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ガラスの地形であることを示す地形フラグGLASSを実装. ガラスの地形は以下
[hengband/hengband.git] / src / melee2.c
index 23891d9..4ee3b46 100644 (file)
@@ -1416,6 +1416,12 @@ static int check_hit2(int power, int level, int ac, int stun)
 }
 
 
+#define BLOW_EFFECT_TYPE_NONE  0
+#define BLOW_EFFECT_TYPE_FEAR  1
+#define BLOW_EFFECT_TYPE_SLEEP 2
+#define BLOW_EFFECT_TYPE_HEAL  3
+
+
 /* Monster attacks monster */
 static bool monst_attack_monst(int m_idx, int t_idx)
 {
@@ -1429,10 +1435,11 @@ static bool monst_attack_monst(int m_idx, int t_idx)
        int             ac, rlev, pt;
        char            m_name[80], t_name[80];
        char            temp[80];
-       bool            blinked, heal_effect;
+       bool            blinked;
        bool            explode = FALSE, touched = FALSE, fear = FALSE;
        int             y_saver = t_ptr->fy;
        int             x_saver = t_ptr->fx;
+       int             effect_type;
 
        bool see_m = is_seen(m_ptr);
        bool see_t = is_seen(t_ptr);
@@ -1832,8 +1839,8 @@ act = "%s
                        /* Roll out the damage */
                        damage = damroll(d_dice, d_side);
 
-                       /* Assume no healing effect */
-                       heal_effect = FALSE;
+                       /* Assume no effect */
+                       effect_type = BLOW_EFFECT_TYPE_NONE;
 
                        pt = GF_MISSILE;
 
@@ -1841,147 +1848,103 @@ act = "%s
                        switch (effect)
                        {
                        case 0:
-                               {
-                                       damage = 0;
-                                       pt = 0;
-                                       break;
-                               }
+                       case RBE_DR_MANA:
+                               damage = pt = 0;
+                               break;
 
                        case RBE_SUPERHURT:
+                               if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
                                {
-                                       if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13)) {
-                                               int tmp_damage = damage-(damage*((ac < 150) ? ac : 150)/250);
-                                               damage = MAX(damage, tmp_damage*2);
-                                               break;
-                                       }
-                               }
-                       case RBE_HURT:
-                               {
-                                       damage -= (damage * ((ac < 150) ? ac : 150) / 250);
+                                       int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
+                                       damage = MAX(damage, tmp_damage * 2);
                                        break;
                                }
 
+                               /* Fall through */
+
+                       case RBE_HURT:
+                               damage -= (damage * ((ac < 150) ? ac : 150) / 250);
+                               break;
+
                        case RBE_POISON:
                        case RBE_DISEASE:
-                               {
-                                       pt = GF_POIS;
-                                       break;
-                               }
+                               pt = GF_POIS;
+                               break;
 
                        case RBE_UN_BONUS:
                        case RBE_UN_POWER:
-                               {
-                                       pt = GF_DISENCHANT;
-                                       break;
-                               }
-
-                       case RBE_EAT_FOOD:
-                       case RBE_EAT_LITE:
-                       case RBE_DR_MANA:
-                               {
-                                       pt = damage = 0;
-                                       break;
-                               }
+                               pt = GF_DISENCHANT;
+                               break;
 
                        case RBE_EAT_ITEM:
                        case RBE_EAT_GOLD:
-                               {
-                                       pt = damage = 0;
-                                       if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
-                                       break;
-                               }
+                               if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
+                               break;
+
+                       case RBE_EAT_FOOD:
+                       case RBE_EAT_LITE:
+                       case RBE_BLIND:
+                       case RBE_LOSE_STR:
+                       case RBE_LOSE_INT:
+                       case RBE_LOSE_WIS:
+                       case RBE_LOSE_DEX:
+                       case RBE_LOSE_CON:
+                       case RBE_LOSE_CHR:
+                       case RBE_LOSE_ALL:
+                               break;
 
                        case RBE_ACID:
-                               {
-                                       pt = GF_ACID;
-                                       break;
-                               }
+                               pt = GF_ACID;
+                               break;
 
                        case RBE_ELEC:
-                               {
-                                       pt = GF_ELEC;
-                                       break;
-                               }
+                               pt = GF_ELEC;
+                               break;
 
                        case RBE_FIRE:
-                               {
-                                       pt = GF_FIRE;
-                                       break;
-                               }
+                               pt = GF_FIRE;
+                               break;
 
                        case RBE_COLD:
-                               {
-                                       pt = GF_COLD;
-                                       break;
-                               }
-
-                       case RBE_BLIND:
-                               {
-                                       break;
-                               }
+                               pt = GF_COLD;
+                               break;
 
                        case RBE_CONFUSE:
-                               {
-                                       pt = GF_CONFUSION;
-                                       break;
-                               }
+                               pt = GF_CONFUSION;
+                               break;
 
                        case RBE_TERRIFY:
-                               {
-                                       pt = GF_TURN_ALL;
-                                       break;
-                               }
+                               effect_type = BLOW_EFFECT_TYPE_FEAR;
+                               break;
 
                        case RBE_PARALYZE:
-                               {
-                                       pt = GF_OLD_SLEEP; /* sort of close... */
-                                       break;
-                               }
+                               effect_type = BLOW_EFFECT_TYPE_SLEEP;
+                               break;
 
-                       case RBE_LOSE_STR:
-                       case RBE_LOSE_INT:
-                       case RBE_LOSE_WIS:
-                       case RBE_LOSE_DEX:
-                       case RBE_LOSE_CON:
-                       case RBE_LOSE_CHR:
-                       case RBE_LOSE_ALL:
-                               {
-                                       break;
-                               }
                        case RBE_SHATTER:
-                               {
-                                       damage -= (damage * ((ac < 150) ? ac : 150) / 250);
-                                       if (damage > 23)
-                                       {
-                                               earthquake(m_ptr->fy, m_ptr->fx, 8);
-                                       }
-                                       break;
-                               }
+                               damage -= (damage * ((ac < 150) ? ac : 150) / 250);
+                               if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
+                               break;
+
                        case RBE_EXP_10:
                        case RBE_EXP_20:
                        case RBE_EXP_40:
                        case RBE_EXP_80:
-                               {
-                                       pt = GF_NETHER;
-                                       break;
-                               }
+                               pt = GF_NETHER;
+                               break;
+
                        case RBE_TIME:
-                               {
-                                       pt = GF_TIME;
-                                       break;
-                               }
+                               pt = GF_TIME;
+                               break;
+
                        case RBE_EXP_VAMP:
-                               {
-                                       pt = GF_OLD_DRAIN;
-                                       heal_effect = TRUE;
-                                       break;
-                               }
+                               pt = GF_OLD_DRAIN;
+                               effect_type = BLOW_EFFECT_TYPE_HEAL;
+                               break;
 
                        default:
-                               {
-                                       pt = 0;
-                                       break;
-                               }
+                               pt = 0;
+                               break;
                        }
 
                        if (pt)
@@ -1990,11 +1953,22 @@ act = "%s
                                if (!explode)
                                {
                                        project(m_idx, 0, t_ptr->fy, t_ptr->fx,
-                                               (pt == GF_OLD_SLEEP ? r_ptr->level : damage), pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
+                                               damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
                                }
 
-                               if (heal_effect)
+                               switch (effect_type)
                                {
+                               case BLOW_EFFECT_TYPE_FEAR:
+                                       project(m_idx, 0, t_ptr->fy, t_ptr->fx,
+                                               damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
+                                       break;
+
+                               case BLOW_EFFECT_TYPE_SLEEP:
+                                       project(m_idx, 0, t_ptr->fy, t_ptr->fx,
+                                               r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
+                                       break;
+
+                               case BLOW_EFFECT_TYPE_HEAL:
                                        if ((monster_living(tr_ptr)) && (damage > 2))
                                        {
                                                bool did_heal = FALSE;
@@ -2013,13 +1987,13 @@ act = "%s
                                                if (see_m && did_heal)
                                                {
 #ifdef JP
-msg_format("%s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
+                                                       msg_format("%s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
 #else
                                                        msg_format("%^s appears healthier.", m_name);
 #endif
-
                                                }
                                        }
+                                       break;
                                }
 
                                if (touched)
@@ -2188,7 +2162,7 @@ msg_format("%s
                        mon_fight = TRUE;
                }
 
-               teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE, FALSE);
+               teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
        }
 
        return TRUE;
@@ -2239,6 +2213,7 @@ static void process_monster(int m_idx)
        bool            do_turn;
        bool            do_move;
        bool            do_view;
+       bool            must_alter_to_move;
 
        bool            did_open_door;
        bool            did_bash_door;
@@ -2829,6 +2804,7 @@ msg_format("%^s%s", m_name, monmessage);
        do_turn = FALSE;
        do_move = FALSE;
        do_view = FALSE;
+       must_alter_to_move = FALSE;
 
        /* Assume nothing */
        did_open_door = FALSE;
@@ -2870,12 +2846,26 @@ msg_format("%^s%s", m_name, monmessage);
                        do_move = TRUE;
                }
 
+               /* Possibly a monster to attack */
                else if (c_ptr->m_idx)
                {
-                       /* Possibly a monster to attack */
                        do_move = TRUE;
                }
 
+               /* Monster destroys walls (and doors) */
+               else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
+                        (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
+                        have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
+                        (!have_flag(f_ptr->flags, FF_GLASS) || (r_ptr->flags2 & RF2_STUPID) || (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200))))
+               {
+                       /* Eat through walls/doors/rubble */
+                       do_move = TRUE;
+                       if (!can_cross) must_alter_to_move = TRUE;
+
+                       /* Monster destroyed a wall (later) */
+                       did_kill_wall = TRUE;
+               }
+
                /* Floor is open? */
                else if (can_cross)
                {
@@ -2889,31 +2879,12 @@ msg_format("%^s%s", m_name, monmessage);
                                /* Monster went through a wall */
                                did_pass_wall = TRUE;
                        }
-
-                       if ((r_ptr->flags2 & RF2_KILL_WALL) && have_flag(f_ptr->flags, FF_TUNNEL) &&
-                           !have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_PERMANENT))
-                       {
-                               /* Monster destroyed a wall (later) */
-                               did_kill_wall = TRUE;
-                       }
-               }
-
-               /* Monster destroys walls (and doors) */
-               else if ((r_ptr->flags2 & RF2_KILL_WALL) && !is_riding_mon &&
-                        have_flag(f_ptr->flags, FF_TUNNEL) && !have_flag(f_ptr->flags, FF_PERMANENT))
-               {
-                       /* Eat through walls/doors/rubble */
-                       do_move = TRUE;
-
-                       /* Monster destroyed a wall (later) */
-                       did_kill_wall = TRUE;
                }
 
                /* Handle doors and secret doors */
                else if (is_closed_door(c_ptr->feat))
                {
                        bool may_bash = TRUE;
-                       feature_type *f_ptr = &f_info[c_ptr->feat];
 
                        /* Assume no move allowed */
                        do_move = FALSE;
@@ -2961,10 +2932,17 @@ msg_format("%^s%s", m_name, monmessage);
                                if (randint0(m_ptr->hp / 10) > f_ptr->power)
                                {
                                        /* Message */
+                                       if (have_flag(f_ptr->flags, FF_GLASS))
+#ifdef JP
+                                               msg_print("¥¬¥é¥¹¤¬ºÕ¤±¤ë²»¤¬¤·¤¿¡ª");
+#else
+                                               msg_print("You hear a glass was crashed!");
+#endif
+                                       else
 #ifdef JP
-                                       msg_print("¥É¥¢¤ò᤭³«¤±¤ë²»¤¬¤·¤¿¡ª");
+                                               msg_print("¥É¥¢¤ò᤭³«¤±¤ë²»¤¬¤·¤¿¡ª");
 #else
-                                       msg_print("You hear a door burst open!");
+                                               msg_print("You hear a door burst open!");
 #endif
 
                                        /* Disturb (sometimes) */
@@ -2975,6 +2953,7 @@ msg_format("%^s%s", m_name, monmessage);
 
                                        /* Hack -- fall into doorway */
                                        do_move = TRUE;
+                                       must_alter_to_move = TRUE;
                                }
                        }
 
@@ -2983,9 +2962,19 @@ msg_format("%^s%s", m_name, monmessage);
                        if (did_open_door || did_bash_door)
                        {
                                /* Break down the door */
-                               if (did_bash_door && ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat)))
+                               if (did_bash_door && ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
                                {
                                        cave_alter_feat(ny, nx, FF_BASH);
+
+                                       if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
+                                       {
+                                               /* Update some things */
+                                               p_ptr->update |= (PU_FLOW);
+                                               p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+                                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
+
+                                               return;
+                                       }
                                }
 
                                /* Open the door */
@@ -2994,6 +2983,8 @@ msg_format("%^s%s", m_name, monmessage);
                                        cave_alter_feat(ny, nx, FF_OPEN);
                                }
 
+                               f_ptr = &f_info[c_ptr->feat];
+
                                /* Handle viewable doors */
                                do_view = TRUE;
                        }
@@ -3184,6 +3175,59 @@ msg_format("%^s%s", m_name, monmessage);
                        }
                }
 
+               if (is_riding_mon)
+               {
+                       if (!p_ptr->riding_ryoute && !MON_MONFEAR(&m_list[p_ptr->riding])) do_move = FALSE;
+               }
+
+               if (did_kill_wall && do_move)
+               {
+                       if (one_in_(GRINDNOISE))
+                       {
+                               if (have_flag(f_ptr->flags, FF_GLASS))
+#ifdef JP
+                                       msg_print("²¿¤«¤ÎºÕ¤±¤ë²»¤¬Ê¹¤³¤¨¤ë¡£");
+#else
+                                       msg_print("There is a crashing sound.");
+#endif
+                               else
+#ifdef JP
+                                       msg_print("¥®¥·¥®¥·¤¤¤¦²»¤¬Ê¹¤³¤¨¤ë¡£");
+#else
+                                       msg_print("There is a grinding sound.");
+#endif
+                       }
+
+                       cave_alter_feat(ny, nx, FF_HURT_DISI);
+
+                       if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
+                       {
+                               /* Update some things */
+                               p_ptr->update |= (PU_FLOW);
+                               p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+                               if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
+
+                               return;
+                       }
+
+                       f_ptr = &f_info[c_ptr->feat];
+
+                       /* Note changes to viewable region */
+                       do_view = TRUE;
+
+                       /* Take a turn */
+                       do_turn = TRUE;
+               }
+
+               if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
+               {
+                       if (!monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
+                       {
+                               /* Assume no move allowed */
+                               do_move = FALSE;
+                       }
+               }
+
                /*
                 * Check if monster can cross terrain
                 * This is checked after the normal attacks
@@ -3199,18 +3243,13 @@ msg_format("%^s%s", m_name, monmessage);
                /* Some monsters never move */
                if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
                {
-                       /* Hack -- memorize lack of attacks */
+                       /* Hack -- memorize lack of moves */
                        if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
 
                        /* Do not move */
                        do_move = FALSE;
                }
 
-               if (is_riding_mon)
-               {
-                       if (!p_ptr->riding_ryoute && !MON_MONFEAR(&m_list[p_ptr->riding])) do_move = FALSE;
-               }
-
                /* Creature has been allowed move */
                if (do_move)
                {
@@ -3219,25 +3258,9 @@ msg_format("%^s%s", m_name, monmessage);
                        /* Take a turn */
                        do_turn = TRUE;
 
-                       if (did_kill_wall)
-                       {
-                               if (one_in_(GRINDNOISE))
-                               {
-#ifdef JP
-                                       msg_print("¥®¥·¥®¥·¤¤¤¦²»¤¬Ê¹¤³¤¨¤ë¡£");
-#else
-                                       msg_print("There is a grinding sound.");
-#endif
-                               }
-
-                               cave_alter_feat(ny, nx, FF_HURT_DISI);
-
-                               /* Note changes to viewable region */
-                               do_view = TRUE;
-                       }
-                       else if (have_flag(f_ptr->flags, FF_TREE))
+                       if (have_flag(f_ptr->flags, FF_TREE))
                        {
-                               if (!(r_ptr->flags7 & RF7_CAN_FLY) && (!is_riding_mon || !p_ptr->levitation) && !(r_ptr->flags8 & RF8_WILD_WOOD))
+                               if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
                                {
                                        m_ptr->energy_need += ENERGY_NEED();
                                }
@@ -3777,27 +3800,30 @@ void process_monsters(void)
 }
 
 
-static void mproc_add(int m_idx, int mproc_type)
+int get_mproc_idx(int m_idx, int mproc_type)
 {
-       if (mproc_max[mproc_type] < max_m_idx)
+       s16b *cur_mproc_list = mproc_list[mproc_type];
+       int i;
+
+       for (i = mproc_max[mproc_type] - 1; i >= 0; i--)
        {
-               m_list[m_idx].mproc_idx[mproc_type] = mproc_max[mproc_type];
-               mproc_list[mproc_type][mproc_max[mproc_type]++] = m_idx;
+               if (cur_mproc_list[i] == m_idx) return i;
        }
+
+       return -1;
 }
 
 
-void mproc_remove(int m_idx, int mproc_type)
+static void mproc_add(int m_idx, int mproc_type)
 {
-       s16b *mproc_idx = &(m_list[m_idx].mproc_idx[mproc_type]);
+       if (mproc_max[mproc_type] < max_m_idx) mproc_list[mproc_type][mproc_max[mproc_type]++] = m_idx;
+}
 
-       if (mproc_max[mproc_type] > 1)
-       {
-               mproc_list[mproc_type][*mproc_idx] = mproc_list[mproc_type][--mproc_max[mproc_type]];
-               m_list[mproc_list[mproc_type][*mproc_idx]].mproc_idx[mproc_type] = *mproc_idx;
-       }
 
-       *mproc_idx = 0;
+static void mproc_remove(int m_idx, int mproc_type)
+{
+       int mproc_idx = get_mproc_idx(m_idx, mproc_type);
+       if (mproc_idx >= 0) mproc_list[mproc_type][mproc_idx] = mproc_list[mproc_type][--mproc_max[mproc_type]];
 }
 
 
@@ -3810,7 +3836,7 @@ void mproc_init(void)
        int          i, cmi;
 
        /* Reset "mproc_max[]" */
-       for (cmi = 0; cmi < MAX_MTIMED; cmi++) mproc_max[cmi] = 1;
+       for (cmi = 0; cmi < MAX_MTIMED; cmi++) mproc_max[cmi] = 0;
 
        /* Process the monsters (backwards) */
        for (i = m_max - 1; i >= 1; i--)
@@ -3824,7 +3850,6 @@ void mproc_init(void)
                for (cmi = 0; cmi < MAX_MTIMED; cmi++)
                {
                        if (m_ptr->mtimed[cmi]) mproc_add(i, cmi);
-                       else m_ptr->mproc_idx[cmi] = 0;
                }
        }
 }
@@ -3915,7 +3940,7 @@ bool set_monster_fast(int m_idx, int v)
 
        if (!notice) return FALSE;
 
-       if (p_ptr->riding == m_idx) p_ptr->update |= (PU_BONUS);
+       if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
 
        return TRUE;
 }
@@ -3957,7 +3982,7 @@ bool set_monster_slow(int m_idx, int v)
 
        if (!notice) return FALSE;
 
-       if (p_ptr->riding == m_idx) p_ptr->update |= (PU_BONUS);
+       if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
 
        return TRUE;
 }
@@ -4134,37 +4159,20 @@ bool set_monster_invulner(int m_idx, int v, bool energy_need)
 }
 
 
-/*
- * Process the counters of monsters (once per 10 game turns)
- *
- * These functions are to process monsters' counters same as player's.
- */
-
+static u32b csleep_noise;
 
-/* Handle "sleep" */
-void process_monsters_csleep(void)
+static void process_monsters_mtimed_aux(int m_idx, int mtimed_idx)
 {
-       int          m_idx, i;
-       monster_type *m_ptr;
-       monster_race *r_ptr;
-       bool         test;
-       s16b         *cur_mproc_list = mproc_list[MTIMED_CSLEEP];
-
-       u32b noise; /* Hack -- local "player stealth" value */
-
-       /* Hack -- calculate the "player noise" */
-       noise = (1L << (30 - p_ptr->skill_stl));
+       monster_type *m_ptr = &m_list[m_idx];
 
-       /* Process the monsters (backwards) */
-       for (i = mproc_max[MTIMED_CSLEEP] - 1; i >= 1; i--)
+       switch (mtimed_idx)
        {
-               /* Access the monster */
-               m_idx = cur_mproc_list[i];
-               m_ptr = &m_list[m_idx];
-               r_ptr = &r_info[m_ptr->r_idx];
+       case MTIMED_CSLEEP:
+       {
+               monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
                /* Assume does not wake up */
-               test = FALSE;
+               bool test = FALSE;
 
                /* Hack -- Require proximity */
                if (m_ptr->cdis < AAF_LIMIT)
@@ -4192,7 +4200,7 @@ void process_monsters_csleep(void)
                        if (ironman_nightmare) notice /= 2;
 
                        /* Hack -- See if monster "notices" player */
-                       if ((notice * notice * notice) <= noise)
+                       if ((notice * notice * notice) <= csleep_noise)
                        {
                                /* Hack -- amount of "waking" */
                                /* Wake up faster near the player */
@@ -4242,24 +4250,10 @@ void process_monsters_csleep(void)
                                }
                        }
                }
+               break;
        }
-}
-
-
-/* Handle fast */
-void process_monsters_fast(void)
-{
-       int          m_idx, i;
-       monster_type *m_ptr;
-       s16b         *cur_mproc_list = mproc_list[MTIMED_FAST];
-
-       /* Process the monsters (backwards) */
-       for (i = mproc_max[MTIMED_FAST] - 1; i >= 1; i--)
-       {
-               /* Access the monster */
-               m_idx = cur_mproc_list[i];
-               m_ptr = &m_list[m_idx];
 
+       case MTIMED_FAST:
                /* Reduce by one, note if expires */
                if (set_monster_fast(m_idx, MON_FAST(m_ptr) - 1))
                {
@@ -4278,24 +4272,9 @@ void process_monsters_fast(void)
 #endif
                        }
                }
-       }
-}
-
-
-/* Handle slow */
-void process_monsters_slow(void)
-{
-       int          m_idx, i;
-       monster_type *m_ptr;
-       s16b         *cur_mproc_list = mproc_list[MTIMED_SLOW];
-
-       /* Process the monsters (backwards) */
-       for (i = mproc_max[MTIMED_SLOW] - 1; i >= 1; i--)
-       {
-               /* Access the monster */
-               m_idx = cur_mproc_list[i];
-               m_ptr = &m_list[m_idx];
+               break;
 
+       case MTIMED_SLOW:
                /* Reduce by one, note if expires */
                if (set_monster_slow(m_idx, MON_SLOW(m_ptr) - 1))
                {
@@ -4314,28 +4293,13 @@ void process_monsters_slow(void)
 #endif
                        }
                }
-       }
-}
-
-
-/* Handle "stun" */
-void process_monsters_stunned(void)
-{
-       int          m_idx, i, rlev;
-       monster_type *m_ptr;
-       s16b         *cur_mproc_list = mproc_list[MTIMED_STUNNED];
+               break;
 
-       /* Process the monsters (backwards) */
-       for (i = mproc_max[MTIMED_STUNNED] - 1; i >= 1; i--)
+       case MTIMED_STUNNED:
        {
-               /* Access the monster */
-               m_idx = cur_mproc_list[i];
-               m_ptr = &m_list[m_idx];
-               rlev = r_info[m_ptr->r_idx].level;
-
-               /* Hack -- Recover from stun */
+               int rlev = r_info[m_ptr->r_idx].level;
 
-               /* Fully recover */
+               /* Recover from stun */
                if (set_monster_stunned(m_idx, (randint0(10000) <= rlev * rlev) ? 0 : (MON_STUNNED(m_ptr) - 1)))
                {
                        /* Message if visible */
@@ -4354,27 +4318,11 @@ void process_monsters_stunned(void)
 #endif
                        }
                }
+               break;
        }
-}
-
-
-/* Handle confusion */
-void process_monsters_confused(void)
-{
-       int          m_idx, i;
-       monster_type *m_ptr;
-       s16b         *cur_mproc_list = mproc_list[MTIMED_CONFUSED];
-
-       /* Process the monsters (backwards) */
-       for (i = mproc_max[MTIMED_CONFUSED] - 1; i >= 1; i--)
-       {
-               /* Access the monster */
-               m_idx = cur_mproc_list[i];
-               m_ptr = &m_list[m_idx];
 
+       case MTIMED_CONFUSED:
                /* Reduce the confusion */
-
-               /* Recovered */
                if (set_monster_confused(m_idx, MON_CONFUSED(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
                {
                        /* Message if visible */
@@ -4393,27 +4341,10 @@ void process_monsters_confused(void)
 #endif
                        }
                }
-       }
-}
-
-
-/* Handle "fear" */
-void process_monsters_monfear(void)
-{
-       int          m_idx, i;
-       monster_type *m_ptr;
-       s16b         *cur_mproc_list = mproc_list[MTIMED_MONFEAR];
-
-       /* Process the monsters (backwards) */
-       for (i = mproc_max[MTIMED_MONFEAR] - 1; i >= 1; i--)
-       {
-               /* Access the monster */
-               m_idx = cur_mproc_list[i];
-               m_ptr = &m_list[m_idx];
+               break;
 
+       case MTIMED_MONFEAR:
                /* Reduce the fear */
-
-               /* Recover from fear, take note if seen */
                if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
                {
                        /* Visual note */
@@ -4438,24 +4369,9 @@ void process_monsters_monfear(void)
 #endif
                        }
                }
-       }
-}
-
-
-/* Handle Invulnerability */
-void process_monsters_invulner(void)
-{
-       int          m_idx, i;
-       monster_type *m_ptr;
-       s16b         *cur_mproc_list = mproc_list[MTIMED_INVULNER];
-
-       /* Process the monsters (backwards) */
-       for (i = mproc_max[MTIMED_INVULNER] - 1; i >= 1; i--)
-       {
-               /* Access the monster */
-               m_idx = cur_mproc_list[i];
-               m_ptr = &m_list[m_idx];
+               break;
 
+       case MTIMED_INVULNER:
                /* Reduce by one, note if expires */
                if (set_monster_invulner(m_idx, MON_INVULNER(m_ptr) - 1, TRUE))
                {
@@ -4474,6 +4390,29 @@ void process_monsters_invulner(void)
 #endif
                        }
                }
+               break;
+       }
+}
+
+
+/*
+ * Process the counters of monsters (once per 10 game turns)
+ *
+ * These functions are to process monsters' counters same as player's.
+ */
+void process_monsters_mtimed(int mtimed_idx)
+{
+       int  i;
+       s16b *cur_mproc_list = mproc_list[mtimed_idx];
+
+       /* Hack -- calculate the "player noise" */
+       if (mtimed_idx == MTIMED_CSLEEP) csleep_noise = (1L << (30 - p_ptr->skill_stl));
+
+       /* Process the monsters (backwards) */
+       for (i = mproc_max[mtimed_idx] - 1; i >= 0; i--)
+       {
+               /* Access the monster */
+               process_monsters_mtimed_aux(cur_mproc_list[i], mtimed_idx);
        }
 }