2 * @file monster-process.c
3 * @brief モンスターの特殊技能と移動処理/ Monster spells and movement
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
12 * This file has several additions to it by Keldon Jones (keldon@umr.edu)
13 * to improve the general quality of the AI (version 0.1.1).
24 #include "spells-summon.h"
27 #include "realm-hex.h"
28 #include "object-flavor.h"
29 #include "object-hook.h"
32 #include "player-move.h"
33 #include "monster-status.h"
34 #include "monster-spell.h"
35 #include "monster-process.h"
36 #include "monsterrace-hook.h"
40 #include "view-mainwindow.h"
44 * @brief モンスターが敵に接近するための方向を決める /
45 * Calculate the direction to the next enemy
46 * @param m_idx モンスターの参照ID
47 * @param mm 移動するべき方角IDを返す参照ポインタ
48 * @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
50 static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
53 POSITION x = 0, y = 0;
58 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
59 monster_race *r_ptr = &r_info[m_ptr->r_idx];
62 if (p_ptr->riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
64 y = current_floor_ptr->m_list[p_ptr->riding_t_m_idx].fy;
65 x = current_floor_ptr->m_list[p_ptr->riding_t_m_idx].fx;
67 else if (is_pet(m_ptr) && p_ptr->pet_t_m_idx)
69 y = current_floor_ptr->m_list[p_ptr->pet_t_m_idx].fy;
70 x = current_floor_ptr->m_list[p_ptr->pet_t_m_idx].fx;
74 if (p_ptr->inside_battle)
76 start = randint1(current_floor_ptr->m_max-1)+current_floor_ptr->m_max;
77 if(randint0(2)) plus = -1;
79 else start = current_floor_ptr->m_max + 1;
81 /* Scan thru all monsters */
82 for (i = start; ((i < start + current_floor_ptr->m_max) && (i > start - current_floor_ptr->m_max)); i+=plus)
84 MONSTER_IDX dummy = (i % current_floor_ptr->m_max);
89 t_ptr = ¤t_floor_ptr->m_list[t_idx];
91 /* The monster itself isn't a target */
92 if (t_ptr == m_ptr) continue;
94 if (!monster_is_valid(t_ptr)) continue;
98 /* Hack -- only fight away from player */
99 if (p_ptr->pet_follow_distance < 0)
101 /* No fighting near player */
102 if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
107 /* Hack -- no fighting away from player */
108 else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > p_ptr->pet_follow_distance))
113 if (r_ptr->aaf < t_ptr->cdis) continue;
116 /* Monster must be 'an enemy' */
117 if (!are_enemies(m_ptr, t_ptr)) continue;
119 /* Monster must be projectable if we can't pass through walls */
120 if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
121 ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
123 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
127 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
130 /* OK -- we've got a target */
136 if (!x && !y) return FALSE;
139 /* Extract the direction */
144 if ((y < 0) && (x == 0))
151 else if ((y > 0) && (x == 0))
158 else if ((x > 0) && (y == 0))
165 else if ((x < 0) && (y == 0))
172 else if ((y < 0) && (x < 0))
179 else if ((y < 0) && (x > 0))
186 else if ((y > 0) && (x < 0))
193 else if ((y > 0) && (x > 0))
200 /* Found a monster */
205 * @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 /
206 * Returns whether a given monster will try to run from the player.
207 * @param m_idx 逃走するモンスターの参照ID
208 * @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。
210 * Monsters will attempt to avoid very powerful players. See below.\n
212 * Because this function is called so often, little details are important\n
213 * for efficiency. Like not using "mod" or "div" when possible. And\n
214 * attempting to check the conditions in an optimal order. Note that\n
215 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
217 * Note that this function is responsible for about one to five percent\n
218 * of the processor use in normal conditions...\n
220 static bool mon_will_run(MONSTER_IDX m_idx)
222 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
226 monster_race *r_ptr = &r_info[m_ptr->r_idx];
230 HIT_POINT p_chp, p_mhp;
231 HIT_POINT m_chp, m_mhp;
236 /* Friends can be commanded to avoid the player */
239 /* Are we trying to avoid the player? */
240 return ((p_ptr->pet_follow_distance < 0) &&
241 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
244 /* Keep monsters from running too far away */
245 if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
247 /* All "afraid" monsters will run away */
248 if (MON_MONFEAR(m_ptr)) return (TRUE);
252 /* Nearby monsters will not become terrified */
253 if (m_ptr->cdis <= 5) return (FALSE);
255 /* Examine player power (level) */
258 /* Examine monster power (level plus morale) */
259 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
261 /* Optimize extreme cases below */
262 if (m_lev > p_lev + 4) return (FALSE);
263 if (m_lev + 4 <= p_lev) return (TRUE);
265 /* Examine player health */
269 /* Examine monster health */
271 m_mhp = m_ptr->maxhp;
273 /* Prepare to optimize the calculation */
274 p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
275 m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
277 /* Strong players scare strong monsters */
278 if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
282 /* Assume no terror */
288 * @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 /
289 * Search spell castable grid
290 * @param m_idx モンスターの参照ID
291 * @param yp 適したマスのY座標を返す参照ポインタ
292 * @param xp 適したマスのX座標を返す参照ポインタ
293 * @return 有効なマスがあった場合TRUEを返す
295 static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
298 POSITION y, x, y1, x1;
301 bool can_open_door = FALSE;
304 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
305 monster_race *r_ptr = &r_info[m_ptr->r_idx];
307 /* Monster location */
311 /* Monster can already cast spell to player */
312 if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
314 /* Set current grid cost */
315 now_cost = current_floor_ptr->grid_array[y1][x1].cost;
316 if (now_cost == 0) now_cost = 999;
318 /* Can monster bash or open doors? */
319 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
321 can_open_door = TRUE;
324 /* Check nearby grids, diagonals first */
325 for (i = 7; i >= 0; i--)
332 /* Ignore locations off of edge */
333 if (!in_bounds2(y, x)) continue;
335 /* Simply move to player */
336 if (player_bold(y, x)) return (FALSE);
338 g_ptr = ¤t_floor_ptr->grid_array[y][x];
342 /* Monster cannot kill or pass walls */
343 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))))
345 if (cost == 0) continue;
346 if (!can_open_door && is_closed_door(g_ptr->feat)) continue;
349 /* Hack -- for kill or pass wall monster.. */
350 if (cost == 0) cost = 998;
352 if (now_cost < cost) continue;
354 if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
356 /* Accept louder sounds */
357 if (best < cost) continue;
360 (*yp) = y1 + ddy_ddd[i];
361 (*xp) = x1 + ddx_ddd[i];
364 /* No legal move (?) */
365 if (best == 999) return (FALSE);
373 * @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 /
374 * Choose the "best" direction for "flowing"
375 * @param m_idx モンスターの参照ID
376 * @param yp 移動先のマスのY座標を返す参照ポインタ
377 * @param xp 移動先のマスのX座標を返す参照ポインタ
378 * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
379 * @return 有効なマスがあった場合TRUEを返す
381 * Note that ghosts and rock-eaters are never allowed to "flow",\n
382 * since they should move directly towards the player.\n
384 * Prefer "non-diagonal" directions, but twiddle them a little\n
385 * to angle slightly towards the player's actual location.\n
387 * Allow very perceptive monsters to track old "spoor" left by\n
388 * previous locations occupied by the player. This will tend\n
389 * to have monsters end up either near the player or on a grid\n
390 * recently occupied by the player (and left via "teleport").\n
392 * Note that if "smell" is turned on, all monsters get vicious.\n
394 * Also note that teleporting away from a location will cause\n
395 * the monsters who were chasing you to converge on that location\n
396 * as long as you are still near enough to "annoy" them without\n
397 * being close enough to chase directly. I have no idea what will\n
398 * happen if you combine "smell" with low "aaf" values.\n
400 static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
403 POSITION y, x, y1, x1;
406 bool use_scent = FALSE;
408 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
409 monster_race *r_ptr = &r_info[m_ptr->r_idx];
411 /* Can monster cast attack spell? */
412 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
413 r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
414 r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
416 /* Can move spell castable grid? */
417 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
420 /* Monster can't flow */
421 if (no_flow) return (FALSE);
423 /* Monster can go through rocks */
424 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
425 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
427 /* Monster location */
431 /* Hack -- Player can see us, run towards him */
432 if (player_has_los_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)) return (FALSE);
435 g_ptr = ¤t_floor_ptr->grid_array[y1][x1];
437 /* If we can hear noises, advance towards them */
443 /* Otherwise, try to follow a scent trail */
444 else if (g_ptr->when)
447 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when - g_ptr->when > 127) return (FALSE);
453 /* Otherwise, advance blindly */
459 /* Check nearby grids, diagonals first */
460 for (i = 7; i >= 0; i--)
465 /* Ignore locations off of edge */
466 if (!in_bounds2(y, x)) continue;
468 g_ptr = ¤t_floor_ptr->grid_array[y][x];
470 /* We're following a scent trail */
473 int when = g_ptr->when;
475 /* Accept younger scent */
476 if (best > when) continue;
480 /* We're using sound */
485 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
487 else cost = g_ptr->cost;
489 /* Accept louder sounds */
490 if ((cost == 0) || (best < cost)) continue;
494 /* Hack -- Save the "twiddled" location */
495 (*yp) = p_ptr->y + 16 * ddy_ddd[i];
496 (*xp) = p_ptr->x + 16 * ddx_ddd[i];
499 /* No legal move (?) */
500 if (best == 999 || best == 0) return (FALSE);
508 * @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 /
509 * Provide a location to flee to, but give the player a wide berth.
510 * @param m_idx モンスターの参照ID
511 * @param yp 移動先のマスのY座標を返す参照ポインタ
512 * @param xp 移動先のマスのX座標を返す参照ポインタ
513 * @return 有効なマスがあった場合TRUEを返す
515 * A monster may wish to flee to a location that is behind the player,\n
516 * but instead of heading directly for it, the monster should "swerve"\n
517 * around the player so that he has a smaller chance of getting hit.\n
519 static bool get_fear_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
521 POSITION y, x, y1, x1, fy, fx, gy = 0, gx = 0;
525 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
527 /* Monster location */
531 /* Desired destination */
535 /* Check nearby grids, diagonals first */
536 for (i = 7; i >= 0; i--)
543 /* Ignore locations off of edge */
544 if (!in_bounds2(y, x)) continue;
546 /* Don't move toward player */
547 /* if (current_floor_ptr->grid_array[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
549 /* Calculate distance of this grid from our destination */
550 dis = distance(y, x, y1, x1);
552 /* Score this grid */
553 s = 5000 / (dis + 3) - 500 / (current_floor_ptr->grid_array[y][x].dist + 1);
555 /* No negative scores */
558 /* Ignore lower scores */
559 if (s < score) continue;
561 /* Save the score and time */
564 /* Save the location */
569 /* No legal move (?) */
570 if (score == -1) return (FALSE);
581 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
584 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
585 * offsets of all the locations with a distance of n from a central point,
586 * with an offset of (0,0) indicating no more offsets at this distance.
588 * This is, of course, fairly unreadable, but it eliminates multiple loops
589 * from the previous version.
591 * It is probably better to replace these arrays with code to compute
592 * the relevant arrays, even if the storage is pre-allocated in hard
593 * coded sizes. At the very least, code should be included which is
594 * able to generate and dump these arrays (ala "los()").
596 * Also, the storage needs could be halved by using bytes.
598 * These arrays could be combined into two big arrays, using sub-arrays
599 * to hold the offsets and lengths of each portion of the sub-arrays, and
600 * this could perhaps also be used somehow in the "look" code.
604 static POSITION d_off_y_0[] = { 0 };
605 static POSITION d_off_x_0[] = { 0 };
607 static POSITION d_off_y_1[] = { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
608 static POSITION d_off_x_1[] = { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
610 static POSITION d_off_y_2[] = { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
611 static POSITION d_off_x_2[] = { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
613 static POSITION d_off_y_3[] = { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2, 3, 3, 3, 0 };
614 static POSITION d_off_x_3[] = { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2, -1, 0, 1, 0 };
616 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 };
617 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 };
620 static POSITION d_off_y_5[] =
621 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
622 -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
625 static POSITION d_off_x_5[] =
626 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
627 -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
631 static POSITION d_off_y_6[] =
632 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
633 -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
636 static POSITION d_off_x_6[] =
637 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
638 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
639 -3, 2, 3, -1, 0, 1, 0 };
642 static POSITION d_off_y_7[] =
643 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
644 -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
645 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
647 static POSITION d_off_x_7[] =
648 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
649 -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
650 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
654 static POSITION d_off_y_8[] =
655 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
656 -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
657 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
660 static POSITION d_off_x_8[] =
661 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
662 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
663 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
667 static POSITION d_off_y_9[] =
668 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
669 -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
670 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
671 7, 8, 8, 8, 8, 9, 9, 9, 0 };
673 static POSITION d_off_x_9[] =
674 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
675 -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
676 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
677 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
680 static POSITION *dist_offsets_y[10] =
682 d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
683 d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
686 static POSITION *dist_offsets_x[10] =
688 d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
689 d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
693 * @brief モンスターが逃げ込める安全な地点を返す /
694 * Choose a "safe" location near a monster for it to run toward.
695 * @param m_idx モンスターの参照ID
696 * @param yp 移動先のマスのY座標を返す参照ポインタ
697 * @param xp 移動先のマスのX座標を返す参照ポインタ
698 * @return 有効なマスがあった場合TRUEを返す
700 * A location is "safe" if it can be reached quickly and the player\n
701 * is not able to fire into it (it isn't a "clean shot"). So, this will\n
702 * cause monsters to "duck" behind walls. Hopefully, monsters will also\n
703 * try to run towards corridor openings if they are in a room.\n
705 * This function may take lots of CPU time if lots of monsters are\n
708 * Return TRUE if a safe location is available.\n
710 static bool find_safety(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
712 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
714 POSITION fy = m_ptr->fy;
715 POSITION fx = m_ptr->fx;
717 POSITION y, x, dy, dx, d, dis, i;
718 POSITION gy = 0, gx = 0, gdis = 0;
725 /* Start with adjacent locations, spread further */
726 for (d = 1; d < 10; d++)
728 /* Get the lists of points with a distance d from (fx, fy) */
729 y_offsets = dist_offsets_y[d];
730 x_offsets = dist_offsets_x[d];
732 /* Check the locations */
733 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
735 i++, dx = x_offsets[i], dy = y_offsets[i])
740 /* Skip illegal locations */
741 if (!in_bounds(y, x)) continue;
743 g_ptr = ¤t_floor_ptr->grid_array[y][x];
745 /* Skip locations in a wall */
746 if (!monster_can_cross_terrain(g_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
748 /* Check for "availability" (if monsters can flow) */
749 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
751 /* Ignore grids very far from the player */
752 if (g_ptr->dist == 0) continue;
754 /* Ignore too-distant grids */
755 if (g_ptr->dist > current_floor_ptr->grid_array[fy][fx].dist + 2 * d) continue;
758 /* Check for absence of shot (more or less) */
759 if (!projectable(p_ptr->y, p_ptr->x, y, x))
761 /* Calculate distance from player */
762 dis = distance(y, x, p_ptr->y, p_ptr->x);
764 /* Remember if further than previous */
774 /* Check for success */
781 /* Found safe place */
792 * @brief モンスターが隠れ潜める地点を返す /
793 * Choose a good hiding place near a monster for it to run toward.
794 * @param m_idx モンスターの参照ID
795 * @param yp 移動先のマスのY座標を返す参照ポインタ
796 * @param xp 移動先のマスのX座標を返す参照ポインタ
797 * @return 有効なマスがあった場合TRUEを返す
799 * Pack monsters will use this to "ambush" the player and lure him out\n
800 * of corridors into open space so they can swarm him.\n
802 * Return TRUE if a good location is available.\n
804 static bool find_hiding(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
806 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
807 monster_race *r_ptr = &r_info[m_ptr->r_idx];
809 POSITION fy = m_ptr->fy;
810 POSITION fx = m_ptr->fx;
812 POSITION y, x, dy, dx, d, dis, i;
813 POSITION gy = 0, gx = 0, gdis = 999;
815 POSITION *y_offsets, *x_offsets;
817 /* Start with adjacent locations, spread further */
818 for (d = 1; d < 10; d++)
820 /* Get the lists of points with a distance d from (fx, fy) */
821 y_offsets = dist_offsets_y[d];
822 x_offsets = dist_offsets_x[d];
824 /* Check the locations */
825 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
827 i++, dx = x_offsets[i], dy = y_offsets[i])
832 /* Skip illegal locations */
833 if (!in_bounds(y, x)) continue;
835 /* Skip occupied locations */
836 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
838 /* Check for hidden, available grid */
839 if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
841 /* Calculate distance from player */
842 dis = distance(y, x, p_ptr->y, p_ptr->x);
844 /* Remember if closer than previous */
845 if (dis < gdis && dis >= 2)
854 /* Check for success */
861 /* Found good place */
872 * @brief モンスターの移動方向を返す /
873 * Choose "logical" directions for monster movement
874 * @param m_idx モンスターの参照ID
875 * @param mm 移動方向を返す方向IDの参照ポインタ
876 * @return 有効方向があった場合TRUEを返す
878 static bool get_moves(MONSTER_IDX m_idx, DIRECTION *mm)
880 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
881 monster_race *r_ptr = &r_info[m_ptr->r_idx];
882 POSITION y = 0, ay, x = 0, ax;
884 POSITION y2 = p_ptr->y;
885 POSITION x2 = p_ptr->x;
887 bool will_run = mon_will_run(m_idx);
889 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].cost > 2));
890 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
892 /* Counter attack to an enemy monster */
893 if (!will_run && m_ptr->target_y)
895 int t_m_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
897 /* The monster must be an enemy, and in LOS */
899 are_enemies(m_ptr, ¤t_floor_ptr->m_list[t_m_idx]) &&
900 los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
901 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
903 /* Extract the "pseudo-direction" */
904 y = m_ptr->fy - m_ptr->target_y;
905 x = m_ptr->fx - m_ptr->target_x;
910 if (!done && !will_run && is_hostile(m_ptr) &&
911 (r_ptr->flags1 & RF1_FRIENDS) &&
912 ((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)) ||
913 (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
916 * Animal packs try to get the player out of corridors
917 * (...unless they can move through walls -- TY)
919 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
920 !(r_ptr->flags2 & RF2_KILL_WALL))
924 /* Count room grids next to player */
925 for (i = 0; i < 8; i++)
927 int xx = p_ptr->x + ddx_ddd[i];
928 int yy = p_ptr->y + ddy_ddd[i];
930 if (!in_bounds2(yy, xx)) continue;
932 g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
935 if (monster_can_cross_terrain(g_ptr->feat, r_ptr, 0))
937 /* One more room grid */
941 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_ROOM) room -= 2;
942 if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
944 /* Not in a room and strong player */
945 if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
946 (p_ptr->mhp + p_ptr->msp))
948 /* Find hiding place */
949 if (find_hiding(m_idx, &y, &x)) done = TRUE;
953 /* Monster groups try to surround the player */
954 if (!done && (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < 3))
958 /* Find an empty square near the player to fill */
959 for (i = 0; i < 8; i++)
961 /* Pick squares near player (semi-randomly) */
962 y2 = p_ptr->y + ddy_ddd[(m_idx + i) & 7];
963 x2 = p_ptr->x + ddx_ddd[(m_idx + i) & 7];
966 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
968 /* Attack the player */
975 if (!in_bounds2(y2, x2)) continue;
977 /* Ignore filled grids */
978 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
980 /* Try to fill this hole */
984 /* Extract the new "pseudo-direction" */
994 /* Flow towards the player */
995 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
997 /* Extract the "pseudo-direction" */
1004 /* Apply fear if possible and necessary */
1005 if (is_pet(m_ptr) && will_run)
1007 /* XXX XXX Not very "smart" */
1012 if (!done && will_run)
1017 /* Try to find safe place */
1018 if (find_safety(m_idx, &y, &x))
1020 /* Attempt to avoid the player */
1023 /* Adjust movement */
1024 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1030 /* This is not a very "smart" method XXX XXX */
1038 /* Check for no move */
1039 if (!x && !y) return (FALSE);
1042 /* Extract the "absolute distances" */
1046 /* Do something weird */
1047 if (y < 0) move_val += 8;
1048 if (x > 0) move_val += 4;
1050 /* Prevent the diamond maneuvre */
1051 if (ay > (ax << 1)) move_val += 2;
1052 else if (ax > (ay << 1)) move_val++;
1054 /* Extract some directions */
1199 /* Wants to move... */
1205 * @brief モンスターから敵モンスターへの命中判定
1206 * @param power 打撃属性による基本命中値
1207 * @param level 攻撃側モンスターのレベル
1208 * @param ac 目標モンスターのAC
1209 * @param stun 攻撃側モンスターが朦朧状態ならTRUEを返す
1210 * @return 命中ならばTRUEを返す
1212 static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
1216 /* Percentile dice */
1219 if (stun && one_in_(2)) return FALSE;
1221 /* Hack -- Always miss or hit */
1222 if (k < 10) return (k < 5);
1224 /* Calculate the "attack quality" */
1225 i = (power + (level * 3));
1227 /* Power and Level compete against Armor */
1228 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1235 #define BLOW_EFFECT_TYPE_NONE 0
1236 #define BLOW_EFFECT_TYPE_FEAR 1
1237 #define BLOW_EFFECT_TYPE_SLEEP 2
1238 #define BLOW_EFFECT_TYPE_HEAL 3
1242 * @brief モンスターから敵モンスターへの打撃攻撃処理
1243 * @param m_idx 攻撃側モンスターの参照ID
1244 * @param t_idx 目標側モンスターの参照ID
1245 * @return 実際に打撃処理が行われた場合TRUEを返す
1247 static bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
1249 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1250 monster_type *t_ptr = ¤t_floor_ptr->m_list[t_idx];
1252 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1253 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1255 ARMOUR_CLASS ap_cnt;
1259 GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
1260 char temp[MAX_NLEN];
1262 bool explode = FALSE, touched = FALSE, fear = FALSE, dead = FALSE;
1263 POSITION y_saver = t_ptr->fy;
1264 POSITION x_saver = t_ptr->fx;
1267 bool see_m = is_seen(m_ptr);
1268 bool see_t = is_seen(t_ptr);
1269 bool see_either = see_m || see_t;
1271 /* Can the player be aware of this attack? */
1272 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1273 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1275 /* Cannot attack self */
1276 if (m_idx == t_idx) return FALSE;
1278 /* Not allowed to attack */
1279 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1281 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
1286 /* Extract the effective monster level */
1287 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1289 monster_desc(m_name, m_ptr, 0);
1290 monster_desc(t_name, t_ptr, 0);
1292 /* Assume no blink */
1295 if (!see_either && known)
1297 current_floor_ptr->monster_noise = TRUE;
1300 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
1302 /* Scan through all four blows */
1303 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1305 bool obvious = FALSE;
1307 HIT_POINT power = 0;
1308 HIT_POINT damage = 0;
1312 /* Extract the attack infomation */
1313 int effect = r_ptr->blow[ap_cnt].effect;
1314 int method = r_ptr->blow[ap_cnt].method;
1315 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1316 int d_side = r_ptr->blow[ap_cnt].d_side;
1318 if (!monster_is_valid(m_ptr)) break;
1320 /* Stop attacking if the target dies! */
1321 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1324 /* Hack -- no more attacks */
1327 if (method == RBM_SHOOT) continue;
1329 /* Extract the attack "power" */
1330 power = mbe_info[effect].power;
1333 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1335 (void)set_monster_csleep(t_idx, 0);
1339 /* Redraw the health bar */
1340 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
1341 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
1344 /* Describe the attack method */
1349 act = _("%sを殴った。", "hits %s.");
1356 act = _("%sを触った。", "touches %s.");
1363 act = _("%sをパンチした。", "punches %s.");
1370 act = _("%sを蹴った。", "kicks %s.");
1377 act = _("%sをひっかいた。", "claws %s.");
1384 act = _("%sを噛んだ。", "bites %s.");
1391 act = _("%sを刺した。", "stings %s.");
1398 act = _("%sを斬った。", "slashes %s.");
1404 act = _("%sを角で突いた。", "butts %s.");
1411 act = _("%sに体当りした。", "crushes %s.");
1418 act = _("%sを飲み込んだ。", "engulfs %s.");
1425 act = _("%sに請求書をよこした。", "charges %s.");
1432 act = _("%sの体の上を這い回った。", "crawls on %s.");
1439 act = _("%sによだれをたらした。", "drools on %s.");
1446 act = _("%sに唾を吐いた。", "spits on %s.");
1453 if (see_either) disturb(TRUE, TRUE);
1454 act = _("爆発した。", "explodes.");
1462 act = _("%sをにらんだ。", "gazes at %s.");
1469 act = _("%sに泣きついた。", "wails at %s.");
1476 act = _("%sに胞子を飛ばした。", "releases spores at %s.");
1483 act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
1490 act = _("%sに金をせがんだ。", "begs %s for money.");
1497 act = _("%sを侮辱した。", "insults %s.");
1504 act = _("%sにむかってうめいた。", "moans at %s.");
1511 act = _("%sにむかって歌った。", "sings to %s.");
1517 if (act && see_either)
1520 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1521 strfmt(temp, act, t_name);
1522 msg_format("%^sは%s", m_name, temp);
1524 if (do_silly_attack)
1526 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1527 strfmt(temp, "%s %s.", act, t_name);
1529 else strfmt(temp, act, t_name);
1530 msg_format("%^s %s", m_name, temp);
1534 /* Hack -- assume all attacks are obvious */
1537 /* Roll out the damage */
1538 damage = damroll(d_dice, d_side);
1540 /* Assume no effect */
1541 effect_type = BLOW_EFFECT_TYPE_NONE;
1545 /* Apply appropriate damage */
1554 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1556 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1557 damage = MAX(damage, tmp_damage * 2);
1564 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1579 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1615 effect_type = BLOW_EFFECT_TYPE_FEAR;
1619 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1623 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1624 if (damage > 23) earthquake(m_ptr->fy, m_ptr->fx, 8, m_idx);
1639 pt = GF_HYPODYNAMIA;
1640 effect_type = BLOW_EFFECT_TYPE_HEAL;
1658 /* Do damage if not exploding */
1661 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1662 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1665 switch (effect_type)
1667 case BLOW_EFFECT_TYPE_FEAR:
1668 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1669 damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1672 case BLOW_EFFECT_TYPE_SLEEP:
1673 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1674 r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1677 case BLOW_EFFECT_TYPE_HEAL:
1678 if ((monster_living(m_idx)) && (damage > 2))
1680 bool did_heal = FALSE;
1682 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1685 m_ptr->hp += damroll(4, damage / 6);
1686 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1688 /* Redraw (later) if needed */
1689 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1690 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1692 /* Special message */
1693 if (see_m && did_heal)
1695 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1704 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
1706 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1710 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
1712 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
1713 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1714 damroll (1 + ((tr_ptr->level) / 26),
1715 1 + ((tr_ptr->level) / 17)),
1716 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1720 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1725 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
1727 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1731 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
1733 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
1734 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1735 damroll (1 + ((tr_ptr->level) / 26),
1736 1 + ((tr_ptr->level) / 17)),
1737 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1741 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1746 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
1748 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1752 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
1754 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
1755 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1756 damroll (1 + ((tr_ptr->level) / 26),
1757 1 + ((tr_ptr->level) / 17)),
1758 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1762 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1769 /* Monster missed player */
1772 /* Analyze failed attacks */
1788 (void)set_monster_csleep(t_idx, 0);
1790 /* Visible monsters */
1794 msg_format("%sは%^sの攻撃をかわした。", t_name, m_name);
1796 msg_format("%^s misses %s.", m_name, t_name);
1806 /* Analyze "visible" monsters only */
1807 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
1809 /* Count "obvious" attacks (and ones that cause damage) */
1810 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
1812 /* Count attacks of this type */
1813 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
1815 r_ptr->r_blows[ap_cnt]++;
1823 sound(SOUND_EXPLODE);
1825 /* Cancel Invulnerability */
1826 (void)set_monster_invulner(m_idx, 0, FALSE);
1827 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);
1832 if (blinked && m_ptr->r_idx)
1834 if (teleport_barrier(m_idx))
1838 msg_print(_("泥棒は笑って逃げ...ようとしたがバリアに防がれた。", "The thief flees laughing...? But magic barrier obstructs it."));
1842 current_floor_ptr->monster_noise = TRUE;
1849 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
1853 current_floor_ptr->monster_noise = TRUE;
1856 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
1864 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
1866 return !have_flag(f_ptr->flags, FF_GLASS) ||
1867 (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
1868 (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
1873 * @brief モンスター単体の1ターン行動処理メインルーチン /
1875 * @param m_idx 行動モンスターの参照ID
1878 * The monster is known to be within 100 grids of the player\n
1880 * In several cases, we directly update the monster lore\n
1882 * Note that a monster is only allowed to "reproduce" if there\n
1883 * are a limited number of "reproducing" monsters on the current\n
1884 * level. This should prevent the level from being "swamped" by\n
1885 * reproducing monsters. It also allows a large mass of mice to\n
1886 * prevent a louse from multiplying, but this is a small price to\n
1887 * pay for a simple multiplication method.\n
1889 * XXX Monster fear is slightly odd, in particular, monsters will\n
1890 * fixate on opening a door even if they cannot open it. Actually,\n
1891 * the same thing happens to normal monsters when they hit a door\n
1893 * In addition, monsters which *cannot* open or bash\n
1894 * down a door will still stand there trying to open it...\n
1896 * XXX Technically, need to check for monster in the way\n
1897 * combined with that monster being in a wall (or door?)\n
1899 * A "direction" of "5" means "pick a random direction".\n
1901 void process_monster(MONSTER_IDX m_idx)
1903 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1904 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1905 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
1908 POSITION oy, ox, ny, nx;
1913 feature_type *f_ptr;
1915 monster_type *y_ptr;
1920 bool must_alter_to_move;
1929 bool gets_angry = FALSE;
1934 bool is_riding_mon = (m_idx == p_ptr->riding);
1935 bool see_m = is_seen(m_ptr);
1937 if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
1939 if (rakuba(0, TRUE))
1942 msg_print("地面に落とされた。");
1944 GAME_TEXT m_name[MAX_NLEN];
1945 monster_desc(m_name, ¤t_floor_ptr->m_list[p_ptr->riding], 0);
1946 msg_format("You have fallen from %s.", m_name);
1951 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
1953 choose_new_monster(m_idx, FALSE, 0);
1954 r_ptr = &r_info[m_ptr->r_idx];
1957 /* Players hidden in shadow are almost imperceptable. -LM- */
1958 if (p_ptr->special_defense & NINJA_S_STEALTH)
1960 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
1961 if (p_ptr->monlite) tmp /= 3;
1962 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1963 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
1964 /* Low-level monsters will find it difficult to locate the player. */
1965 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
1968 /* Are there its parent? */
1969 if (m_ptr->parent_m_idx && !current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
1971 /* Its parent have gone, it also goes away. */
1975 GAME_TEXT m_name[MAX_NLEN];
1976 monster_desc(m_name, m_ptr, 0);
1977 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
1980 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1982 GAME_TEXT m_name[MAX_NLEN];
1983 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1984 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
1987 delete_monster_idx(m_idx);
1992 /* Quantum monsters are odd */
1993 if (r_ptr->flags2 & (RF2_QUANTUM))
1995 /* Sometimes skip move */
1996 if (!randint0(2)) return;
1999 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2003 if (is_pet(m_ptr) && !(m_ptr->ml)) sad = TRUE;
2007 GAME_TEXT m_name[MAX_NLEN];
2008 monster_desc(m_name, m_ptr, 0);
2010 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2013 /* Generate treasure, etc */
2014 monster_death(m_idx, FALSE);
2016 delete_monster_idx(m_idx);
2019 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2026 if (m_ptr->r_idx == MON_SHURYUUDAN)
2028 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);
2032 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2034 static int riding_pinch = 0;
2036 if (m_ptr->hp < m_ptr->maxhp/3)
2038 GAME_TEXT m_name[MAX_NLEN];
2039 monster_desc(m_name, m_ptr, 0);
2041 if (is_riding_mon && riding_pinch < 2)
2043 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。",
2044 "%^s seems to be in so much pain, and trying to escape from your restriction."), m_name);
2046 disturb(TRUE, TRUE);
2052 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);
2053 if (rakuba(-1, FALSE))
2055 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2061 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) &&
2062 player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))
2064 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);
2066 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);
2067 msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
2070 if (is_riding_mon && rakuba(-1, FALSE))
2072 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2075 check_quest_completion(m_ptr);
2076 delete_monster_idx(m_idx);
2082 /* Reset the counter */
2083 if (is_riding_mon) riding_pinch = 0;
2087 /* Handle "sleep" */
2088 if (MON_CSLEEP(m_ptr))
2090 /* Handle non-aggravation - Still sleeping */
2091 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2093 (void)set_monster_csleep(m_idx, 0);
2095 /* Notice the "waking up" */
2098 GAME_TEXT m_name[MAX_NLEN];
2099 monster_desc(m_name, m_ptr, 0);
2100 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2103 /* Hack -- Count the wakings */
2104 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2111 if (MON_STUNNED(m_ptr))
2113 /* Sometimes skip move */
2114 if (one_in_(2)) return;
2119 p_ptr->update |= (PU_BONUS);
2122 /* No one wants to be your friend if you're aggravating */
2123 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2126 /* Paranoia... no pet uniques outside wizard mode -- TY */
2127 if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2128 monster_has_hostile_align(NULL, 10, -10, r_ptr)) || (r_ptr->flagsr & RFR_RES_ALL)))
2133 if (p_ptr->inside_battle) gets_angry = FALSE;
2137 if (is_pet(m_ptr) || see_m)
2139 GAME_TEXT m_name[MAX_NLEN];
2140 monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
2141 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
2147 /* Get the origin */
2151 /* Attempt to "multiply" if able and allowed */
2152 if ((r_ptr->flags2 & RF2_MULTIPLY) && (current_floor_ptr->num_repro < MAX_REPRO))
2157 /* Count the adjacent monsters */
2158 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2160 for (x = ox - 1; x <= ox + 1; x++)
2162 /* Ignore locations off of edge */
2163 if (!in_bounds2(y, x)) continue;
2164 if (current_floor_ptr->grid_array[y][x].m_idx) k++;
2169 if (multiply_barrier(m_idx)) k = 8;
2171 /* Hack -- multiply slower in crowded areas */
2172 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2174 /* Try to multiply */
2175 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2177 /* Take note if visible */
2178 if (current_floor_ptr->m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2180 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2183 /* Multiplying takes energy */
2189 if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
2191 /* Hack -- Ohmu scatters molds! */
2192 if (m_ptr->r_idx == MON_OHMU)
2194 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2196 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2199 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2200 BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2202 for (k = 0; k < A_MAX; k++)
2204 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
2206 if (current_floor_ptr->m_list[hack_m_idx_ii].ml) count++;
2210 if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2216 if (!p_ptr->inside_battle)
2218 /* Hack! "Cyber" monster makes noise... */
2219 if (m_ptr->ap_r_idx == MON_CYBER &&
2220 one_in_(CYBERNOISE) &&
2221 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2223 if (disturb_minor) disturb(FALSE, FALSE);
2224 msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
2227 /* Some monsters can speak */
2228 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2229 one_in_(SPEAK_CHANCE) &&
2230 player_has_los_bold(oy, ox) &&
2231 projectable(oy, ox, p_ptr->y, p_ptr->x))
2233 GAME_TEXT m_name[MAX_NLEN];
2234 char monmessage[1024];
2237 /* Acquire the monster name/poss */
2239 monster_desc(m_name, m_ptr, 0);
2241 strcpy(m_name, _("それ", "It"));
2243 /* Select the file for monster quotes */
2244 if (MON_MONFEAR(m_ptr))
2245 filename = _("monfear_j.txt", "monfear.txt");
2246 else if (is_pet(m_ptr))
2247 filename = _("monpet_j.txt", "monpet.txt");
2248 else if (is_friendly(m_ptr))
2249 filename = _("monfrien_j.txt", "monfrien.txt");
2251 filename = _("monspeak_j.txt", "monspeak.txt");
2252 /* Get the monster line */
2253 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2256 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2261 /* Try to cast spell occasionally */
2262 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2264 bool counterattack = FALSE;
2266 /* Give priority to counter attack? */
2267 if (m_ptr->target_y)
2269 MONSTER_IDX t_m_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
2271 /* The monster must be an enemy, and projectable */
2272 if (t_m_idx && are_enemies(m_ptr, ¤t_floor_ptr->m_list[t_m_idx]) &&
2273 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2275 counterattack = TRUE;
2281 /* Attempt to cast a spell */
2282 if (aware && make_attack_spell(m_idx)) return;
2285 * Attempt to cast a spell at an enemy other than the player
2286 * (may slow the game a smidgeon, but I haven't noticed.)
2288 if (monst_spell_monst(m_idx)) return;
2292 /* Attempt to do counter attack at first */
2293 if (monst_spell_monst(m_idx)) return;
2295 if (aware && make_attack_spell(m_idx)) return;
2299 /* Hack -- Assume no movement */
2300 mm[0] = mm[1] = mm[2] = mm[3] = 0;
2301 mm[4] = mm[5] = mm[6] = mm[7] = 0;
2304 /* Confused -- 100% random */
2305 if (MON_CONFUSED(m_ptr) || !aware)
2307 /* Try four "random" directions */
2308 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2311 /* 75% random movement */
2312 else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2313 (randint0(100) < 75))
2315 /* Memorize flags */
2316 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2318 /* Try four "random" directions */
2319 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2322 /* 50% random movement */
2323 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2324 (randint0(100) < 50))
2326 /* Memorize flags */
2327 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2329 /* Try four "random" directions */
2330 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2333 /* 25% random movement */
2334 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2335 (randint0(100) < 25))
2337 /* Memorize flags */
2338 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2340 /* Try four "random" directions */
2341 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2344 /* Can't reach player - find something else to hit */
2345 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2347 /* Try four "random" directions */
2348 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2350 /* Look for an enemy */
2351 #if 0 /* Hack - Too slow. Mimic pits are horrible with this on. */
2352 get_enemy_dir(m_idx, mm);
2356 /* Pets will follow the player */
2357 else if (is_pet(m_ptr))
2359 /* Are we trying to avoid the player? */
2360 bool avoid = ((p_ptr->pet_follow_distance < 0) && (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2362 /* Do we want to find the player? */
2363 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2365 /* Should we find the player if we can't find a monster? */
2366 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2368 /* by default, move randomly */
2369 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2371 /* Look for an enemy */
2372 if (!get_enemy_dir(m_idx, mm))
2374 /* Find the player if necessary */
2375 if (avoid || lonely || distant)
2377 /* Remember the leash length */
2378 POSITION dis = p_ptr->pet_follow_distance;
2380 /* Hack -- adjust follow distance temporarily */
2381 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2383 p_ptr->pet_follow_distance = PET_SEEK_DIST;
2386 /* Find the player */
2387 (void)get_moves(m_idx, mm);
2389 /* Restore the leash */
2390 p_ptr->pet_follow_distance = (s16b)dis;
2395 /* Friendly monster movement */
2396 else if (!is_hostile(m_ptr))
2398 /* by default, move randomly */
2399 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2401 /* Look for an enemy */
2402 get_enemy_dir(m_idx, mm);
2404 /* Normal movement */
2407 /* Logical moves, may do nothing */
2408 if (!get_moves(m_idx, mm)) return;
2411 /* Assume nothing */
2415 must_alter_to_move = FALSE;
2417 /* Assume nothing */
2418 did_open_door = FALSE;
2419 did_bash_door = FALSE;
2420 did_take_item = FALSE;
2421 did_kill_item = FALSE;
2422 did_move_body = FALSE;
2423 did_pass_wall = FALSE;
2424 did_kill_wall = FALSE;
2426 /* Take a zero-terminated array of "directions" */
2427 for (i = 0; mm[i]; i++)
2429 /* Get the direction */
2432 /* Hack -- allow "randomized" motion */
2433 if (d == 5) d = ddd[randint0(8)];
2435 /* Get the destination */
2439 /* Ignore locations off of edge */
2440 if (!in_bounds2(ny, nx)) continue;
2442 /* Access that grid */
2443 g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
2444 f_ptr = &f_info[g_ptr->feat];
2445 can_cross = monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2447 /* Access that grid's contents */
2448 y_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
2450 /* Hack -- player 'in' wall */
2451 if (player_bold(ny, nx))
2456 /* Possibly a monster to attack */
2457 else if (g_ptr->m_idx)
2462 /* Monster destroys walls (and doors) */
2463 else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
2464 (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
2465 have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
2466 check_hp_for_feat_destruction(f_ptr, m_ptr))
2468 /* Eat through walls/doors/rubble */
2470 if (!can_cross) must_alter_to_move = TRUE;
2472 /* Monster destroyed a wall (later) */
2473 did_kill_wall = TRUE;
2476 /* Floor is open? */
2479 /* Go ahead and move */
2482 /* Monster moves through walls (and doors) */
2483 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2484 have_flag(f_ptr->flags, FF_CAN_PASS))
2486 /* Monster went through a wall */
2487 did_pass_wall = TRUE;
2491 /* Handle doors and secret doors */
2492 else if (is_closed_door(g_ptr->feat))
2494 bool may_bash = TRUE;
2496 /* Assume no move allowed */
2499 /* Creature can open doors. */
2500 if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2501 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2506 /* The door is open */
2507 did_open_door = TRUE;
2509 /* Do not bash the door */
2515 /* Locked doors (not jammed) */
2518 /* Try to unlock it */
2519 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2521 /* Unlock the door */
2522 cave_alter_feat(ny, nx, FF_DISARM);
2524 /* Do not bash the door */
2532 /* Stuck doors -- attempt to bash them down if allowed */
2533 if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2534 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2536 /* Attempt to Bash */
2537 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
2539 if (have_flag(f_ptr->flags, FF_GLASS))
2540 msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
2542 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2544 /* Disturb (sometimes) */
2545 if (disturb_minor) disturb(FALSE, FALSE);
2547 /* The door was bashed open */
2548 did_bash_door = TRUE;
2550 /* Hack -- fall into doorway */
2552 must_alter_to_move = TRUE;
2557 /* Deal with doors in the way */
2558 if (did_open_door || did_bash_door)
2560 /* Break down the door */
2561 if (did_bash_door && ((randint0(100) < 50) || (feat_state(g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
2563 cave_alter_feat(ny, nx, FF_BASH);
2565 if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */
2567 p_ptr->update |= (PU_FLOW);
2568 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2569 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2578 cave_alter_feat(ny, nx, FF_OPEN);
2581 f_ptr = &f_info[g_ptr->feat];
2583 /* Handle viewable doors */
2588 /* Hack -- check for Glyph of Warding */
2589 if (do_move && is_glyph_grid(g_ptr) &&
2590 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2592 /* Assume no move allowed */
2595 /* Break the ward */
2596 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2598 /* Describe observable breakage */
2599 if (g_ptr->info & CAVE_MARK)
2601 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2604 /* Forget the rune */
2605 g_ptr->info &= ~(CAVE_MARK);
2607 /* Break the rune */
2608 g_ptr->info &= ~(CAVE_OBJECT);
2611 /* Allow movement */
2617 else if (do_move && is_explosive_rune_grid(g_ptr) &&
2618 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2620 /* Assume no move allowed */
2623 /* Break the ward */
2626 /* Break the ward */
2627 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2629 /* Describe observable breakage */
2630 if (g_ptr->info & CAVE_MARK)
2632 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2633 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);
2638 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2641 /* Forget the rune */
2642 g_ptr->info &= ~(CAVE_MARK);
2644 /* Break the rune */
2645 g_ptr->info &= ~(CAVE_OBJECT);
2651 if (!monster_is_valid(m_ptr)) return;
2652 /* Allow movement */
2657 /* The player is in the way */
2658 if (do_move && player_bold(ny, nx))
2660 /* Some monsters never attack */
2661 if (r_ptr->flags1 & RF1_NEVER_BLOW)
2663 /* Hack -- memorize lack of attacks */
2664 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
2670 /* In anti-melee dungeon, stupid or confused monster takes useless current_world_ptr->game_turn */
2671 if (do_move && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
2673 if (!MON_CONFUSED(m_ptr))
2675 if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2678 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2683 /* The player is in the way. Attack him. */
2686 if (!p_ptr->riding || one_in_(2))
2689 (void)make_attack_normal(m_idx);
2694 /* Took a current_world_ptr->game_turn */
2700 /* A monster is in the way */
2701 if (do_move && g_ptr->m_idx)
2703 monster_race *z_ptr = &r_info[y_ptr->r_idx];
2705 /* Assume no movement */
2708 /* Attack 'enemies' */
2709 if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
2710 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
2711 can_cross && (g_ptr->m_idx != p_ptr->riding)) ||
2712 are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
2714 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2716 if (r_ptr->flags2 & RF2_KILL_BODY)
2718 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2722 if (y_ptr->r_idx && (y_ptr->hp >= 0))
2724 if (monst_attack_monst(m_idx, g_ptr->m_idx)) return;
2726 /* In anti-melee dungeon, stupid or confused monster takes useless current_world_ptr->game_turn */
2727 else if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
2729 if (MON_CONFUSED(m_ptr)) return;
2730 else if (r_ptr->flags2 & RF2_STUPID)
2732 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2740 /* Push past weaker monsters (unless leaving a wall) */
2741 else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
2742 (r_ptr->mexp > z_ptr->mexp) &&
2743 can_cross && (g_ptr->m_idx != p_ptr->riding) &&
2744 monster_can_cross_terrain(current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
2746 /* Allow movement */
2749 /* Monster pushed past another monster */
2750 did_move_body = TRUE;
2752 /* Wake up the moved monster */
2753 (void)set_monster_csleep(g_ptr->m_idx, 0);
2761 if (!p_ptr->riding_ryoute && !MON_MONFEAR(¤t_floor_ptr->m_list[p_ptr->riding])) do_move = FALSE;
2764 if (did_kill_wall && do_move)
2766 if (one_in_(GRINDNOISE))
2768 if (have_flag(f_ptr->flags, FF_GLASS))
2769 msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
2771 msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
2774 cave_alter_feat(ny, nx, FF_HURT_DISI);
2776 if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */
2778 p_ptr->update |= (PU_FLOW);
2779 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2780 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
2785 f_ptr = &f_info[g_ptr->feat];
2787 /* Note changes to viewable region */
2792 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
2794 if (!monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
2796 /* Assume no move allowed */
2802 * Check if monster can cross terrain
2803 * This is checked after the normal attacks
2804 * to allow monsters to attack an enemy,
2805 * even if it can't enter the terrain.
2807 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
2809 /* Assume no move allowed */
2813 /* Some monsters never move */
2814 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
2816 /* Hack -- memorize lack of moves */
2817 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
2823 /* Creature has been allowed move */
2828 if (have_flag(f_ptr->flags, FF_TREE))
2830 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
2832 m_ptr->energy_need += ENERGY_NEED();
2838 /* Hack -- Update the old location */
2839 current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
2841 /* Mega-Hack -- move the old monster, if any */
2844 /* Move the old monster */
2848 /* Update the old monster */
2849 update_monster(g_ptr->m_idx, TRUE);
2852 /* Hack -- Update the new location */
2853 g_ptr->m_idx = m_idx;
2855 /* Move the monster */
2858 update_monster(m_idx, TRUE);
2865 /* sound(SOUND_WALK); */
2866 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
2869 /* Possible disturb */
2872 (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
2873 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
2875 if (is_hostile(m_ptr))
2876 disturb(FALSE, TRUE);
2879 /* Take or Kill objects on the floor */
2880 if (g_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
2881 (!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
2883 OBJECT_IDX this_o_idx, next_o_idx;
2884 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
2886 /* Scan all objects in the grid */
2887 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
2889 BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
2890 GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
2891 object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
2892 next_o_idx = o_ptr->next_o_idx;
2897 if (o_ptr->tval == TV_GOLD) continue;
2900 * Skip "real" corpses and statues, to avoid extreme
2901 * silliness like a novice rogue pockets full of statues
2904 if ((o_ptr->tval == TV_CORPSE) ||
2905 (o_ptr->tval == TV_STATUE)) continue;
2908 /* Extract some flags */
2909 object_flags(o_ptr, flgs);
2911 /* Acquire the object name */
2912 object_desc(o_name, o_ptr, 0);
2913 monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
2915 /* React to objects that hurt the monster */
2916 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
2917 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
2918 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
2919 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
2920 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
2921 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
2922 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
2923 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
2924 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
2925 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
2926 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
2927 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
2928 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
2929 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
2930 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
2931 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
2932 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
2933 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
2934 if (have_flag(flgs, TR_BRAND_ACID)) flgr |= (RFR_IM_ACID);
2935 if (have_flag(flgs, TR_BRAND_ELEC)) flgr |= (RFR_IM_ELEC);
2936 if (have_flag(flgs, TR_BRAND_FIRE)) flgr |= (RFR_IM_FIRE);
2937 if (have_flag(flgs, TR_BRAND_COLD)) flgr |= (RFR_IM_COLD);
2938 if (have_flag(flgs, TR_BRAND_POIS)) flgr |= (RFR_IM_POIS);
2940 /* The object cannot be picked up by the monster */
2941 if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
2942 ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
2944 /* Only give a message for "take_item" */
2945 if (do_take && (r_ptr->flags2 & RF2_STUPID))
2947 did_take_item = TRUE;
2949 /* Describe observable situations */
2950 if (m_ptr->ml && player_can_see_bold(ny, nx))
2952 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);
2957 /* Pick up the item */
2960 did_take_item = TRUE;
2962 /* Describe observable situations */
2963 if (player_can_see_bold(ny, nx))
2965 msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
2968 /* Excise the object */
2969 excise_object_idx(this_o_idx);
2972 o_ptr->marked &= OM_TOUCHED;
2974 /* Forget location */
2975 o_ptr->iy = o_ptr->ix = 0;
2977 /* Memorize monster */
2978 o_ptr->held_m_idx = m_idx;
2981 o_ptr->next_o_idx = m_ptr->hold_o_idx;
2984 m_ptr->hold_o_idx = this_o_idx;
2987 /* Destroy the item if not a pet */
2988 else if (!is_pet(m_ptr))
2990 did_kill_item = TRUE;
2992 /* Describe observable situations */
2993 if (player_has_los_bold(ny, nx))
2995 msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
2998 delete_object_idx(this_o_idx);
3004 /* Stop when done */
3009 * Forward movements failed, but now received LOS attack!
3010 * Try to flow by smell.
3012 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3013 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3015 /* If we haven't done anything, try casting a spell again */
3016 if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
3018 /* Try to cast spell again */
3019 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3021 if (make_attack_spell(m_idx)) return;
3026 /* Notice changes in view */
3029 p_ptr->update |= (PU_FLOW);
3030 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3033 /* Notice changes in view */
3034 if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3035 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3037 p_ptr->update |= (PU_MON_LITE);
3040 /* Learn things from observable monster */
3041 if (is_original_ap_and_seen(m_ptr))
3043 /* Monster opened a door */
3044 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3046 /* Monster bashed a door */
3047 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3049 /* Monster tried to pick something up */
3050 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3052 /* Monster tried to crush something */
3053 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3055 /* Monster pushed past another monster */
3056 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3058 /* Monster passed through a wall */
3059 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3061 /* Monster destroyed a wall */
3062 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3066 /* Hack -- get "bold" if out of options */
3067 if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3069 /* No longer afraid */
3070 (void)set_monster_monfear(m_idx, 0);
3072 /* Message if seen */
3075 GAME_TEXT m_name[MAX_NLEN];
3076 monster_desc(m_name, m_ptr, 0);
3077 msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
3080 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3082 /* Actually do something now (?) */
3087 * @brief 全モンスターのターン管理メインルーチン /
3088 * Process all the "live" monsters, once per game turn.
3091 * During each game current game turn, we scan through the list of all the "live" monsters,\n
3092 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
3093 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
3095 * Note that monsters can never move in the monster array (except when the\n
3096 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
3098 * This function is responsible for at least half of the processor time\n
3099 * on a normal system with a "normal" amount of monsters and a player doing\n
3102 * When the player is resting, virtually 90% of the processor time is spent\n
3103 * in this function, and its children, "process_monster()" and "make_move()".\n
3105 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
3106 * especially when the player is running.\n
3108 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
3109 * monsters while they are still being "born". A monster is "fresh" only\n
3110 * during the game turn in which it is created, and we use the "hack_m_idx" to\n
3111 * determine if the monster is yet to be processed during the game turn.\n
3113 * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
3114 * move before any "nasty" monsters get to use their spell attacks.\n
3116 * Note that when the "knowledge" about the currently tracked monster\n
3117 * changes (flags, attacks, spells), we induce a redraw of the monster\n
3120 void process_monsters(void)
3127 monster_type *m_ptr;
3128 monster_race *r_ptr;
3130 MONRACE_IDX old_monster_race_idx;
3132 BIT_FLAGS old_r_flags1 = 0L;
3133 BIT_FLAGS old_r_flags2 = 0L;
3134 BIT_FLAGS old_r_flags3 = 0L;
3135 BIT_FLAGS old_r_flags4 = 0L;
3136 BIT_FLAGS old_r_flags5 = 0L;
3137 BIT_FLAGS old_r_flags6 = 0L;
3138 BIT_FLAGS old_r_flagsr = 0L;
3140 byte old_r_blows0 = 0;
3141 byte old_r_blows1 = 0;
3142 byte old_r_blows2 = 0;
3143 byte old_r_blows3 = 0;
3145 byte old_r_cast_spell = 0;
3149 /* Clear monster fighting indicator */
3150 current_floor_ptr->monster_noise = FALSE;
3152 /* Memorize old race */
3153 old_monster_race_idx = p_ptr->monster_race_idx;
3155 /* Acquire knowledge */
3156 if (p_ptr->monster_race_idx)
3158 /* Acquire current monster */
3159 r_ptr = &r_info[p_ptr->monster_race_idx];
3161 /* Memorize flags */
3162 old_r_flags1 = r_ptr->r_flags1;
3163 old_r_flags2 = r_ptr->r_flags2;
3164 old_r_flags3 = r_ptr->r_flags3;
3165 old_r_flags4 = r_ptr->r_flags4;
3166 old_r_flags5 = r_ptr->r_flags5;
3167 old_r_flags6 = r_ptr->r_flags6;
3168 old_r_flagsr = r_ptr->r_flagsr;
3170 /* Memorize blows */
3171 old_r_blows0 = r_ptr->r_blows[0];
3172 old_r_blows1 = r_ptr->r_blows[1];
3173 old_r_blows2 = r_ptr->r_blows[2];
3174 old_r_blows3 = r_ptr->r_blows[3];
3176 /* Memorize castings */
3177 old_r_cast_spell = r_ptr->r_cast_spell;
3181 /* Process the monsters (backwards) */
3182 for (i = current_floor_ptr->m_max - 1; i >= 1; i--)
3184 /* Access the monster */
3185 m_ptr = ¤t_floor_ptr->m_list[i];
3186 r_ptr = &r_info[m_ptr->r_idx];
3188 /* Handle "leaving" */
3189 if (p_ptr->leaving) break;
3191 /* Ignore "dead" monsters */
3192 if (!monster_is_valid(m_ptr)) continue;
3194 if (p_ptr->wild_mode) continue;
3197 /* Handle "fresh" monsters */
3198 if (m_ptr->mflag & MFLAG_BORN)
3200 /* No longer "fresh" */
3201 m_ptr->mflag &= ~(MFLAG_BORN);
3207 /* Hack -- Require proximity */
3208 if (m_ptr->cdis >= AAF_LIMIT) continue;
3213 /* Flow by smell is allowed */
3214 if (!p_ptr->no_flowed)
3216 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3219 /* Assume no move */
3222 /* Handle "sensing radius" */
3223 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3225 /* We can "sense" the player */
3229 /* Handle "sight" and "aggravation" */
3230 else if ((m_ptr->cdis <= MAX_SIGHT || p_ptr->inside_battle) &&
3231 (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3233 /* We can "see" or "feel" the player */
3237 #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... */
3238 /* Hack -- Monsters can "smell" the player from far away */
3239 /* Note that most monsters have "aaf" of "20" or so */
3240 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3241 cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_MOVE) &&
3242 (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when == current_floor_ptr->grid_array[fy][fx].when) &&
3243 (current_floor_ptr->grid_array[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3244 (current_floor_ptr->grid_array[fy][fx].dist < r_ptr->aaf))
3246 /* We can "smell" the player */
3250 else if (m_ptr->target_y) test = TRUE;
3253 if (!test) continue;
3256 if (p_ptr->riding == i)
3257 speed = p_ptr->pspeed;
3260 speed = m_ptr->mspeed;
3262 /* Monsters move quickly in Nightmare mode */
3263 if (ironman_nightmare) speed += 5;
3265 if (MON_FAST(m_ptr)) speed += 10;
3266 if (MON_SLOW(m_ptr)) speed -= 10;
3269 /* Give this monster some energy */
3270 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3272 /* Not enough energy to move */
3273 if (m_ptr->energy_need > 0) continue;
3275 /* Use up "some" energy */
3276 m_ptr->energy_need += ENERGY_NEED();
3278 /* Save global index */
3281 /* Process the monster */
3284 reset_target(m_ptr);
3286 /* Give up flow_by_smell when it might useless */
3287 if (p_ptr->no_flowed && one_in_(3))
3288 m_ptr->mflag2 |= MFLAG2_NOFLOW;
3290 /* Hack -- notice death or departure */
3291 if (!p_ptr->playing || p_ptr->is_dead) break;
3293 /* Notice leaving */
3294 if (p_ptr->leaving) break;
3297 /* Reset global index */
3301 /* Tracking a monster race (the same one we were before) */
3302 if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3304 /* Acquire monster race */
3305 r_ptr = &r_info[p_ptr->monster_race_idx];
3307 /* Check for knowledge change */
3308 if ((old_r_flags1 != r_ptr->r_flags1) ||
3309 (old_r_flags2 != r_ptr->r_flags2) ||
3310 (old_r_flags3 != r_ptr->r_flags3) ||
3311 (old_r_flags4 != r_ptr->r_flags4) ||
3312 (old_r_flags5 != r_ptr->r_flags5) ||
3313 (old_r_flags6 != r_ptr->r_flags6) ||
3314 (old_r_flagsr != r_ptr->r_flagsr) ||
3315 (old_r_blows0 != r_ptr->r_blows[0]) ||
3316 (old_r_blows1 != r_ptr->r_blows[1]) ||
3317 (old_r_blows2 != r_ptr->r_blows[2]) ||
3318 (old_r_blows3 != r_ptr->r_blows[3]) ||
3319 (old_r_cast_spell != r_ptr->r_cast_spell))
3321 p_ptr->window |= (PW_MONSTER);