TREE))
2824 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
2826 m_ptr->energy_need += ENERGY_NEED();
2832 /* Hack -- Update the old location */
2833 current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
2835 /* Mega-Hack -- move the old monster, if any */
2838 /* Move the old monster */
2842 /* Update the old monster */
2843 update_monster(g_ptr->m_idx, TRUE);
2846 /* Hack -- Update the new location */
2847 g_ptr->m_idx = m_idx;
2849 /* Move the monster */
2852 update_monster(m_idx, TRUE);
2859 /* sound(SOUND_WALK); */
2860 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
2863 /* Possible disturb */
2866 (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
2867 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
2869 if (is_hostile(m_ptr))
2870 disturb(FALSE, TRUE);
2873 /* Take or Kill objects on the floor */
2874 if (g_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
2875 (!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
2877 OBJECT_IDX this_o_idx, next_o_idx;
2878 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
2880 /* Scan all objects in the grid */
2881 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
2883 BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
2884 GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
2885 object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
2886 next_o_idx = o_ptr->next_o_idx;
2891 if (o_ptr->tval == TV_GOLD) continue;
2894 * Skip "real" corpses and statues, to avoid extreme
2895 * silliness like a novice rogue pockets full of statues
2898 if ((o_ptr->tval == TV_CORPSE) ||
2899 (o_ptr->tval == TV_STATUE)) continue;
2902 /* Extract some flags */
2903 object_flags(o_ptr, flgs);
2905 /* Acquire the object name */
2906 object_desc(o_name, o_ptr, 0);
2907 monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
2909 /* React to objects that hurt the monster */
2910 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
2911 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
2912 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
2913 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
2914 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
2915 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
2916 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
2917 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
2918 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
2919 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
2920 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
2921 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
2922 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
2923 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
2924 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
2925 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
2926 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
2927 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
2928 if (have_flag(flgs, TR_BRAND_ACID)) flgr |= (RFR_IM_ACID);
2929 if (have_flag(flgs, TR_BRAND_ELEC)) flgr |= (RFR_IM_ELEC);
2930 if (have_flag(flgs, TR_BRAND_FIRE)) flgr |= (RFR_IM_FIRE);
2931 if (have_flag(flgs, TR_BRAND_COLD)) flgr |= (RFR_IM_COLD);
2932 if (have_flag(flgs, TR_BRAND_POIS)) flgr |= (RFR_IM_POIS);
2934 /* The object cannot be picked up by the monster */
2935 if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
2936 ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
2938 /* Only give a message for "take_item" */
2939 if (do_take && (r_ptr->flags2 & RF2_STUPID))
2941 did_take_item = TRUE;
2943 /* Describe observable situations */
2944 if (m_ptr->ml && player_can_see_bold(ny, nx))
2946 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);
2951 /* Pick up the item */
2954 did_take_item = TRUE;
2956 /* Describe observable situations */
2957 if (player_can_see_bold(ny, nx))
2959 msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
2962 /* Excise the object */
2963 excise_object_idx(this_o_idx);
2966 o_ptr->marked &= OM_TOUCHED;
2968 /* Forget location */
2969 o_ptr->iy = o_ptr->ix = 0;
2971 /* Memorize monster */
2972 o_ptr->held_m_idx = m_idx;
2975 o_ptr->next_o_idx = m_ptr->hold_o_idx;
2978 m_ptr->hold_o_idx = this_o_idx;
2981 /* Destroy the item if not a pet */
2982 else if (!is_pet(m_ptr))
2984 did_kill_item = TRUE;
2986 /* Describe observable situations */
2987 if (player_has_los_bold(ny, nx))
2989 msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
2992 delete_object_idx(this_o_idx);
2998 /* Stop when done */
3003 * Forward movements failed, but now received LOS attack!
3004 * Try to flow by smell.
3006 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3007 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3009 /* If we haven't done anything, try casting a spell again */
3010 if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
3012 /* Try to cast spell again */
3013 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3015 if (make_attack_spell(m_idx)) return;
3020 /* Notice changes in view */
3023 p_ptr->update |= (PU_FLOW);
3024 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3027 /* Notice changes in view */
3028 if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3029 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3031 p_ptr->update |= (PU_MON_LITE);
3034 /* Learn things from observable monster */
3035 if (is_original_ap_and_seen(m_ptr))
3037 /* Monster opened a door */
3038 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3040 /* Monster bashed a door */
3041 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3043 /* Monster tried to pick something up */
3044 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3046 /* Monster tried to crush something */
3047 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3049 /* Monster pushed past another monster */
3050 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3052 /* Monster passed through a wall */
3053 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3055 /* Monster destroyed a wall */
3056 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3060 /* Hack -- get "bold" if out of options */
3061 if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3063 /* No longer afraid */
3064 (void)set_monster_monfear(m_idx, 0);
3066 /* Message if seen */
3069 GAME_TEXT m_name[MAX_NLEN];
3070 monster_desc(m_name, m_ptr, 0);
3071 msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
3074 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3076 /* Actually do something now (?) */
3081 * @brief 全モンスターのターン管理メインルーチン /
3082 * Process all the "live" monsters, once per game current_world_ptr->game_turn.
3085 * During each game current_world_ptr->game_turn, we scan through the list of all the "live" monsters,\n
3086 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
3087 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
3089 * Note that monsters can never move in the monster array (except when the\n
3090 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
3092 * This function is responsible for at least half of the processor time\n
3093 * on a normal system with a "normal" amount of monsters and a player doing\n
3096 * When the player is resting, virtually 90% of the processor time is spent\n
3097 * in this function, and its children, "process_monster()" and "make_move()".\n
3099 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
3100 * especially when the player is running.\n
3102 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
3103 * monsters while they are still being "born". A monster is "fresh" only\n
3104 * during the current_world_ptr->game_turn in which it is created, and we use the "hack_m_idx" to\n
3105 * determine if the monster is yet to be processed during the current current_world_ptr->game_turn.\n
3107 * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
3108 * move before any "nasty" monsters get to use their spell attacks.\n
3110 * Note that when the "knowledge" about the currently tracked monster\n
3111 * changes (flags, attacks, spells), we induce a redraw of the monster\n
3114 void process_monsters(void)
3121 monster_type *m_ptr;
3122 monster_race *r_ptr;
3124 MONRACE_IDX old_monster_race_idx;
3126 BIT_FLAGS old_r_flags1 = 0L;
3127 BIT_FLAGS old_r_flags2 = 0L;
3128 BIT_FLAGS old_r_flags3 = 0L;
3129 BIT_FLAGS old_r_flags4 = 0L;
3130 BIT_FLAGS old_r_flags5 = 0L;
3131 BIT_FLAGS old_r_flags6 = 0L;
3132 BIT_FLAGS old_r_flagsr = 0L;
3134 byte old_r_blows0 = 0;
3135 byte old_r_blows1 = 0;
3136 byte old_r_blows2 = 0;
3137 byte old_r_blows3 = 0;
3139 byte old_r_cast_spell = 0;
3143 /* Clear monster fighting indicator */
3146 /* Memorize old race */
3147 old_monster_race_idx = p_ptr->monster_race_idx;
3149 /* Acquire knowledge */
3150 if (p_ptr->monster_race_idx)
3152 /* Acquire current monster */
3153 r_ptr = &r_info[p_ptr->monster_race_idx];
3155 /* Memorize flags */
3156 old_r_flags1 = r_ptr->r_flags1;
3157 old_r_flags2 = r_ptr->r_flags2;
3158 old_r_flags3 = r_ptr->r_flags3;
3159 old_r_flags4 = r_ptr->r_flags4;
3160 old_r_flags5 = r_ptr->r_flags5;
3161 old_r_flags6 = r_ptr->r_flags6;
3162 old_r_flagsr = r_ptr->r_flagsr;
3164 /* Memorize blows */
3165 old_r_blows0 = r_ptr->r_blows[0];
3166 old_r_blows1 = r_ptr->r_blows[1];
3167 old_r_blows2 = r_ptr->r_blows[2];
3168 old_r_blows3 = r_ptr->r_blows[3];
3170 /* Memorize castings */
3171 old_r_cast_spell = r_ptr->r_cast_spell;
3175 /* Process the monsters (backwards) */
3176 for (i = m_max - 1; i >= 1; i--)
3178 /* Access the monster */
3179 m_ptr = ¤t_floor_ptr->m_list[i];
3180 r_ptr = &r_info[m_ptr->r_idx];
3182 /* Handle "leaving" */
3183 if (p_ptr->leaving) break;
3185 /* Ignore "dead" monsters */
3186 if (!monster_is_valid(m_ptr)) continue;
3188 if (p_ptr->wild_mode) continue;
3191 /* Handle "fresh" monsters */
3192 if (m_ptr->mflag & MFLAG_BORN)
3194 /* No longer "fresh" */
3195 m_ptr->mflag &= ~(MFLAG_BORN);
3201 /* Hack -- Require proximity */
3202 if (m_ptr->cdis >= AAF_LIMIT) continue;
3207 /* Flow by smell is allowed */
3208 if (!p_ptr->no_flowed)
3210 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3213 /* Assume no move */
3216 /* Handle "sensing radius" */
3217 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3219 /* We can "sense" the player */
3223 /* Handle "sight" and "aggravation" */
3224 else if ((m_ptr->cdis <= MAX_SIGHT || p_ptr->inside_battle) &&
3225 (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3227 /* We can "see" or "feel" the player */
3231 #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... */
3232 /* Hack -- Monsters can "smell" the player from far away */
3233 /* Note that most monsters have "aaf" of "20" or so */
3234 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3235 cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_MOVE) &&
3236 (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when == current_floor_ptr->grid_array[fy][fx].when) &&
3237 (current_floor_ptr->grid_array[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3238 (current_floor_ptr->grid_array[fy][fx].dist < r_ptr->aaf))
3240 /* We can "smell" the player */
3244 else if (m_ptr->target_y) test = TRUE;
3247 if (!test) continue;
3250 if (p_ptr->riding == i)
3251 speed = p_ptr->pspeed;
3254 speed = m_ptr->mspeed;
3256 /* Monsters move quickly in Nightmare mode */
3257 if (ironman_nightmare) speed += 5;
3259 if (MON_FAST(m_ptr)) speed += 10;
3260 if (MON_SLOW(m_ptr)) speed -= 10;
3263 /* Give this monster some energy */
3264 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3266 /* Not enough energy to move */
3267 if (m_ptr->energy_need > 0) continue;
3269 /* Use up "some" energy */
3270 m_ptr->energy_need += ENERGY_NEED();
3273 /* Save global index */
3276 /* Process the monster */
3279 reset_target(m_ptr);
3281 /* Give up flow_by_smell when it might useless */
3282 if (p_ptr->no_flowed && one_in_(3))
3283 m_ptr->mflag2 |= MFLAG2_NOFLOW;
3285 /* Hack -- notice death or departure */
3286 if (!p_ptr->playing || p_ptr->is_dead) break;
3288 /* Notice leaving */
3289 if (p_ptr->leaving) break;
3292 /* Reset global index */
3296 /* Tracking a monster race (the same one we were before) */
3297 if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3299 /* Acquire monster race */
3300 r_ptr = &r_info[p_ptr->monster_race_idx];
3302 /* Check for knowledge change */
3303 if ((old_r_flags1 != r_ptr->r_flags1) ||
3304 (old_r_flags2 != r_ptr->r_flags2) ||
3305 (old_r_flags3 != r_ptr->r_flags3) ||
3306 (old_r_flags4 != r_ptr->r_flags4) ||
3307 (old_r_flags5 != r_ptr->r_flags5) ||
3308 (old_r_flags6 != r_ptr->r_flags6) ||
3309 (old_r_flagsr != r_ptr->r_flagsr) ||
3310 (old_r_blows0 != r_ptr->r_blows[0]) ||
3311 (old_r_blows1 != r_ptr->r_blows[1]) ||
3312 (old_r_blows2 != r_ptr->r_blows[2]) ||
3313 (old_r_blows3 != r_ptr->r_blows[3]) ||
3314 (old_r_cast_spell != r_ptr->r_cast_spell))
3316 p_ptr->window |= (PW_MONSTER);