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[hengband/hengband.git] / src / monster-process.c
1 /*!
2  * @file monster-process.c
3  * @brief モンスターの特殊技能と移動処理/ Monster spells and movement
4  * @date 2014/01/17
5  * @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research,\n
8  * and not for profit purposes provided that this copyright and statement\n
9  * are included in all such copies.  Other copyrights may also apply.\n
10  * 2014 Deskull rearranged comment for Doxygen.\n
11  * @details
12  * This file has several additions to it by Keldon Jones (keldon@umr.edu)
13  * to improve the general quality of the AI (version 0.1.1).
14  */
15
16 #include "angband.h"
17 #include "cmd-pet.h"
18 #include "melee.h"
19 #include "spells.h"
20 #include "spells-summon.h"
21 #include "quest.h"
22 #include "avatar.h"
23 #include "realm-hex.h"
24 #include "object-flavor.h"
25 #include "object-hook.h"
26 #include "feature.h"
27 #include "grid.h"
28 #include "player-move.h"
29 #include "monster-status.h"
30 #include "monster-spell.h"
31 #include "monster-process.h"
32 #include "monsterrace-hook.h"
33 #include "floor.h"
34 #include "files.h"
35
36
37 /*!
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
43  */
44 static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
45 {
46         int i;
47         POSITION x = 0, y = 0;
48         MONSTER_IDX t_idx;
49         int start;
50         int plus = 1;
51
52         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
53         monster_race *r_ptr = &r_info[m_ptr->r_idx];
54         monster_type *t_ptr;
55
56         if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
57         {
58                 y = current_floor_ptr->m_list[riding_t_m_idx].fy;
59                 x = current_floor_ptr->m_list[riding_t_m_idx].fx;
60         }
61         else if (is_pet(m_ptr) && pet_t_m_idx)
62         {
63                 y = current_floor_ptr->m_list[pet_t_m_idx].fy;
64                 x = current_floor_ptr->m_list[pet_t_m_idx].fx;
65         }
66         else
67         {
68                 if (p_ptr->inside_battle)
69                 {
70                         start = randint1(m_max-1)+m_max;
71                         if(randint0(2)) plus = -1;
72                 }
73                 else start = m_max + 1;
74
75                 /* Scan thru all monsters */
76                 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
77                 {
78                         MONSTER_IDX dummy = (i % m_max);
79
80                         if (!dummy) continue;
81
82                         t_idx = dummy;
83                         t_ptr = &current_floor_ptr->m_list[t_idx];
84
85                         /* The monster itself isn't a target */
86                         if (t_ptr == m_ptr) continue;
87
88                         if (!monster_is_valid(t_ptr)) continue;
89
90                         if (is_pet(m_ptr))
91                         {
92                                 /* Hack -- only fight away from player */
93                                 if (p_ptr->pet_follow_distance < 0)
94                                 {
95                                         /* No fighting near player */
96                                         if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
97                                         {
98                                                 continue;
99                                         }
100                                 }
101                                 /* Hack -- no fighting away from player */
102                                 else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > p_ptr->pet_follow_distance))
103                                 {
104                                         continue;
105                                 }
106
107                                 if (r_ptr->aaf < t_ptr->cdis) continue;
108                         }
109
110                         /* Monster must be 'an enemy' */
111                         if (!are_enemies(m_ptr, t_ptr)) continue;
112
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)))
116                         {
117                                 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
118                         }
119                         else
120                         {
121                                 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
122                         }
123
124                         /* OK -- we've got a target */
125                         y = t_ptr->fy;
126                         x = t_ptr->fx;
127
128                         break;
129                 }
130                 if (!x && !y) return FALSE;
131         }
132
133         /* Extract the direction */
134         x -= m_ptr->fx;
135         y -= m_ptr->fy;
136
137         /* North */
138         if ((y < 0) && (x == 0))
139         {
140                 mm[0] = 8;
141                 mm[1] = 7;
142                 mm[2] = 9;
143         }
144         /* South */
145         else if ((y > 0) && (x == 0))
146         {
147                 mm[0] = 2;
148                 mm[1] = 1;
149                 mm[2] = 3;
150         }
151         /* East */
152         else if ((x > 0) && (y == 0))
153         {
154                 mm[0] = 6;
155                 mm[1] = 9;
156                 mm[2] = 3;
157         }
158         /* West */
159         else if ((x < 0) && (y == 0))
160         {
161                 mm[0] = 4;
162                 mm[1] = 7;
163                 mm[2] = 1;
164         }
165         /* North-West */
166         else if ((y < 0) && (x < 0))
167         {
168                 mm[0] = 7;
169                 mm[1] = 4;
170                 mm[2] = 8;
171         }
172         /* North-East */
173         else if ((y < 0) && (x > 0))
174         {
175                 mm[0] = 9;
176                 mm[1] = 6;
177                 mm[2] = 8;
178         }
179         /* South-West */
180         else if ((y > 0) && (x < 0))
181         {
182                 mm[0] = 1;
183                 mm[1] = 4;
184                 mm[2] = 2;
185         }
186         /* South-East */
187         else if ((y > 0) && (x > 0))
188         {
189                 mm[0] = 3;
190                 mm[1] = 6;
191                 mm[2] = 2;
192         }
193
194         /* Found a monster */
195         return TRUE;
196 }
197
198 /*!
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。
203  * @details
204  * Monsters will attempt to avoid very powerful players.  See below.\n
205  *\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
210  *\n
211  * Note that this function is responsible for about one to five percent\n
212  * of the processor use in normal conditions...\n
213  */
214 static bool mon_will_run(MONSTER_IDX m_idx)
215 {
216         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
217
218 #ifdef ALLOW_TERROR
219
220         monster_race *r_ptr = &r_info[m_ptr->r_idx];
221
222         PLAYER_LEVEL p_lev;
223         DEPTH m_lev;
224         HIT_POINT p_chp, p_mhp;
225         HIT_POINT m_chp, m_mhp;
226         u32b p_val, m_val;
227
228 #endif
229
230         /* Friends can be commanded to avoid the player */
231         if (is_pet(m_ptr))
232         {
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)));
236         }
237
238         /* Keep monsters from running too far away */
239         if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
240
241         /* All "afraid" monsters will run away */
242         if (MON_MONFEAR(m_ptr)) return (TRUE);
243
244 #ifdef ALLOW_TERROR
245
246         /* Nearby monsters will not become terrified */
247         if (m_ptr->cdis <= 5) return (FALSE);
248
249         /* Examine player power (level) */
250         p_lev = p_ptr->lev;
251
252         /* Examine monster power (level plus morale) */
253         m_lev = r_ptr->level + (m_idx & 0x08) + 25;
254
255         /* Optimize extreme cases below */
256         if (m_lev > p_lev + 4) return (FALSE);
257         if (m_lev + 4 <= p_lev) return (TRUE);
258
259         /* Examine player health */
260         p_chp = p_ptr->chp;
261         p_mhp = p_ptr->mhp;
262
263         /* Examine monster health */
264         m_chp = m_ptr->hp;
265         m_mhp = m_ptr->maxhp;
266
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 */
270
271         /* Strong players scare strong monsters */
272         if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
273
274 #endif
275
276         /* Assume no terror */
277         return (FALSE);
278 }
279
280
281 /*!
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
288  */
289 static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
290 {
291         int i, best = 999;
292         POSITION y, x, y1, x1;
293
294         grid_type *g_ptr;
295         bool can_open_door = FALSE;
296         int now_cost;
297
298         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
299         monster_race *r_ptr = &r_info[m_ptr->r_idx];
300
301         /* Monster location */
302         y1 = m_ptr->fy;
303         x1 = m_ptr->fx;
304
305         /* Monster can already cast spell to player */
306         if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
307
308         /* Set current grid cost */
309         now_cost = current_floor_ptr->grid_array[y1][x1].cost;
310         if (now_cost == 0) now_cost = 999;
311
312         /* Can monster bash or open doors? */
313         if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
314         {
315                 can_open_door = TRUE;
316         }
317
318         /* Check nearby grids, diagonals first */
319         for (i = 7; i >= 0; i--)
320         {
321                 int cost;
322
323                 y = y1 + ddy_ddd[i];
324                 x = x1 + ddx_ddd[i];
325
326                 /* Ignore locations off of edge */
327                 if (!in_bounds2(y, x)) continue;
328
329                 /* Simply move to player */
330                 if (player_bold(y, x)) return (FALSE);
331
332                 g_ptr = &current_floor_ptr->grid_array[y][x];
333
334                 cost = g_ptr->cost;
335
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))))
338                 {
339                         if (cost == 0) continue;
340                         if (!can_open_door && is_closed_door(g_ptr->feat)) continue;
341                 }
342
343                 /* Hack -- for kill or pass wall monster.. */
344                 if (cost == 0) cost = 998;
345
346                 if (now_cost < cost) continue;
347
348                 if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
349
350                 /* Accept louder sounds */
351                 if (best < cost) continue;
352                 best = cost;
353
354                 (*yp) = y1 + ddy_ddd[i];
355                 (*xp) = x1 + ddx_ddd[i];
356         }
357
358         /* No legal move (?) */
359         if (best == 999) return (FALSE);
360
361         /* Success */
362         return (TRUE);
363 }
364
365
366 /*!
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
374  * @details
375  * Note that ghosts and rock-eaters are never allowed to "flow",\n
376  * since they should move directly towards the player.\n
377  *\n
378  * Prefer "non-diagonal" directions, but twiddle them a little\n
379  * to angle slightly towards the player's actual location.\n
380  *\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
385  *\n
386  * Note that if "smell" is turned on, all monsters get vicious.\n
387  *\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
393  */
394 static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
395 {
396         int i, best;
397         POSITION y, x, y1, x1;
398
399         grid_type *g_ptr;
400         bool use_scent = FALSE;
401
402         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
403         monster_race *r_ptr = &r_info[m_ptr->r_idx];
404
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))
409         {
410                 /* Can move spell castable grid? */
411                 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
412         }
413
414         /* Monster can't flow */
415         if (no_flow) return (FALSE);
416
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);
420
421         /* Monster location */
422         y1 = m_ptr->fy;
423         x1 = m_ptr->fx;
424
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);
427
428         /* Monster grid */
429         g_ptr = &current_floor_ptr->grid_array[y1][x1];
430
431         /* If we can hear noises, advance towards them */
432         if (g_ptr->cost)
433         {
434                 best = 999;
435         }
436
437         /* Otherwise, try to follow a scent trail */
438         else if (g_ptr->when)
439         {
440                 /* Too old smell */
441                 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when - g_ptr->when > 127) return (FALSE);
442
443                 use_scent = TRUE;
444                 best = 0;
445         }
446
447         /* Otherwise, advance blindly */
448         else
449         {
450                 return (FALSE);
451         }
452
453         /* Check nearby grids, diagonals first */
454         for (i = 7; i >= 0; i--)
455         {
456                 y = y1 + ddy_ddd[i];
457                 x = x1 + ddx_ddd[i];
458
459                 /* Ignore locations off of edge */
460                 if (!in_bounds2(y, x)) continue;
461
462                 g_ptr = &current_floor_ptr->grid_array[y][x];
463
464                 /* We're following a scent trail */
465                 if (use_scent)
466                 {
467                         int when = g_ptr->when;
468
469                         /* Accept younger scent */
470                         if (best > when) continue;
471                         best = when;
472                 }
473
474                 /* We're using sound */
475                 else
476                 {
477                         int cost;
478
479                         if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
480                                 cost = g_ptr->dist;
481                         else cost = g_ptr->cost;
482
483                         /* Accept louder sounds */
484                         if ((cost == 0) || (best < cost)) continue;
485                         best = cost;
486                 }
487
488                 /* Hack -- Save the "twiddled" location */
489                 (*yp) = p_ptr->y + 16 * ddy_ddd[i];
490                 (*xp) = p_ptr->x + 16 * ddx_ddd[i];
491         }
492
493         /* No legal move (?) */
494         if (best == 999 || best == 0) return (FALSE);
495
496         /* Success */
497         return (TRUE);
498 }
499
500
501 /*!
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
508  * @details
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
512  */
513 static bool get_fear_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
514 {
515         POSITION y, x, y1, x1, fy, fx, gy = 0, gx = 0;
516         int score = -1;
517         int i;
518
519         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
520
521         /* Monster location */
522         fy = m_ptr->fy;
523         fx = m_ptr->fx;
524
525         /* Desired destination */
526         y1 = fy - (*yp);
527         x1 = fx - (*xp);
528
529         /* Check nearby grids, diagonals first */
530         for (i = 7; i >= 0; i--)
531         {
532                 POSITION dis, s;
533
534                 y = fy + ddy_ddd[i];
535                 x = fx + ddx_ddd[i];
536
537                 /* Ignore locations off of edge */
538                 if (!in_bounds2(y, x)) continue;
539
540                 /* Don't move toward player */
541                 /* if (current_floor_ptr->grid_array[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
542
543                 /* Calculate distance of this grid from our destination */
544                 dis = distance(y, x, y1, x1);
545
546                 /* Score this grid */
547                 s = 5000 / (dis + 3) - 500 / (current_floor_ptr->grid_array[y][x].dist + 1);
548
549                 /* No negative scores */
550                 if (s < 0) s = 0;
551
552                 /* Ignore lower scores */
553                 if (s < score) continue;
554
555                 /* Save the score and time */
556                 score = s;
557
558                 /* Save the location */
559                 gy = y;
560                 gx = x;
561         }
562
563         /* No legal move (?) */
564         if (score == -1) return (FALSE);
565
566         /* Find deltas */
567         (*yp) = fy - gy;
568         (*xp) = fx - gx;
569
570         /* Success */
571         return (TRUE);
572 }
573
574 /*
575  * Hack -- Precompute a bunch of calls to distance() in find_safety() and
576  * find_hiding().
577  *
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.
581  *
582  * This is, of course, fairly unreadable, but it eliminates multiple loops
583  * from the previous version.
584  *
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()").  
589  *
590  * Also, the storage needs could be halved by using bytes.  
591  *
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.  
595  */
596
597
598 static POSITION d_off_y_0[] = { 0 };
599 static POSITION d_off_x_0[] = { 0 };
600
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 };
603
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 };
606
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 };
609
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 };
612
613
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,
617   5, 0 };
618
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,
622   0, 1, 0 };
623
624
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,
628   5, 5, 6, 6, 6, 0 };
629
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 };
634
635
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 };
640
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,
645   1, 0 };
646
647
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,
652   8, 8, 8, 0 };
653
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,
658   2, 3, -1, 0, 1, 0 };
659
660
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 };
666
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 };
672
673
674 static POSITION *dist_offsets_y[10] =
675 {
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
678 };
679
680 static POSITION *dist_offsets_x[10] =
681 {
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
684 };
685
686 /*!
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
693  * @details
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
698  *\n
699  * This function may take lots of CPU time if lots of monsters are\n
700  * fleeing.\n
701  *\n
702  * Return TRUE if a safe location is available.\n
703  */
704 static bool find_safety(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
705 {
706         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
707
708         POSITION fy = m_ptr->fy;
709         POSITION fx = m_ptr->fx;
710
711         POSITION y, x, dy, dx, d, dis, i;
712         POSITION gy = 0, gx = 0, gdis = 0;
713
714         POSITION *y_offsets;
715         POSITION *x_offsets;
716
717         grid_type *g_ptr;
718
719         /* Start with adjacent locations, spread further */
720         for (d = 1; d < 10; d++)
721         {
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];
725
726                 /* Check the locations */
727                 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
728                      dx != 0 || dy != 0;
729                      i++, dx = x_offsets[i], dy = y_offsets[i])
730                 {
731                         y = fy + dy;
732                         x = fx + dx;
733
734                         /* Skip illegal locations */
735                         if (!in_bounds(y, x)) continue;
736
737                         g_ptr = &current_floor_ptr->grid_array[y][x];
738
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;
741
742                         /* Check for "availability" (if monsters can flow) */
743                         if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
744                         {
745                                 /* Ignore grids very far from the player */
746                                 if (g_ptr->dist == 0) continue;
747
748                                 /* Ignore too-distant grids */
749                                 if (g_ptr->dist > current_floor_ptr->grid_array[fy][fx].dist + 2 * d) continue;
750                         }
751
752                         /* Check for absence of shot (more or less) */
753                         if (!projectable(p_ptr->y, p_ptr->x, y, x))
754                         {
755                                 /* Calculate distance from player */
756                                 dis = distance(y, x, p_ptr->y, p_ptr->x);
757
758                                 /* Remember if further than previous */
759                                 if (dis > gdis)
760                                 {
761                                         gy = y;
762                                         gx = x;
763                                         gdis = dis;
764                                 }
765                         }
766                 }
767
768                 /* Check for success */
769                 if (gdis > 0)
770                 {
771                         /* Good location */
772                         (*yp) = fy - gy;
773                         (*xp) = fx - gx;
774
775                         /* Found safe place */
776                         return (TRUE);
777                 }
778         }
779
780         /* No safe place */
781         return (FALSE);
782 }
783
784
785 /*!
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
792  * @details
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
795  *\n
796  * Return TRUE if a good location is available.\n
797  */
798 static bool find_hiding(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
799 {
800         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
801         monster_race *r_ptr = &r_info[m_ptr->r_idx];
802
803         POSITION fy = m_ptr->fy;
804         POSITION fx = m_ptr->fx;
805
806         POSITION y, x, dy, dx, d, dis, i;
807         POSITION gy = 0, gx = 0, gdis = 999;
808
809         POSITION *y_offsets, *x_offsets;
810
811         /* Start with adjacent locations, spread further */
812         for (d = 1; d < 10; d++)
813         {
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];
817
818                 /* Check the locations */
819                 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
820                      dx != 0 || dy != 0;
821                      i++, dx = x_offsets[i], dy = y_offsets[i])
822                 {
823                         y = fy + dy;
824                         x = fx + dx;
825
826                         /* Skip illegal locations */
827                         if (!in_bounds(y, x)) continue;
828
829                         /* Skip occupied locations */
830                         if (!monster_can_enter(y, x, r_ptr, 0)) continue;
831
832                         /* Check for hidden, available grid */
833                         if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
834                         {
835                                 /* Calculate distance from player */
836                                 dis = distance(y, x, p_ptr->y, p_ptr->x);
837
838                                 /* Remember if closer than previous */
839                                 if (dis < gdis && dis >= 2)
840                                 {
841                                         gy = y;
842                                         gx = x;
843                                         gdis = dis;
844                                 }
845                         }
846                 }
847
848                 /* Check for success */
849                 if (gdis < 999)
850                 {
851                         /* Good location */
852                         (*yp) = fy - gy;
853                         (*xp) = fx - gx;
854
855                         /* Found good place */
856                         return (TRUE);
857                 }
858         }
859
860         /* No good place */
861         return (FALSE);
862 }
863
864
865 /*!
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
871  */
872 static bool get_moves(MONSTER_IDX m_idx, DIRECTION *mm)
873 {
874         monster_type *m_ptr = &current_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;
877         int          move_val = 0;
878         POSITION     y2 = p_ptr->y;
879         POSITION     x2 = p_ptr->x;
880         bool         done = FALSE;
881         bool         will_run = mon_will_run(m_idx);
882         grid_type    *g_ptr;
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));
885
886         /* Counter attack to an enemy monster */
887         if (!will_run && m_ptr->target_y)
888         {
889                 int t_m_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
890
891                 /* The monster must be an enemy, and in LOS */
892                 if (t_m_idx &&
893                     are_enemies(m_ptr, &current_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))
896                 {
897                         /* Extract the "pseudo-direction" */
898                         y = m_ptr->fy - m_ptr->target_y;
899                         x = m_ptr->fx - m_ptr->target_x;
900                         done = TRUE;
901                 }
902         }
903
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)))
908         {
909         /*
910          * Animal packs try to get the player out of corridors
911          * (...unless they can move through walls -- TY)
912          */
913                 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
914                          !(r_ptr->flags2 & RF2_KILL_WALL))
915                 {
916                         int i, room = 0;
917
918                         /* Count room grids next to player */
919                         for (i = 0; i < 8; i++)
920                         {
921                                 int xx = p_ptr->x + ddx_ddd[i];
922                                 int yy = p_ptr->y + ddy_ddd[i];
923
924                                 if (!in_bounds2(yy, xx)) continue;
925
926                                 g_ptr = &current_floor_ptr->grid_array[yy][xx];
927
928                                 /* Check grid */
929                                 if (monster_can_cross_terrain(g_ptr->feat, r_ptr, 0))
930                                 {
931                                         /* One more room grid */
932                                         room++;
933                                 }
934                         }
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;
937
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))
941                         {
942                                 /* Find hiding place */
943                                 if (find_hiding(m_idx, &y, &x)) done = TRUE;
944                         }
945                 }
946
947                 /* Monster groups try to surround the player */
948                 if (!done && (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < 3))
949                 {
950                         int i;
951
952                         /* Find an empty square near the player to fill */
953                         for (i = 0; i < 8; i++)
954                         {
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];
958
959                                 /* Already there? */
960                                 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
961                                 {
962                                         /* Attack the player */
963                                         y2 = p_ptr->y;
964                                         x2 = p_ptr->x;
965
966                                         break;
967                                 }
968
969                                 if (!in_bounds2(y2, x2)) continue;
970
971                                 /* Ignore filled grids */
972                                 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
973
974                                 /* Try to fill this hole */
975                                 break;
976                         }
977
978                         /* Extract the new "pseudo-direction" */
979                         y = m_ptr->fy - y2;
980                         x = m_ptr->fx - x2;
981
982                         done = TRUE;
983                 }
984         }
985
986         if (!done)
987         {
988                 /* Flow towards the player */
989                 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
990
991                 /* Extract the "pseudo-direction" */
992                 y = m_ptr->fy - y2;
993                 x = m_ptr->fx - x2;
994
995                 /* Not done */
996         }
997
998         /* Apply fear if possible and necessary */
999         if (is_pet(m_ptr) && will_run)
1000         {
1001                 /* XXX XXX Not very "smart" */
1002                 y = (-y), x = (-x);
1003         }
1004         else
1005         {
1006                 if (!done && will_run)
1007                 {
1008                         int tmp_x = (-x);
1009                         int tmp_y = (-y);
1010
1011                         /* Try to find safe place */
1012                         if (find_safety(m_idx, &y, &x))
1013                         {
1014                                 /* Attempt to avoid the player */
1015                                 if (!no_flow)
1016                                 {
1017                                         /* Adjust movement */
1018                                         if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1019                                 }
1020                         }
1021
1022                         if (!done)
1023                         {
1024                                 /* This is not a very "smart" method XXX XXX */
1025                                 y = tmp_y;
1026                                 x = tmp_x;
1027                         }
1028                 }
1029         }
1030
1031
1032         /* Check for no move */
1033         if (!x && !y) return (FALSE);
1034
1035
1036         /* Extract the "absolute distances" */
1037         ax = ABS(x);
1038         ay = ABS(y);
1039
1040         /* Do something weird */
1041         if (y < 0) move_val += 8;
1042         if (x > 0) move_val += 4;
1043
1044         /* Prevent the diamond maneuvre */
1045         if (ay > (ax << 1)) move_val += 2;
1046         else if (ax > (ay << 1)) move_val++;
1047
1048         /* Extract some directions */
1049         switch (move_val)
1050         {
1051         case 0:
1052                 mm[0] = 9;
1053                 if (ay > ax)
1054                 {
1055                         mm[1] = 8;
1056                         mm[2] = 6;
1057                         mm[3] = 7;
1058                         mm[4] = 3;
1059                 }
1060                 else
1061                 {
1062                         mm[1] = 6;
1063                         mm[2] = 8;
1064                         mm[3] = 3;
1065                         mm[4] = 7;
1066                 }
1067                 break;
1068         case 1:
1069         case 9:
1070                 mm[0] = 6;
1071                 if (y < 0)
1072                 {
1073                         mm[1] = 3;
1074                         mm[2] = 9;
1075                         mm[3] = 2;
1076                         mm[4] = 8;
1077                 }
1078                 else
1079                 {
1080                         mm[1] = 9;
1081                         mm[2] = 3;
1082                         mm[3] = 8;
1083                         mm[4] = 2;
1084                 }
1085                 break;
1086         case 2:
1087         case 6:
1088                 mm[0] = 8;
1089                 if (x < 0)
1090                 {
1091                         mm[1] = 9;
1092                         mm[2] = 7;
1093                         mm[3] = 6;
1094                         mm[4] = 4;
1095                 }
1096                 else
1097                 {
1098                         mm[1] = 7;
1099                         mm[2] = 9;
1100                         mm[3] = 4;
1101                         mm[4] = 6;
1102                 }
1103                 break;
1104         case 4:
1105                 mm[0] = 7;
1106                 if (ay > ax)
1107                 {
1108                         mm[1] = 8;
1109                         mm[2] = 4;
1110                         mm[3] = 9;
1111                         mm[4] = 1;
1112                 }
1113                 else
1114                 {
1115                         mm[1] = 4;
1116                         mm[2] = 8;
1117                         mm[3] = 1;
1118                         mm[4] = 9;
1119                 }
1120                 break;
1121         case 5:
1122         case 13:
1123                 mm[0] = 4;
1124                 if (y < 0)
1125                 {
1126                         mm[1] = 1;
1127                         mm[2] = 7;
1128                         mm[3] = 2;
1129                         mm[4] = 8;
1130                 }
1131                 else
1132                 {
1133                         mm[1] = 7;
1134                         mm[2] = 1;
1135                         mm[3] = 8;
1136                         mm[4] = 2;
1137                 }
1138                 break;
1139         case 8:
1140                 mm[0] = 3;
1141                 if (ay > ax)
1142                 {
1143                         mm[1] = 2;
1144                         mm[2] = 6;
1145                         mm[3] = 1;
1146                         mm[4] = 9;
1147                 }
1148                 else
1149                 {
1150                         mm[1] = 6;
1151                         mm[2] = 2;
1152                         mm[3] = 9;
1153                         mm[4] = 1;
1154                 }
1155                 break;
1156         case 10:
1157         case 14:
1158                 mm[0] = 2;
1159                 if (x < 0)
1160                 {
1161                         mm[1] = 3;
1162                         mm[2] = 1;
1163                         mm[3] = 6;
1164                         mm[4] = 4;
1165                 }
1166                 else
1167                 {
1168                         mm[1] = 1;
1169                         mm[2] = 3;
1170                         mm[3] = 4;
1171                         mm[4] = 6;
1172                 }
1173                 break;
1174         case 12:
1175                 mm[0] = 1;
1176                 if (ay > ax)
1177                 {
1178                         mm[1] = 2;
1179                         mm[2] = 4;
1180                         mm[3] = 3;
1181                         mm[4] = 7;
1182                 }
1183                 else
1184                 {
1185                         mm[1] = 4;
1186                         mm[2] = 2;
1187                         mm[3] = 7;
1188                         mm[4] = 3;
1189                 }
1190                 break;
1191         }
1192
1193         /* Wants to move... */
1194         return (TRUE);
1195 }
1196
1197
1198 /*!
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
1205  */
1206 static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
1207 {
1208         int i, k;
1209
1210         /* Percentile dice */
1211         k = randint0(100);
1212
1213         if (stun && one_in_(2)) return FALSE;
1214
1215         /* Hack -- Always miss or hit */
1216         if (k < 10) return (k < 5);
1217
1218         /* Calculate the "attack quality" */
1219         i = (power + (level * 3));
1220
1221         /* Power and Level compete against Armor */
1222         if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1223
1224         /* Assume miss */
1225         return (FALSE);
1226 }
1227
1228
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
1233
1234
1235 /*!
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
1240  */
1241 static bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
1242 {
1243         monster_type    *m_ptr = &current_floor_ptr->m_list[m_idx];
1244         monster_type    *t_ptr = &current_floor_ptr->m_list[t_idx];
1245
1246         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1247         monster_race    *tr_ptr = &r_info[t_ptr->r_idx];
1248
1249         ARMOUR_CLASS ap_cnt;
1250         ARMOUR_CLASS ac;
1251         DEPTH rlev;
1252         int pt;
1253         GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
1254         char            temp[MAX_NLEN];
1255         bool            blinked;
1256         bool            explode = FALSE, touched = FALSE, fear = FALSE, dead = FALSE;
1257         POSITION y_saver = t_ptr->fy;
1258         POSITION x_saver = t_ptr->fx;
1259         int             effect_type;
1260
1261         bool see_m = is_seen(m_ptr);
1262         bool see_t = is_seen(t_ptr);
1263         bool see_either = see_m || see_t;
1264
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);
1268
1269         /* Cannot attack self */
1270         if (m_idx == t_idx) return FALSE;
1271
1272         /* Not allowed to attack */
1273         if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1274
1275         if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
1276
1277         /* Total armor */
1278         ac = tr_ptr->ac;
1279
1280         /* Extract the effective monster level */
1281         rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1282
1283         monster_desc(m_name, m_ptr, 0);
1284         monster_desc(t_name, t_ptr, 0);
1285
1286         /* Assume no blink */
1287         blinked = FALSE;
1288
1289         if (!see_either && known)
1290         {
1291                 mon_fight = TRUE;
1292         }
1293
1294         if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
1295
1296         /* Scan through all four blows */
1297         for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1298         {
1299                 bool obvious = FALSE;
1300
1301                 HIT_POINT power = 0;
1302                 HIT_POINT damage = 0;
1303
1304                 concptr act = NULL;
1305
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;
1311
1312                 if (!monster_is_valid(m_ptr)) break;
1313
1314                 /* Stop attacking if the target dies! */
1315                 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1316                         break;
1317
1318                 /* Hack -- no more attacks */
1319                 if (!method) break;
1320
1321                 if (method == RBM_SHOOT) continue;
1322
1323                 /* Extract the attack "power" */
1324                 power = mbe_info[effect].power;
1325
1326                 /* Monster hits */
1327                 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1328                 {
1329                         (void)set_monster_csleep(t_idx, 0);
1330
1331                         if (t_ptr->ml)
1332                         {
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);
1336                         }
1337
1338                         /* Describe the attack method */
1339                         switch (method)
1340                         {
1341                         case RBM_HIT:
1342                                 {
1343                                         act = _("%sを殴った。", "hits %s.");
1344                                         touched = TRUE;
1345                                         break;
1346                                 }
1347
1348                         case RBM_TOUCH:
1349                                 {
1350                                         act = _("%sを触った。", "touches %s.");
1351                                         touched = TRUE;
1352                                         break;
1353                                 }
1354
1355                         case RBM_PUNCH:
1356                                 {
1357                                         act = _("%sをパンチした。", "punches %s.");
1358                                         touched = TRUE;
1359                                         break;
1360                                 }
1361
1362                         case RBM_KICK:
1363                                 {
1364                                         act = _("%sを蹴った。", "kicks %s.");
1365                                         touched = TRUE;
1366                                         break;
1367                                 }
1368
1369                         case RBM_CLAW:
1370                                 {
1371                                         act = _("%sをひっかいた。", "claws %s.");
1372                                         touched = TRUE;
1373                                         break;
1374                                 }
1375
1376                         case RBM_BITE:
1377                                 {
1378                                         act = _("%sを噛んだ。", "bites %s.");
1379                                         touched = TRUE;
1380                                         break;
1381                                 }
1382
1383                         case RBM_STING:
1384                                 {
1385                                         act = _("%sを刺した。", "stings %s.");
1386                                         touched = TRUE;
1387                                         break;
1388                                 }
1389
1390                         case RBM_SLASH:
1391                                 {
1392                                         act = _("%sを斬った。", "slashes %s.");
1393                                         break;
1394                                 }
1395
1396                         case RBM_BUTT:
1397                                 {
1398                                         act = _("%sを角で突いた。", "butts %s.");
1399                                         touched = TRUE;
1400                                         break;
1401                                 }
1402
1403                         case RBM_CRUSH:
1404                                 {
1405                                         act = _("%sに体当りした。", "crushes %s.");
1406                                         touched = TRUE;
1407                                         break;
1408                                 }
1409
1410                         case RBM_ENGULF:
1411                                 {
1412                                         act = _("%sを飲み込んだ。", "engulfs %s.");
1413                                         touched = TRUE;
1414                                         break;
1415                                 }
1416
1417                         case RBM_CHARGE:
1418                                 {
1419                                         act = _("%sに請求書をよこした。", "charges %s.");
1420                                         touched = TRUE;
1421                                         break;
1422                                 }
1423
1424                         case RBM_CRAWL:
1425                                 {
1426                                         act = _("%sの体の上を這い回った。", "crawls on %s.");
1427                                         touched = TRUE;
1428                                         break;
1429                                 }
1430
1431                         case RBM_DROOL:
1432                                 {
1433                                         act = _("%sによだれをたらした。", "drools on %s.");
1434                                         touched = FALSE;
1435                                         break;
1436                                 }
1437
1438                         case RBM_SPIT:
1439                                 {
1440                                         act = _("%sに唾を吐いた。", "spits on %s.");
1441                                         touched = FALSE;
1442                                         break;
1443                                 }
1444
1445                         case RBM_EXPLODE:
1446                                 {
1447                                         if (see_either) disturb(TRUE, TRUE);
1448                                         act = _("爆発した。", "explodes.");
1449                                         explode = TRUE;
1450                                         touched = FALSE;
1451                                         break;
1452                                 }
1453
1454                         case RBM_GAZE:
1455                                 {
1456                                         act = _("%sをにらんだ。", "gazes at %s.");
1457                                         touched = FALSE;
1458                                         break;
1459                                 }
1460
1461                         case RBM_WAIL:
1462                                 {
1463                                         act = _("%sに泣きついた。", "wails at %s.");
1464                                         touched = FALSE;
1465                                         break;
1466                                 }
1467
1468                         case RBM_SPORE:
1469                                 {
1470                                         act = _("%sに胞子を飛ばした。", "releases spores at %s.");
1471                                         touched = FALSE;
1472                                         break;
1473                                 }
1474
1475                         case RBM_XXX4:
1476                                 {
1477                                         act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
1478                                         touched = FALSE;
1479                                         break;
1480                                 }
1481
1482                         case RBM_BEG:
1483                                 {
1484                                         act = _("%sに金をせがんだ。", "begs %s for money.");
1485                                         touched = FALSE;
1486                                         break;
1487                                 }
1488
1489                         case RBM_INSULT:
1490                                 {
1491                                         act = _("%sを侮辱した。", "insults %s.");
1492                                         touched = FALSE;
1493                                         break;
1494                                 }
1495
1496                         case RBM_MOAN:
1497                                 {
1498                                         act = _("%sにむかってうめいた。", "moans at %s.");
1499                                         touched = FALSE;
1500                                         break;
1501                                 }
1502
1503                         case RBM_SHOW:
1504                                 {
1505                                         act = _("%sにむかって歌った。", "sings to %s.");
1506                                         touched = FALSE;
1507                                         break;
1508                                 }
1509                         }
1510
1511                         if (act && see_either)
1512                         {
1513 #ifdef JP
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);
1517 #else
1518                                 if (do_silly_attack)
1519                                 {
1520                                         act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1521                                         strfmt(temp, "%s %s.", act, t_name);
1522                                 }
1523                                 else strfmt(temp, act, t_name);
1524                                 msg_format("%^s %s", m_name, temp);
1525 #endif
1526                         }
1527
1528                         /* Hack -- assume all attacks are obvious */
1529                         obvious = TRUE;
1530
1531                         /* Roll out the damage */
1532                         damage = damroll(d_dice, d_side);
1533
1534                         /* Assume no effect */
1535                         effect_type = BLOW_EFFECT_TYPE_NONE;
1536
1537                         pt = GF_MISSILE;
1538
1539                         /* Apply appropriate damage */
1540                         switch (effect)
1541                         {
1542                         case 0:
1543                         case RBE_DR_MANA:
1544                                 damage = pt = 0;
1545                                 break;
1546
1547                         case RBE_SUPERHURT:
1548                                 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1549                                 {
1550                                         int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1551                                         damage = MAX(damage, tmp_damage * 2);
1552                                         break;
1553                                 }
1554
1555                                 /* Fall through */
1556
1557                         case RBE_HURT:
1558                                 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1559                                 break;
1560
1561                         case RBE_POISON:
1562                         case RBE_DISEASE:
1563                                 pt = GF_POIS;
1564                                 break;
1565
1566                         case RBE_UN_BONUS:
1567                         case RBE_UN_POWER:
1568                                 pt = GF_DISENCHANT;
1569                                 break;
1570
1571                         case RBE_EAT_ITEM:
1572                         case RBE_EAT_GOLD:
1573                                 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1574                                 break;
1575
1576                         case RBE_EAT_FOOD:
1577                         case RBE_EAT_LITE:
1578                         case RBE_BLIND:
1579                         case RBE_LOSE_STR:
1580                         case RBE_LOSE_INT:
1581                         case RBE_LOSE_WIS:
1582                         case RBE_LOSE_DEX:
1583                         case RBE_LOSE_CON:
1584                         case RBE_LOSE_CHR:
1585                         case RBE_LOSE_ALL:
1586                                 break;
1587
1588                         case RBE_ACID:
1589                                 pt = GF_ACID;
1590                                 break;
1591
1592                         case RBE_ELEC:
1593                                 pt = GF_ELEC;
1594                                 break;
1595
1596                         case RBE_FIRE:
1597                                 pt = GF_FIRE;
1598                                 break;
1599
1600                         case RBE_COLD:
1601                                 pt = GF_COLD;
1602                                 break;
1603
1604                         case RBE_CONFUSE:
1605                                 pt = GF_CONFUSION;
1606                                 break;
1607
1608                         case RBE_TERRIFY:
1609                                 effect_type = BLOW_EFFECT_TYPE_FEAR;
1610                                 break;
1611
1612                         case RBE_PARALYZE:
1613                                 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1614                                 break;
1615
1616                         case RBE_SHATTER:
1617                                 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1618                                 if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1619                                 break;
1620
1621                         case RBE_EXP_10:
1622                         case RBE_EXP_20:
1623                         case RBE_EXP_40:
1624                         case RBE_EXP_80:
1625                                 pt = GF_NETHER;
1626                                 break;
1627
1628                         case RBE_TIME:
1629                                 pt = GF_TIME;
1630                                 break;
1631
1632                         case RBE_DR_LIFE:
1633                                 pt = GF_HYPODYNAMIA;
1634                                 effect_type = BLOW_EFFECT_TYPE_HEAL;
1635                                 break;
1636
1637                         case RBE_INERTIA:
1638                                 pt = GF_INERTIAL;
1639                                 break;
1640
1641                         case RBE_STUN:
1642                                 pt = GF_SOUND;
1643                                 break;
1644
1645                         default:
1646                                 pt = 0;
1647                                 break;
1648                         }
1649
1650                         if (pt)
1651                         {
1652                                 /* Do damage if not exploding */
1653                                 if (!explode)
1654                                 {
1655                                         project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1656                                                 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1657                                 }
1658
1659                                 switch (effect_type)
1660                                 {
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);
1664                                         break;
1665
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);
1669                                         break;
1670
1671                                 case BLOW_EFFECT_TYPE_HEAL:
1672                                         if ((monster_living(m_idx)) && (damage > 2))
1673                                         {
1674                                                 bool did_heal = FALSE;
1675
1676                                                 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1677
1678                                                 /* Heal */
1679                                                 m_ptr->hp += damroll(4, damage / 6);
1680                                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1681
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);
1685
1686                                                 /* Special message */
1687                                                 if (see_m && did_heal)
1688                                                 {
1689                                                         msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1690                                                 }
1691                                         }
1692                                         break;
1693                                 }
1694
1695                                 if (touched)
1696                                 {
1697                                         /* Aura fire */
1698                                         if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
1699                                         {
1700                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1701                                                 {
1702                                                         if (see_either)
1703                                                         {
1704                                                                 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
1705                                                         }
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);
1711                                                 }
1712                                                 else
1713                                                 {
1714                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1715                                                 }
1716                                         }
1717
1718                                         /* Aura cold */
1719                                         if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
1720                                         {
1721                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1722                                                 {
1723                                                         if (see_either)
1724                                                         {
1725                                                                 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
1726                                                         }
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);
1732                                                 }
1733                                                 else
1734                                                 {
1735                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1736                                                 }
1737                                         }
1738
1739                                         /* Aura elec */
1740                                         if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
1741                                         {
1742                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1743                                                 {
1744                                                         if (see_either)
1745                                                         {
1746                                                                 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
1747                                                         }
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);
1753                                                 }
1754                                                 else
1755                                                 {
1756                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1757                                                 }
1758                                         }
1759                                 }
1760                         }
1761                 }
1762
1763                 /* Monster missed player */
1764                 else
1765                 {
1766                         /* Analyze failed attacks */
1767                         switch (method)
1768                         {
1769                         case RBM_HIT:
1770                         case RBM_TOUCH:
1771                         case RBM_PUNCH:
1772                         case RBM_KICK:
1773                         case RBM_CLAW:
1774                         case RBM_BITE:
1775                         case RBM_STING:
1776                         case RBM_SLASH:
1777                         case RBM_BUTT:
1778                         case RBM_CRUSH:
1779                         case RBM_ENGULF:
1780                         case RBM_CHARGE:
1781                                 {
1782                                         (void)set_monster_csleep(t_idx, 0);
1783
1784                                         /* Visible monsters */
1785                                         if (see_m)
1786                                         {
1787 #ifdef JP
1788                                                 msg_format("%sは%^sの攻撃をかわした。", t_name, m_name);
1789 #else
1790                                                 msg_format("%^s misses %s.", m_name, t_name);
1791 #endif
1792                                         }
1793
1794                                         break;
1795                                 }
1796                         }
1797                 }
1798
1799
1800                 /* Analyze "visible" monsters only */
1801                 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
1802                 {
1803                         /* Count "obvious" attacks (and ones that cause damage) */
1804                         if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
1805                         {
1806                                 /* Count attacks of this type */
1807                                 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
1808                                 {
1809                                         r_ptr->r_blows[ap_cnt]++;
1810                                 }
1811                         }
1812                 }
1813         }
1814
1815         if (explode)
1816         {
1817                 sound(SOUND_EXPLODE);
1818
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);
1822                 blinked = FALSE;
1823         }
1824
1825         /* Blink away */
1826         if (blinked && m_ptr->r_idx)
1827         {
1828                 if (teleport_barrier(m_idx))
1829                 {
1830                         if (see_m)
1831                         {
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."));
1833                         }
1834                         else if (known)
1835                         {
1836                                 mon_fight = TRUE;
1837                         }
1838                 }
1839                 else
1840                 {
1841                         if (see_m)
1842                         {
1843                                 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
1844                         }
1845                         else if (known)
1846                         {
1847                                 mon_fight = TRUE;
1848                         }
1849
1850                         teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
1851                 }
1852         }
1853
1854         return TRUE;
1855 }
1856
1857
1858 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
1859 {
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));
1863 }
1864
1865
1866 /*!
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 /
1868  * Process a monster
1869  * @param m_idx 行動モンスターの参照ID
1870  * @return なし
1871  * @details
1872  * The monster is known to be within 100 grids of the player\n
1873  *\n
1874  * In several cases, we directly update the monster lore\n
1875  *\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
1882  *\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
1886  *\n
1887  * In addition, monsters which *cannot* open or bash\n
1888  * down a door will still stand there trying to open it...\n
1889  *\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
1892  *\n
1893  * A "direction" of "5" means "pick a random direction".\n
1894  */
1895 void process_monster(MONSTER_IDX m_idx)
1896 {
1897         monster_type    *m_ptr = &current_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];
1900
1901         int i, d;
1902         POSITION oy, ox, ny, nx;
1903
1904         DIRECTION mm[8];
1905
1906         grid_type       *g_ptr;
1907         feature_type    *f_ptr;
1908
1909         monster_type    *y_ptr;
1910
1911         bool            do_turn;
1912         bool            do_move;
1913         bool            do_view;
1914         bool            must_alter_to_move;
1915
1916         bool            did_open_door;
1917         bool            did_bash_door;
1918         bool            did_take_item;
1919         bool            did_kill_item;
1920         bool            did_move_body;
1921         bool            did_pass_wall;
1922         bool            did_kill_wall;
1923         bool            gets_angry = FALSE;
1924         bool            can_cross;
1925         bool            aware = TRUE;
1926
1927         bool fear, dead;
1928         bool is_riding_mon = (m_idx == p_ptr->riding);
1929         bool see_m = is_seen(m_ptr);
1930
1931         if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
1932         {
1933                 if (rakuba(0, TRUE))
1934                 {
1935 #ifdef JP
1936                         msg_print("地面に落とされた。");
1937 #else
1938                         GAME_TEXT m_name[MAX_NLEN];
1939                         monster_desc(m_name, &current_floor_ptr->m_list[p_ptr->riding], 0);
1940                         msg_format("You have fallen from %s.", m_name);
1941 #endif
1942                 }
1943         }
1944
1945         if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
1946         {
1947                 choose_new_monster(m_idx, FALSE, 0);
1948                 r_ptr = &r_info[m_ptr->r_idx];
1949         }
1950
1951         /* Players hidden in shadow are almost imperceptable. -LM- */
1952         if (p_ptr->special_defense & NINJA_S_STEALTH)
1953         {
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;
1960         }
1961
1962         /* Are there its parent? */
1963         if (m_ptr->parent_m_idx && !current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
1964         {
1965                 /* Its parent have gone, it also goes away. */
1966
1967                 if (see_m)
1968                 {
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);
1972                 }
1973
1974                 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1975                 {
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);
1979                 }
1980
1981                 delete_monster_idx(m_idx);
1982
1983                 return;
1984         }
1985
1986         /* Quantum monsters are odd */
1987         if (r_ptr->flags2 & (RF2_QUANTUM))
1988         {
1989                 /* Sometimes skip move */
1990                 if (!randint0(2)) return;
1991
1992                 /* Sometimes die */
1993                 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
1994                 {
1995                         bool sad = FALSE;
1996
1997                         if (is_pet(m_ptr) && !(m_ptr->ml)) sad = TRUE;
1998
1999                         if (see_m)
2000                         {
2001                                 GAME_TEXT m_name[MAX_NLEN];
2002                                 monster_desc(m_name, m_ptr, 0);
2003
2004                                 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2005                         }
2006
2007                         /* Generate treasure, etc */
2008                         monster_death(m_idx, FALSE);
2009
2010                         delete_monster_idx(m_idx);
2011                         if (sad)
2012                         {
2013                                 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2014                         }
2015
2016                         return;
2017                 }
2018         }
2019
2020         if (m_ptr->r_idx == MON_SHURYUUDAN)
2021         {
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);
2023                 if(dead) return;
2024         }
2025
2026         if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2027         {
2028                 static int riding_pinch = 0;
2029
2030                 if (m_ptr->hp < m_ptr->maxhp/3)
2031                 {
2032                         GAME_TEXT m_name[MAX_NLEN];
2033                         monster_desc(m_name, m_ptr, 0);
2034
2035                         if (is_riding_mon && riding_pinch < 2)
2036                         {
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);
2039                                 riding_pinch++;
2040                                 disturb(TRUE, TRUE);
2041                         }
2042                         else
2043                         {
2044                                 if (is_riding_mon)
2045                                 {
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))
2048                                         {
2049                                                 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2050                                         }
2051                                 }
2052
2053                                 if (see_m)
2054                                 {
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))
2057                                         {
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);
2059                                         }
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);
2062                                 }
2063
2064                                 if (is_riding_mon && rakuba(-1, FALSE))
2065                                 {
2066                                         msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2067                                 }
2068
2069                                 check_quest_completion(m_ptr);
2070                                 delete_monster_idx(m_idx);
2071                                 return;
2072                         }
2073                 }
2074                 else
2075                 {
2076                         /* Reset the counter */
2077                         if (is_riding_mon) riding_pinch = 0;
2078                 }
2079         }
2080
2081         /* Handle "sleep" */
2082         if (MON_CSLEEP(m_ptr))
2083         {
2084                 /* Handle non-aggravation - Still sleeping */
2085                 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2086
2087                 (void)set_monster_csleep(m_idx, 0);
2088
2089                 /* Notice the "waking up" */
2090                 if (m_ptr->ml)
2091                 {
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);
2095                 }
2096
2097                 /* Hack -- Count the wakings */
2098                 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2099                 {
2100                         r_ptr->r_wake++;
2101                 }
2102         }
2103
2104         /* Handle "stun" */
2105         if (MON_STUNNED(m_ptr))
2106         {
2107                 /* Sometimes skip move */
2108                 if (one_in_(2)) return;
2109         }
2110
2111         if (is_riding_mon)
2112         {
2113                 p_ptr->update |= (PU_BONUS);
2114         }
2115
2116         /* No one wants to be your friend if you're aggravating */
2117         if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2118                 gets_angry = TRUE;
2119
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)))
2123         {
2124                 gets_angry = TRUE;
2125         }
2126
2127         if (p_ptr->inside_battle) gets_angry = FALSE;
2128
2129         if (gets_angry)
2130         {
2131                 if (is_pet(m_ptr) || see_m)
2132                 {
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);
2136                 }
2137
2138                 set_hostile(m_ptr);
2139         }
2140
2141         /* Get the origin */
2142         oy = m_ptr->fy;
2143         ox = m_ptr->fx;
2144
2145         /* Attempt to "multiply" if able and allowed */
2146         if ((r_ptr->flags2 & RF2_MULTIPLY) && (current_floor_ptr->num_repro < MAX_REPRO))
2147         {
2148                 int k;
2149                 POSITION y, x;
2150
2151                 /* Count the adjacent monsters */
2152                 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2153                 {
2154                         for (x = ox - 1; x <= ox + 1; x++)
2155                         {
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++;
2159                         }
2160                 }
2161
2162                 /* Hex */
2163                 if (multiply_barrier(m_idx)) k = 8;
2164
2165                 /* Hack -- multiply slower in crowded areas */
2166                 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2167                 {
2168                         /* Try to multiply */
2169                         if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2170                         {
2171                                 /* Take note if visible */
2172                                 if (current_floor_ptr->m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2173                                 {
2174                                         r_ptr->r_flags2 |= (RF2_MULTIPLY);
2175                                 }
2176
2177                                 /* Multiplying takes energy */
2178                                 return;
2179                         }
2180                 }
2181         }
2182
2183         if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
2184         {
2185                 /* Hack -- Ohmu scatters molds! */
2186                 if (m_ptr->r_idx == MON_OHMU)
2187                 {
2188                         if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2189                         {
2190                                 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2191                                 {
2192                                         int k, count = 0;
2193                                         DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2194                                         BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2195
2196                                         for (k = 0; k < A_MAX; k++)
2197                                         {
2198                                                 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode), '\0'))
2199                                                 {
2200                                                         if (current_floor_ptr->m_list[hack_m_idx_ii].ml) count++;
2201                                                 }
2202                                         }
2203
2204                                         if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2205                                 }
2206                         }
2207                 }
2208         }
2209
2210         if (!p_ptr->inside_battle)
2211         {
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))
2216                 {
2217                         if (disturb_minor) disturb(FALSE, FALSE);
2218                         msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
2219                 }
2220
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))
2226                 {
2227                         GAME_TEXT m_name[MAX_NLEN];
2228                         char monmessage[1024];
2229                         concptr filename;
2230
2231                         /* Acquire the monster name/poss */
2232                         if (m_ptr->ml)
2233                                 monster_desc(m_name, m_ptr, 0);
2234                         else
2235                                 strcpy(m_name, _("それ", "It"));
2236
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");
2244                         else
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)
2248                         {
2249                                 /* Say something */
2250                                 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2251                         }
2252                 }
2253         }
2254
2255         /* Try to cast spell occasionally */
2256         if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2257         {
2258                 bool counterattack = FALSE;
2259
2260                 /* Give priority to counter attack? */
2261                 if (m_ptr->target_y)
2262                 {
2263                         MONSTER_IDX t_m_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
2264
2265                         /* The monster must be an enemy, and projectable */
2266                         if (t_m_idx && are_enemies(m_ptr, &current_floor_ptr->m_list[t_m_idx]) &&
2267                             projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2268                         {
2269                                 counterattack = TRUE;
2270                         }
2271                 }
2272
2273                 if (!counterattack)
2274                 {
2275                         /* Attempt to cast a spell */
2276                         if (aware && make_attack_spell(m_idx)) return;
2277
2278                         /*
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.)
2281                          */
2282                         if (monst_spell_monst(m_idx)) return;
2283                 }
2284                 else
2285                 {
2286                         /* Attempt to do counter attack at first */
2287                         if (monst_spell_monst(m_idx)) return;
2288
2289                         if (aware && make_attack_spell(m_idx)) return;
2290                 }
2291         }
2292
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;
2296
2297
2298         /* Confused -- 100% random */
2299         if (MON_CONFUSED(m_ptr) || !aware)
2300         {
2301                 /* Try four "random" directions */
2302                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2303         }
2304
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))
2308         {
2309                 /* Memorize flags */
2310                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2311
2312                 /* Try four "random" directions */
2313                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2314         }
2315
2316         /* 50% random movement */
2317         else if ((r_ptr->flags1 & RF1_RAND_50) &&
2318                                 (randint0(100) < 50))
2319         {
2320                 /* Memorize flags */
2321                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2322
2323                 /* Try four "random" directions */
2324                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2325         }
2326
2327         /* 25% random movement */
2328         else if ((r_ptr->flags1 & RF1_RAND_25) &&
2329                                 (randint0(100) < 25))
2330         {
2331                 /* Memorize flags */
2332                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2333
2334                 /* Try four "random" directions */
2335                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2336         }
2337
2338         /* Can't reach player - find something else to hit */
2339         else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2340         {
2341                 /* Try four "random" directions */
2342                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2343
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);
2347 #endif /* 0 */
2348         }
2349
2350         /* Pets will follow the player */
2351         else if (is_pet(m_ptr))
2352         {
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)));
2355
2356                 /* Do we want to find the player? */
2357                 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2358
2359                 /* Should we find the player if we can't find a monster? */
2360                 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2361
2362                 /* by default, move randomly */
2363                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2364
2365                 /* Look for an enemy */
2366                 if (!get_enemy_dir(m_idx, mm))
2367                 {
2368                         /* Find the player if necessary */
2369                         if (avoid || lonely || distant)
2370                         {
2371                                 /* Remember the leash length */
2372                                 POSITION dis = p_ptr->pet_follow_distance;
2373
2374                                 /* Hack -- adjust follow distance temporarily */
2375                                 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2376                                 {
2377                                         p_ptr->pet_follow_distance = PET_SEEK_DIST;
2378                                 }
2379
2380                                 /* Find the player */
2381                                 (void)get_moves(m_idx, mm);
2382
2383                                 /* Restore the leash */
2384                                 p_ptr->pet_follow_distance = (s16b)dis;
2385                         }
2386                 }
2387         }
2388
2389         /* Friendly monster movement */
2390         else if (!is_hostile(m_ptr))
2391         {
2392                 /* by default, move randomly */
2393                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2394
2395                 /* Look for an enemy */
2396                 get_enemy_dir(m_idx, mm);
2397         }
2398         /* Normal movement */
2399         else
2400         {
2401                 /* Logical moves, may do nothing */
2402                 if (!get_moves(m_idx, mm)) return;
2403         }
2404
2405         /* Assume nothing */
2406         do_turn = FALSE;
2407         do_move = FALSE;
2408         do_view = FALSE;
2409         must_alter_to_move = FALSE;
2410
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;
2419
2420         /* Take a zero-terminated array of "directions" */
2421         for (i = 0; mm[i]; i++)
2422         {
2423                 /* Get the direction */
2424                 d = mm[i];
2425
2426                 /* Hack -- allow "randomized" motion */
2427                 if (d == 5) d = ddd[randint0(8)];
2428
2429                 /* Get the destination */
2430                 ny = oy + ddy[d];
2431                 nx = ox + ddx[d];
2432
2433                 /* Ignore locations off of edge */
2434                 if (!in_bounds2(ny, nx)) continue;
2435
2436                 /* Access that grid */
2437                 g_ptr = &current_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);
2440
2441                 /* Access that grid's contents */
2442                 y_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
2443
2444                 /* Hack -- player 'in' wall */
2445                 if (player_bold(ny, nx))
2446                 {
2447                         do_move = TRUE;
2448                 }
2449
2450                 /* Possibly a monster to attack */
2451                 else if (g_ptr->m_idx)
2452                 {
2453                         do_move = TRUE;
2454                 }
2455
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))
2461                 {
2462                         /* Eat through walls/doors/rubble */
2463                         do_move = TRUE;
2464                         if (!can_cross) must_alter_to_move = TRUE;
2465
2466                         /* Monster destroyed a wall (later) */
2467                         did_kill_wall = TRUE;
2468                 }
2469
2470                 /* Floor is open? */
2471                 else if (can_cross)
2472                 {
2473                         /* Go ahead and move */
2474                         do_move = TRUE;
2475
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))
2479                         {
2480                                 /* Monster went through a wall */
2481                                 did_pass_wall = TRUE;
2482                         }
2483                 }
2484
2485                 /* Handle doors and secret doors */
2486                 else if (is_closed_door(g_ptr->feat))
2487                 {
2488                         bool may_bash = TRUE;
2489
2490                         /* Assume no move allowed */
2491                         do_move = FALSE;
2492
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)))
2496                         {
2497                                 /* Closed doors */
2498                                 if (!f_ptr->power)
2499                                 {
2500                                         /* The door is open */
2501                                         did_open_door = TRUE;
2502
2503                                         /* Do not bash the door */
2504                                         may_bash = FALSE;
2505
2506                                         do_turn = TRUE;
2507                                 }
2508
2509                                 /* Locked doors (not jammed) */
2510                                 else
2511                                 {
2512                                         /* Try to unlock it */
2513                                         if (randint0(m_ptr->hp / 10) > f_ptr->power)
2514                                         {
2515                                                 /* Unlock the door */
2516                                                 cave_alter_feat(ny, nx, FF_DISARM);
2517
2518                                                 /* Do not bash the door */
2519                                                 may_bash = FALSE;
2520
2521                                                 do_turn = TRUE;
2522                                         }
2523                                 }
2524                         }
2525
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)))
2529                         {
2530                                 /* Attempt to Bash */
2531                                 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
2532                                 {
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!"));
2535                                         else
2536                                                 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2537
2538                                         /* Disturb (sometimes) */
2539                                         if (disturb_minor) disturb(FALSE, FALSE);
2540
2541                                         /* The door was bashed open */
2542                                         did_bash_door = TRUE;
2543
2544                                         /* Hack -- fall into doorway */
2545                                         do_move = TRUE;
2546                                         must_alter_to_move = TRUE;
2547                                 }
2548                         }
2549
2550
2551                         /* Deal with doors in the way */
2552                         if (did_open_door || did_bash_door)
2553                         {
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)))
2556                                 {
2557                                         cave_alter_feat(ny, nx, FF_BASH);
2558
2559                                         if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */
2560                                         {
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);
2564
2565                                                 return;
2566                                         }
2567                                 }
2568
2569                                 /* Open the door */
2570                                 else
2571                                 {
2572                                         cave_alter_feat(ny, nx, FF_OPEN);
2573                                 }
2574
2575                                 f_ptr = &f_info[g_ptr->feat];
2576
2577                                 /* Handle viewable doors */
2578                                 do_view = TRUE;
2579                         }
2580                 }
2581
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)))
2585                 {
2586                         /* Assume no move allowed */
2587                         do_move = FALSE;
2588
2589                         /* Break the ward */
2590                         if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2591                         {
2592                                 /* Describe observable breakage */
2593                                 if (g_ptr->info & CAVE_MARK)
2594                                 {
2595                                         msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2596                                 }
2597
2598                                 /* Forget the rune */
2599                                 g_ptr->info &= ~(CAVE_MARK);
2600
2601                                 /* Break the rune */
2602                                 g_ptr->info &= ~(CAVE_OBJECT);
2603                                 g_ptr->mimic = 0;
2604
2605                                 /* Allow movement */
2606                                 do_move = TRUE;
2607
2608                                 note_spot(ny, nx);
2609                         }
2610                 }
2611                 else if (do_move && is_explosive_rune_grid(g_ptr) &&
2612                          !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2613                 {
2614                         /* Assume no move allowed */
2615                         do_move = FALSE;
2616
2617                         /* Break the ward */
2618                         if (!is_pet(m_ptr))
2619                         {
2620                                 /* Break the ward */
2621                                 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2622                                 {
2623                                         /* Describe observable breakage */
2624                                         if (g_ptr->info & CAVE_MARK)
2625                                         {
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);
2628                                         }
2629                                 }
2630                                 else
2631                                 {
2632                                         msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2633                                 }
2634
2635                                 /* Forget the rune */
2636                                 g_ptr->info &= ~(CAVE_MARK);
2637
2638                                 /* Break the rune */
2639                                 g_ptr->info &= ~(CAVE_OBJECT);
2640                                 g_ptr->mimic = 0;
2641
2642                                 note_spot(ny, nx);
2643                                 lite_spot(ny, nx);
2644
2645                                 if (!monster_is_valid(m_ptr)) return;
2646                                 /* Allow movement */
2647                                 do_move = TRUE;
2648                         }
2649                 }
2650
2651                 /* The player is in the way */
2652                 if (do_move && player_bold(ny, nx))
2653                 {
2654                         /* Some monsters never attack */
2655                         if (r_ptr->flags1 & RF1_NEVER_BLOW)
2656                         {
2657                                 /* Hack -- memorize lack of attacks */
2658                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
2659
2660                                 /* Do not move */
2661                                 do_move = FALSE;
2662                         }
2663
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))
2666                         {
2667                                 if (!MON_CONFUSED(m_ptr))
2668                                 {
2669                                         if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2670                                         else
2671                                         {
2672                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2673                                         }
2674                                 }
2675                         }
2676
2677                         /* The player is in the way.  Attack him. */
2678                         if (do_move)
2679                         {
2680                                 if (!p_ptr->riding || one_in_(2))
2681                                 {
2682                                         /* Do the attack */
2683                                         (void)make_attack_normal(m_idx);
2684
2685                                         /* Do not move */
2686                                         do_move = FALSE;
2687
2688                                         /* Took a current_world_ptr->game_turn */
2689                                         do_turn = TRUE;
2690                                 }
2691                         }
2692                 }
2693
2694                 /* A monster is in the way */
2695                 if (do_move && g_ptr->m_idx)
2696                 {
2697                         monster_race *z_ptr = &r_info[y_ptr->r_idx];
2698
2699                         /* Assume no movement */
2700                         do_move = FALSE;
2701
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))
2707                         {
2708                                 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2709                                 {
2710                                         if (r_ptr->flags2 & RF2_KILL_BODY)
2711                                         {
2712                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2713                                         }
2714
2715                                         /* attack */
2716                                         if (y_ptr->r_idx && (y_ptr->hp >= 0))
2717                                         {
2718                                                 if (monst_attack_monst(m_idx, g_ptr->m_idx)) return;
2719
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)
2722                                                 {
2723                                                         if (MON_CONFUSED(m_ptr)) return;
2724                                                         else if (r_ptr->flags2 & RF2_STUPID)
2725                                                         {
2726                                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2727                                                                 return;
2728                                                         }
2729                                                 }
2730                                         }
2731                                 }
2732                         }
2733
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))
2739                         {
2740                                 /* Allow movement */
2741                                 do_move = TRUE;
2742
2743                                 /* Monster pushed past another monster */
2744                                 did_move_body = TRUE;
2745
2746                                 /* Wake up the moved monster */
2747                                 (void)set_monster_csleep(g_ptr->m_idx, 0);
2748
2749                                 /* Message */
2750                         }
2751                 }
2752
2753                 if (is_riding_mon)
2754                 {
2755                         if (!p_ptr->riding_ryoute && !MON_MONFEAR(&current_floor_ptr->m_list[p_ptr->riding])) do_move = FALSE;
2756                 }
2757
2758                 if (did_kill_wall && do_move)
2759                 {
2760                         if (one_in_(GRINDNOISE))
2761                         {
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."));
2764                                 else
2765                                         msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
2766                         }
2767
2768                         cave_alter_feat(ny, nx, FF_HURT_DISI);
2769
2770                         if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */
2771                         {
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);
2775
2776                                 return;
2777                         }
2778
2779                         f_ptr = &f_info[g_ptr->feat];
2780
2781                         /* Note changes to viewable region */
2782                         do_view = TRUE;
2783                         do_turn = TRUE;
2784                 }
2785
2786                 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
2787                 {
2788                         if (!monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
2789                         {
2790                                 /* Assume no move allowed */
2791                                 do_move = FALSE;
2792                         }
2793                 }
2794
2795                 /*
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.
2800                  */
2801                 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
2802                 {
2803                         /* Assume no move allowed */
2804                         do_move = FALSE;
2805                 }
2806
2807                 /* Some monsters never move */
2808                 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
2809                 {
2810                         /* Hack -- memorize lack of moves */
2811                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
2812
2813                         /* Do not move */
2814                         do_move = FALSE;
2815                 }
2816
2817                 /* Creature has been allowed move */
2818                 if (do_move)
2819                 {
2820                         do_turn = TRUE;
2821
2822                         if (have_flag(f_ptr->flags, FF_TREE))
2823                         {
2824                                 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
2825                                 {
2826                                         m_ptr->energy_need += ENERGY_NEED();
2827                                 }
2828                         }
2829
2830                         if (!is_riding_mon)
2831                         {
2832                                 /* Hack -- Update the old location */
2833                                 current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
2834
2835                                 /* Mega-Hack -- move the old monster, if any */
2836                                 if (g_ptr->m_idx)
2837                                 {
2838                                         /* Move the old monster */
2839                                         y_ptr->fy = oy;
2840                                         y_ptr->fx = ox;
2841
2842                                         /* Update the old monster */
2843                                         update_monster(g_ptr->m_idx, TRUE);
2844                                 }
2845
2846                                 /* Hack -- Update the new location */
2847                                 g_ptr->m_idx = m_idx;
2848
2849                                 /* Move the monster */
2850                                 m_ptr->fy = ny;
2851                                 m_ptr->fx = nx;
2852                                 update_monster(m_idx, TRUE);
2853
2854                                 lite_spot(oy, ox);
2855                                 lite_spot(ny, nx);
2856                         }
2857                         else
2858                         {
2859                                 /* sound(SOUND_WALK); */
2860                                 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
2861                         }
2862
2863                         /* Possible disturb */
2864                         if (m_ptr->ml &&
2865                             (disturb_move ||
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)))
2868                         {
2869                                 if (is_hostile(m_ptr))
2870                                         disturb(FALSE, TRUE);
2871                         }
2872
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))))
2876                         {
2877                                 OBJECT_IDX this_o_idx, next_o_idx;
2878                                 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
2879
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)
2882                                 {
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 = &current_floor_ptr->o_list[this_o_idx];
2886                                         next_o_idx = o_ptr->next_o_idx;
2887
2888                                         if (do_take)
2889                                         {
2890                                                 /* Skip gold */
2891                                                 if (o_ptr->tval == TV_GOLD) continue;
2892
2893                                                 /*
2894                                                  * Skip "real" corpses and statues, to avoid extreme
2895                                                  * silliness like a novice rogue pockets full of statues
2896                                                  * and corpses.
2897                                                  */
2898                                                 if ((o_ptr->tval == TV_CORPSE) ||
2899                                                     (o_ptr->tval == TV_STATUE)) continue;
2900                                         }
2901
2902                                         /* Extract some flags */
2903                                         object_flags(o_ptr, flgs);
2904
2905                                         /* Acquire the object name */
2906                                         object_desc(o_name, o_ptr, 0);
2907                                         monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
2908
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);
2933
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)))
2937                                         {
2938                                                 /* Only give a message for "take_item" */
2939                                                 if (do_take && (r_ptr->flags2 & RF2_STUPID))
2940                                                 {
2941                                                         did_take_item = TRUE;
2942
2943                                                         /* Describe observable situations */
2944                                                         if (m_ptr->ml && player_can_see_bold(ny, nx))
2945                                                         {
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);
2947                                                         }
2948                                                 }
2949                                         }
2950
2951                                         /* Pick up the item */
2952                                         else if (do_take)
2953                                         {
2954                                                 did_take_item = TRUE;
2955
2956                                                 /* Describe observable situations */
2957                                                 if (player_can_see_bold(ny, nx))
2958                                                 {
2959                                                         msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
2960                                                 }
2961
2962                                                 /* Excise the object */
2963                                                 excise_object_idx(this_o_idx);
2964
2965                                                 /* Forget mark */
2966                                                 o_ptr->marked &= OM_TOUCHED;
2967
2968                                                 /* Forget location */
2969                                                 o_ptr->iy = o_ptr->ix = 0;
2970
2971                                                 /* Memorize monster */
2972                                                 o_ptr->held_m_idx = m_idx;
2973
2974                                                 /* Build a stack */
2975                                                 o_ptr->next_o_idx = m_ptr->hold_o_idx;
2976
2977                                                 /* Carry object */
2978                                                 m_ptr->hold_o_idx = this_o_idx;
2979                                         }
2980
2981                                         /* Destroy the item if not a pet */
2982                                         else if (!is_pet(m_ptr))
2983                                         {
2984                                                 did_kill_item = TRUE;
2985
2986                                                 /* Describe observable situations */
2987                                                 if (player_has_los_bold(ny, nx))
2988                                                 {
2989                                                         msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
2990                                                 }
2991
2992                                                 delete_object_idx(this_o_idx);
2993                                         }
2994                                 }
2995                         }
2996                 }
2997
2998                 /* Stop when done */
2999                 if (do_turn) break;
3000         }
3001
3002         /*
3003          *  Forward movements failed, but now received LOS attack!
3004          *  Try to flow by smell.
3005          */
3006         if (p_ptr->no_flowed && i > 2 &&  m_ptr->target_y)
3007                 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3008
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)
3011         {
3012                 /* Try to cast spell again */
3013                 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3014                 {
3015                         if (make_attack_spell(m_idx)) return;
3016                 }
3017         }
3018
3019
3020         /* Notice changes in view */
3021         if (do_view)
3022         {
3023                 p_ptr->update |= (PU_FLOW);
3024                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3025         }
3026
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)))
3030         {
3031                 p_ptr->update |= (PU_MON_LITE);
3032         }
3033
3034         /* Learn things from observable monster */
3035         if (is_original_ap_and_seen(m_ptr))
3036         {
3037                 /* Monster opened a door */
3038                 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3039
3040                 /* Monster bashed a door */
3041                 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3042
3043                 /* Monster tried to pick something up */
3044                 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3045
3046                 /* Monster tried to crush something */
3047                 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3048
3049                 /* Monster pushed past another monster */
3050                 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3051
3052                 /* Monster passed through a wall */
3053                 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3054
3055                 /* Monster destroyed a wall */
3056                 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3057         }
3058
3059
3060         /* Hack -- get "bold" if out of options */
3061         if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3062         {
3063                 /* No longer afraid */
3064                 (void)set_monster_monfear(m_idx, 0);
3065
3066                 /* Message if seen */
3067                 if (see_m)
3068                 {
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);
3072                 }
3073
3074                 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3075
3076                 /* Actually do something now (?) */
3077         }
3078 }
3079
3080 /*!
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.
3083  * @return なし
3084  * @details
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
3088  *\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
3091  *\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
3094  * normal things.\n
3095  *\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
3098  *\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
3101  *\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
3106  *\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
3109  *\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
3112  * recall window.\n
3113  */
3114 void process_monsters(void)
3115 {
3116         MONSTER_IDX i;
3117         POSITION fx, fy;
3118
3119         bool            test;
3120
3121         monster_type    *m_ptr;
3122         monster_race    *r_ptr;
3123
3124         MONRACE_IDX old_monster_race_idx;
3125
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;
3133
3134         byte old_r_blows0 = 0;
3135         byte old_r_blows1 = 0;
3136         byte old_r_blows2 = 0;
3137         byte old_r_blows3 = 0;
3138
3139         byte old_r_cast_spell = 0;
3140
3141         SPEED speed;
3142
3143         /* Clear monster fighting indicator */
3144         mon_fight = FALSE;
3145
3146         /* Memorize old race */
3147         old_monster_race_idx = p_ptr->monster_race_idx;
3148
3149         /* Acquire knowledge */
3150         if (p_ptr->monster_race_idx)
3151         {
3152                 /* Acquire current monster */
3153                 r_ptr = &r_info[p_ptr->monster_race_idx];
3154
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;
3163
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];
3169
3170                 /* Memorize castings */
3171                 old_r_cast_spell = r_ptr->r_cast_spell;
3172         }
3173
3174
3175         /* Process the monsters (backwards) */
3176         for (i = m_max - 1; i >= 1; i--)
3177         {
3178                 /* Access the monster */
3179                 m_ptr = &current_floor_ptr->m_list[i];
3180                 r_ptr = &r_info[m_ptr->r_idx];
3181
3182                 /* Handle "leaving" */
3183                 if (p_ptr->leaving) break;
3184
3185                 /* Ignore "dead" monsters */
3186                 if (!monster_is_valid(m_ptr)) continue;
3187
3188                 if (p_ptr->wild_mode) continue;
3189
3190
3191                 /* Handle "fresh" monsters */
3192                 if (m_ptr->mflag & MFLAG_BORN)
3193                 {
3194                         /* No longer "fresh" */
3195                         m_ptr->mflag &= ~(MFLAG_BORN);
3196
3197                         /* Skip */
3198                         continue;
3199                 }
3200
3201                 /* Hack -- Require proximity */
3202                 if (m_ptr->cdis >= AAF_LIMIT) continue;
3203
3204                 fx = m_ptr->fx;
3205                 fy = m_ptr->fy;
3206
3207                 /* Flow by smell is allowed */
3208                 if (!p_ptr->no_flowed)
3209                 {
3210                         m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3211                 }
3212
3213                 /* Assume no move */
3214                 test = FALSE;
3215
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))
3218                 {
3219                         /* We can "sense" the player */
3220                         test = TRUE;
3221                 }
3222
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)))
3226                 {
3227                         /* We can "see" or "feel" the player */
3228                         test = TRUE;
3229                 }
3230
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))
3239                 {
3240                         /* We can "smell" the player */
3241                         test = TRUE;
3242                 }
3243 #endif
3244                 else if (m_ptr->target_y) test = TRUE;
3245
3246                 /* Do nothing */
3247                 if (!test) continue;
3248
3249
3250                 if (p_ptr->riding == i)
3251                         speed = p_ptr->pspeed;
3252                 else
3253                 {
3254                         speed = m_ptr->mspeed;
3255
3256                         /* Monsters move quickly in Nightmare mode */
3257                         if (ironman_nightmare) speed += 5;
3258
3259                         if (MON_FAST(m_ptr)) speed += 10;
3260                         if (MON_SLOW(m_ptr)) speed -= 10;
3261                 }
3262
3263                 /* Give this monster some energy */
3264                 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3265
3266                 /* Not enough energy to move */
3267                 if (m_ptr->energy_need > 0) continue;
3268
3269                 /* Use up "some" energy */
3270                 m_ptr->energy_need += ENERGY_NEED();
3271
3272
3273                 /* Save global index */
3274                 hack_m_idx = i;
3275
3276                 /* Process the monster */
3277                 process_monster(i);
3278
3279                 reset_target(m_ptr);
3280
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;
3284
3285                 /* Hack -- notice death or departure */
3286                 if (!p_ptr->playing || p_ptr->is_dead) break;
3287
3288                 /* Notice leaving */
3289                 if (p_ptr->leaving) break;
3290         }
3291
3292         /* Reset global index */
3293         hack_m_idx = 0;
3294
3295
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))
3298         {
3299                 /* Acquire monster race */
3300                 r_ptr = &r_info[p_ptr->monster_race_idx];
3301
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))
3315                 {
3316                         p_ptr->window |= (PW_MONSTER);
3317                 }
3318         }
3319 }
3320