/*!
- * @file monster-process.c
* @brief モンスターの特殊技能とターン経過処理 (移動等)/ Monster spells and movement for passaging a turn
* @date 2014/01/17
* @author
#include "monster/monster-processor.h"
#include "cmd-io/cmd-dump.h"
+#include "core/player-update-types.h"
+#include "core/speed-table.h"
+#include "floor/cave.h"
+#include "game-option/play-record-options.h"
#include "grid/feature.h"
#include "grid/grid.h"
#include "io/write-diary.h"
#include "melee/melee-postprocess.h"
+#include "melee/melee-spell.h"
+#include "monster-floor/monster-direction.h"
+#include "monster-floor/monster-generator.h"
+#include "monster-floor/monster-move.h"
+#include "monster-floor/monster-remover.h"
+#include "monster-floor/monster-runaway.h"
+#include "monster-floor/monster-summon.h"
+#include "monster-floor/place-monster-types.h"
+#include "monster-floor/quantum-effect.h"
+#include "monster-race/monster-race.h"
+#include "monster-race/race-flags-ability2.h"
+#include "monster-race/race-flags-resistance.h"
+#include "monster-race/race-flags1.h"
+#include "monster-race/race-flags2.h"
+#include "monster-race/race-flags7.h"
#include "monster-race/race-indice-types.h"
-#include "monster/creature.h"
+#include "monster/monster-describer.h"
#include "monster/monster-description-types.h"
-#include "monster/monster-direction.h"
#include "monster/monster-flag-types.h"
-#include "monster/monster-move.h"
-#include "monster/monster-runaway.h"
+#include "monster/monster-info.h"
+#include "monster/monster-list.h"
+#include "monster/monster-processor-util.h"
+#include "monster/monster-status-setter.h"
#include "monster/monster-status.h"
#include "monster/monster-update.h"
-#include "monster/monster-processor-util.h"
-#include "monster/monster2.h"
-#include "monster/place-monster-types.h"
-#include "monster/quantum-effect.h"
-#include "monster/smart-learn-types.h"
-#include "mspell/monster-spell.h"
+#include "monster/monster-util.h"
+#include "mspell/mspell-attack.h"
+#include "mspell/mspell-judgement.h"
#include "object-enchant/trc-types.h"
#include "pet/pet-fall-off.h"
-#include "player/avatar.h"
+#include "player-info/avatar.h"
+#include "player/player-skill.h"
+#include "player/player-status-flags.h"
#include "player/player-move.h"
+#include "player/special-defense-types.h"
#include "spell-realm/spells-hex.h"
-#include "spell/spells-summon.h"
-#include "util/util.h"
+#include "spell/summon-types.h"
+#include "system/floor-type-definition.h"
+#include "system/monster-type-definition.h"
+#include "target/projection-path-calculator.h"
+#include "view/display-messages.h"
void decide_drop_from_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon);
bool process_stealth(player_type *target_ptr, MONSTER_IDX m_idx);
*/
void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
{
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- turn_flags tmp_flags;
- turn_flags *turn_flags_ptr = init_turn_flags(target_ptr->riding, m_idx, &tmp_flags);
- turn_flags_ptr->see_m = is_seen(m_ptr);
-
- decide_drop_from_monster(target_ptr, m_idx, turn_flags_ptr->is_riding_mon);
- if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !monster_csleep_remaining(m_ptr))
- {
- choose_new_monster(target_ptr, m_idx, FALSE, 0);
- r_ptr = &r_info[m_ptr->r_idx];
- }
-
- turn_flags_ptr->aware = process_stealth(target_ptr, m_idx);
- if (vanish_summoned_children(target_ptr, m_idx, turn_flags_ptr->see_m)) return;
- if (process_quantum_effect(target_ptr, m_idx, turn_flags_ptr->see_m)) return;
- if (explode_grenade(target_ptr, m_idx)) return;
- if (runaway_monster(target_ptr, turn_flags_ptr, m_idx)) return;
- if (!awake_monster(target_ptr, m_idx)) return;
-
- if (monster_stunned_remaining(m_ptr))
- {
- if (one_in_(2)) return;
- }
-
- if (turn_flags_ptr->is_riding_mon)
- {
- target_ptr->update |= (PU_BONUS);
- }
-
- process_angar(target_ptr, m_idx, turn_flags_ptr->see_m);
-
- POSITION oy = m_ptr->fy;
- POSITION ox = m_ptr->fx;
- if (decide_monster_multiplication(target_ptr, m_idx, oy, ox)) return;
-
- process_special(target_ptr, m_idx);
- process_speak_sound(target_ptr, m_idx, oy, ox, turn_flags_ptr->aware);
- if (cast_spell(target_ptr, m_idx, turn_flags_ptr->aware)) return;
-
- DIRECTION mm[8];
- mm[0] = mm[1] = mm[2] = mm[3] = 0;
- mm[4] = mm[5] = mm[6] = mm[7] = 0;
-
- if (!decide_monster_movement_direction(target_ptr, mm, m_idx, turn_flags_ptr->aware)) return;
-
- int count = 0;
- if (!process_monster_movement(target_ptr, turn_flags_ptr, m_idx, mm, oy, ox, &count)) return;
-
- /*
- * Forward movements failed, but now received LOS attack!
- * Try to flow by smell.
- */
- if (target_ptr->no_flowed && count > 2 && m_ptr->target_y)
- m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
-
- if (!turn_flags_ptr->do_turn && !turn_flags_ptr->do_move && !monster_fear_remaining(m_ptr) && !turn_flags_ptr->is_riding_mon && turn_flags_ptr->aware)
- {
- if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
- {
- if (make_attack_spell(m_idx, target_ptr)) return;
- }
- }
-
- update_player_type(target_ptr, turn_flags_ptr, r_ptr);
- update_monster_race_flags(target_ptr, turn_flags_ptr, m_ptr);
-
- if (!process_monster_fear(target_ptr, turn_flags_ptr, m_idx)) return;
-
- if (m_ptr->ml) chg_virtue(target_ptr, V_COMPASSION, -1);
+ monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ turn_flags tmp_flags;
+ turn_flags *turn_flags_ptr = init_turn_flags(target_ptr->riding, m_idx, &tmp_flags);
+ turn_flags_ptr->see_m = is_seen(target_ptr, m_ptr);
+
+ decide_drop_from_monster(target_ptr, m_idx, turn_flags_ptr->is_riding_mon);
+ if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !monster_csleep_remaining(m_ptr)) {
+ choose_new_monster(target_ptr, m_idx, FALSE, 0);
+ r_ptr = &r_info[m_ptr->r_idx];
+ }
+
+ turn_flags_ptr->aware = process_stealth(target_ptr, m_idx);
+ if (vanish_summoned_children(target_ptr, m_idx, turn_flags_ptr->see_m) || process_quantum_effect(target_ptr, m_idx, turn_flags_ptr->see_m)
+ || explode_grenade(target_ptr, m_idx) || runaway_monster(target_ptr, turn_flags_ptr, m_idx) || !awake_monster(target_ptr, m_idx))
+ return;
+
+ if (monster_stunned_remaining(m_ptr) && one_in_(2))
+ return;
+
+ if (turn_flags_ptr->is_riding_mon)
+ target_ptr->update |= PU_BONUS;
+
+ process_angar(target_ptr, m_idx, turn_flags_ptr->see_m);
+
+ POSITION oy = m_ptr->fy;
+ POSITION ox = m_ptr->fx;
+ if (decide_monster_multiplication(target_ptr, m_idx, oy, ox))
+ return;
+
+ process_special(target_ptr, m_idx);
+ process_speak_sound(target_ptr, m_idx, oy, ox, turn_flags_ptr->aware);
+ if (cast_spell(target_ptr, m_idx, turn_flags_ptr->aware))
+ return;
+
+ DIRECTION mm[8];
+ mm[0] = mm[1] = mm[2] = mm[3] = 0;
+ mm[4] = mm[5] = mm[6] = mm[7] = 0;
+
+ if (!decide_monster_movement_direction(target_ptr, mm, m_idx, turn_flags_ptr->aware))
+ return;
+
+ int count = 0;
+ if (!process_monster_movement(target_ptr, turn_flags_ptr, m_idx, mm, oy, ox, &count))
+ return;
+
+ /*
+ * Forward movements failed, but now received LOS attack!
+ * Try to flow by smell.
+ */
+ if (target_ptr->no_flowed && count > 2 && m_ptr->target_y)
+ m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
+
+ if (!turn_flags_ptr->do_turn && !turn_flags_ptr->do_move && !monster_fear_remaining(m_ptr) && !turn_flags_ptr->is_riding_mon && turn_flags_ptr->aware) {
+ if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell) {
+ if (make_attack_spell(target_ptr, m_idx))
+ return;
+ }
+ }
+
+ update_player_type(target_ptr, turn_flags_ptr, r_ptr);
+ update_monster_race_flags(target_ptr, turn_flags_ptr, m_ptr);
+
+ if (!process_monster_fear(target_ptr, turn_flags_ptr, m_idx))
+ return;
+
+ if (m_ptr->ml)
+ chg_virtue(target_ptr, V_COMPASSION, -1);
}
-
/*!
* @brief 超隠密処理
* @param target_ptr プレーヤーへの参照ポインタ
*/
bool process_stealth(player_type *target_ptr, MONSTER_IDX m_idx)
{
- if ((target_ptr->special_defense & NINJA_S_STEALTH) == 0) return TRUE;
-
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- int tmp = target_ptr->lev * 6 + (target_ptr->skill_stl + 10) * 4;
- if (target_ptr->monlite) tmp /= 3;
- if (target_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
- if (r_ptr->level > (target_ptr->lev * target_ptr->lev / 20 + 10)) tmp /= 3;
- return (randint0(tmp) <= (r_ptr->level + 20));
-}
+ if ((target_ptr->special_defense & NINJA_S_STEALTH) == 0)
+ return TRUE;
+
+ monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ int tmp = target_ptr->lev * 6 + (target_ptr->skill_stl + 10) * 4;
+ if (target_ptr->monlite)
+ tmp /= 3;
+ if (has_aggravate(target_ptr))
+ tmp /= 2;
+
+ if (r_ptr->level > (target_ptr->lev * target_ptr->lev / 20 + 10))
+ tmp /= 3;
+
+ return (randint0(tmp) <= (r_ptr->level + 20));
+}
/*!
* @brief 死亡したモンスターが乗馬中のモンスターだった場合に落馬処理を行う
*/
void decide_drop_from_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon)
{
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (!is_riding_mon || ((r_ptr->flags7 & RF7_RIDING) != 0)) return;
+ monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ if (!is_riding_mon || ((r_ptr->flags7 & RF7_RIDING) != 0))
+ return;
- if (process_fall_off_horse(target_ptr, 0, TRUE))
- {
+ if (process_fall_off_horse(target_ptr, 0, TRUE)) {
#ifdef JP
- msg_print("地面に落とされた。");
+ msg_print("地面に落とされた。");
#else
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(target_ptr, m_name, &target_ptr->current_floor_ptr->m_list[target_ptr->riding], 0);
- msg_format("You have fallen from %s.", m_name);
+ GAME_TEXT m_name[MAX_NLEN];
+ monster_desc(target_ptr, m_name, &target_ptr->current_floor_ptr->m_list[target_ptr->riding], 0);
+ msg_format("You have fallen from %s.", m_name);
#endif
- }
+ }
}
-
/*!
* @brief 召喚の親元が消滅した時、子供も消滅させる
* @param target_ptr プレーヤーへの参照ポインタ
*/
bool vanish_summoned_children(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
{
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
- if ((m_ptr->parent_m_idx == 0) || (target_ptr->current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx > 0))
- return FALSE;
-
- if (see_m)
- {
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(target_ptr, m_name, m_ptr, 0);
- msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
- }
-
- if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
- {
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(target_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
- exe_write_diary(target_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
- }
-
- delete_monster_idx(target_ptr, m_idx);
- return TRUE;
+ monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
+ if ((m_ptr->parent_m_idx == 0) || (target_ptr->current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx > 0))
+ return FALSE;
+
+ if (see_m) {
+ GAME_TEXT m_name[MAX_NLEN];
+ monster_desc(target_ptr, m_name, m_ptr, 0);
+ msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
+ }
+
+ if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname) {
+ GAME_TEXT m_name[MAX_NLEN];
+ monster_desc(target_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
+ exe_write_diary(target_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
+ }
+
+ delete_monster_idx(target_ptr, m_idx);
+ return TRUE;
}
-
/*!
* @brief 寝ているモンスターの起床を判定する
* @param target_ptr プレーヤーへの参照ポインタ
*/
bool awake_monster(player_type *target_ptr, MONSTER_IDX m_idx)
{
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (!monster_csleep_remaining(m_ptr)) return TRUE;
- if (!(target_ptr->cursed & TRC_AGGRAVATE)) return FALSE;
-
- (void)set_monster_csleep(target_ptr, m_idx, 0);
- if (m_ptr->ml)
- {
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(target_ptr, m_name, m_ptr, 0);
- msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
- }
-
- if (is_original_ap_and_seen(target_ptr, m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
- {
- r_ptr->r_wake++;
- }
-
- return TRUE;
-}
+ monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ if (!monster_csleep_remaining(m_ptr))
+ return TRUE;
+
+ if (!has_aggravate(target_ptr))
+ return FALSE;
+
+ (void)set_monster_csleep(target_ptr, m_idx, 0);
+ if (m_ptr->ml) {
+ GAME_TEXT m_name[MAX_NLEN];
+ monster_desc(target_ptr, m_name, m_ptr, 0);
+ msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
+ }
+ if (is_original_ap_and_seen(target_ptr, m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
+ r_ptr->r_wake++;
+
+ return TRUE;
+}
/*!
- * @brief モンスターの怒り状態を判定する (起こっていたら敵に回す)
+ * @brief モンスターの怒り状態を判定する (怒っていたら敵に回す)
* @param target_ptr プレーヤーへの参照ポインタ
* @param m_idx モンスターID
* @param see_m モンスターが視界内にいたらTRUE
*/
void process_angar(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
{
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- bool gets_angry = FALSE;
- if (is_friendly(m_ptr) && (target_ptr->cursed & TRC_AGGRAVATE))
- gets_angry = TRUE;
-
- if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
- monster_has_hostile_align(target_ptr, NULL, 10, -10, r_ptr)) || (r_ptr->flagsr & RFR_RES_ALL)))
- {
- gets_angry = TRUE;
- }
-
- if (target_ptr->phase_out || !gets_angry) return;
-
- if (is_pet(m_ptr) || see_m)
- {
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(target_ptr, m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
- msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
- }
-
- set_hostile(target_ptr, m_ptr);
-}
+ monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ bool gets_angry = FALSE;
+ if (is_friendly(m_ptr) && has_aggravate(target_ptr))
+ gets_angry = TRUE;
+
+ if (is_pet(m_ptr)
+ && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && monster_has_hostile_align(target_ptr, NULL, 10, -10, r_ptr))
+ || (r_ptr->flagsr & RFR_RES_ALL)))
+ gets_angry = TRUE;
+
+ if (target_ptr->phase_out || !gets_angry)
+ return;
+
+ GAME_TEXT m_name[MAX_NLEN];
+ monster_desc(target_ptr, m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
+ /* When riding a hostile align pet */
+ if (target_ptr->riding == m_idx) {
+ if (abs(target_ptr->align / 10) < randint0(target_ptr->skill_exp[GINOU_RIDING]))
+ return;
+
+ msg_format(_("%^sが突然暴れだした!", "%^s suddenly begins unruly!"), m_name);
+ if (!process_fall_off_horse(target_ptr, 1, TRUE))
+ return;
+
+ msg_format(_("あなたは振り落とされた。", "You have fallen."));
+ }
+
+ if (is_pet(m_ptr) || see_m) {
+ msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
+ }
+
+ set_hostile(target_ptr, m_ptr);
+}
/*!
* @brief 手榴弾の爆発処理
*/
bool explode_grenade(player_type *target_ptr, MONSTER_IDX m_idx)
{
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
- if (m_ptr->r_idx != MON_GRENADE) return FALSE;
+ monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
+ if (m_ptr->r_idx != MON_GRENADE)
+ return FALSE;
- bool fear, dead;
- mon_take_hit_mon(target_ptr, m_idx, 1, &dead, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
- return dead;
+ bool fear, dead;
+ mon_take_hit_mon(target_ptr, m_idx, 1, &dead, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
+ return dead;
}
-
/*!
* @brief モンスター依存の特別な行動を取らせる
* @param target_ptr プレーヤーへの参照ポインタ
*/
void process_special(player_type *target_ptr, MONSTER_IDX m_idx)
{
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if ((r_ptr->a_ability_flags2 & RF6_SPECIAL) == 0) return;
- if (m_ptr->r_idx != MON_OHMU) return;
- if (target_ptr->current_floor_ptr->inside_arena || target_ptr->phase_out) return;
- if ((r_ptr->freq_spell == 0) || !(randint1(100) <= r_ptr->freq_spell)) return;
-
- int count = 0;
- DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
- BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
-
- for (int k = 0; k < A_MAX; k++)
- {
- if (summon_specific(target_ptr, m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
- {
- if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml) count++;
- }
- }
-
- if (count && is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
+ monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ if (((r_ptr->a_ability_flags2 & RF6_SPECIAL) == 0) || (m_ptr->r_idx != MON_OHMU) || target_ptr->current_floor_ptr->inside_arena || target_ptr->phase_out
+ || (r_ptr->freq_spell == 0) || (randint1(100) > r_ptr->freq_spell))
+ return;
+
+ int count = 0;
+ DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
+ BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
+
+ for (int k = 0; k < A_MAX; k++) {
+ if (summon_specific(target_ptr, m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode))) {
+ if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml)
+ count++;
+ }
+ }
+
+ if (count && is_original_ap_and_seen(target_ptr, m_ptr))
+ r_ptr->r_flags6 |= (RF6_SPECIAL);
}
-
/*!
* @brief モンスターを分裂させるかどうかを決定する (分裂もさせる)
* @param target_ptr プレーヤーへの参照ポインタ
*/
bool decide_monster_multiplication(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox)
{
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (((r_ptr->flags2 & RF2_MULTIPLY) == 0) || (target_ptr->current_floor_ptr->num_repro >= MAX_REPRO))
- return FALSE;
-
- int k = 0;
- for (POSITION y = oy - 1; y <= oy + 1; y++)
- {
- for (POSITION x = ox - 1; x <= ox + 1; x++)
- {
- if (!in_bounds2(target_ptr->current_floor_ptr, y, x)) continue;
- if (target_ptr->current_floor_ptr->grid_array[y][x].m_idx) k++;
- }
- }
-
- if (multiply_barrier(target_ptr, m_idx)) k = 8;
-
- if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
- {
- if (multiply_monster(target_ptr, m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
- {
- if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(target_ptr, m_ptr))
- {
- r_ptr->r_flags2 |= (RF2_MULTIPLY);
- }
-
- return TRUE;
- }
- }
-
- return FALSE;
+ monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ if (((r_ptr->flags2 & RF2_MULTIPLY) == 0) || (target_ptr->current_floor_ptr->num_repro >= MAX_REPRO))
+ return FALSE;
+
+ int k = 0;
+ for (POSITION y = oy - 1; y <= oy + 1; y++) {
+ for (POSITION x = ox - 1; x <= ox + 1; x++) {
+ if (!in_bounds2(target_ptr->current_floor_ptr, y, x))
+ continue;
+
+ if (target_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+ k++;
+ }
+ }
+
+ if (multiply_barrier(target_ptr, m_idx))
+ k = 8;
+
+ if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ))) {
+ if (multiply_monster(target_ptr, m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0))) {
+ if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(target_ptr, m_ptr))
+ r_ptr->r_flags2 |= RF2_MULTIPLY;
+
+ return TRUE;
+ }
+ }
+
+ return FALSE;
}
-
/*!
* @brief モンスターに魔法を試行させる
* @param target_ptr プレーヤーへの参照ポインタ
*/
bool cast_spell(player_type *target_ptr, MONSTER_IDX m_idx, bool aware)
{
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if ((r_ptr->freq_spell == 0) || (randint1(100) > r_ptr->freq_spell))
- return FALSE;
-
- bool counterattack = FALSE;
- if (m_ptr->target_y)
- {
- MONSTER_IDX t_m_idx = target_ptr->current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
- if (t_m_idx && are_enemies(target_ptr, m_ptr, &target_ptr->current_floor_ptr->m_list[t_m_idx]) &&
- projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
- {
- counterattack = TRUE;
- }
- }
-
- if (counterattack)
- {
- if (monst_spell_monst(target_ptr, m_idx)) return TRUE;
- if (aware && make_attack_spell(m_idx, target_ptr)) return TRUE;
- }
- else
- {
- if (aware && make_attack_spell(m_idx, target_ptr)) return TRUE;
- if (monst_spell_monst(target_ptr, m_idx)) return TRUE;
- }
-
- return FALSE;
+ monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ if ((r_ptr->freq_spell == 0) || (randint1(100) > r_ptr->freq_spell))
+ return FALSE;
+
+ bool counterattack = FALSE;
+ if (m_ptr->target_y) {
+ MONSTER_IDX t_m_idx = target_ptr->current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
+ if (t_m_idx && are_enemies(target_ptr, m_ptr, &target_ptr->current_floor_ptr->m_list[t_m_idx])
+ && projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x)) {
+ counterattack = TRUE;
+ }
+ }
+
+ if (counterattack) {
+ if (monst_spell_monst(target_ptr, m_idx) || (aware && make_attack_spell(target_ptr, m_idx)))
+ return TRUE;
+ } else {
+ if ((aware && make_attack_spell(target_ptr, m_idx)) || monst_spell_monst(target_ptr, m_idx))
+ return TRUE;
+ }
+
+ return FALSE;
}
-
/*!
* @brief モンスターの恐怖状態を処理する
* @param target_ptr プレーヤーへの参照ポインタ
*/
bool process_monster_fear(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx)
{
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
- bool is_battle_determined = !turn_flags_ptr->do_turn && !turn_flags_ptr->do_move && monster_fear_remaining(m_ptr) && turn_flags_ptr->aware;
- if (!is_battle_determined) return FALSE;
-
- (void)set_monster_monfear(target_ptr, m_idx, 0);
- if (!turn_flags_ptr->see_m) return TRUE;
-
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(target_ptr, m_name, m_ptr, 0);
- msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
- return TRUE;
+ monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
+ bool is_battle_determined = !turn_flags_ptr->do_turn && !turn_flags_ptr->do_move && monster_fear_remaining(m_ptr) && turn_flags_ptr->aware;
+ if (!is_battle_determined)
+ return FALSE;
+
+ (void)set_monster_monfear(target_ptr, m_idx, 0);
+ if (!turn_flags_ptr->see_m)
+ return TRUE;
+
+ GAME_TEXT m_name[MAX_NLEN];
+ monster_desc(target_ptr, m_name, m_ptr, 0);
+ msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
+ return TRUE;
}
-
/*!
* @brief 全モンスターのターン管理メインルーチン /
* Process all the "live" monsters, once per game turn.
*/
void process_monsters(player_type *target_ptr)
{
- old_race_flags tmp_flags;
- old_race_flags *old_race_flags_ptr = init_old_race_flags(&tmp_flags);
-
- floor_type *floor_ptr = target_ptr->current_floor_ptr;
- floor_ptr->monster_noise = FALSE;
-
- MONRACE_IDX old_monster_race_idx = target_ptr->monster_race_idx;
- save_old_race_flags(target_ptr->monster_race_idx, old_race_flags_ptr);
- sweep_monster_process(target_ptr);
-
- hack_m_idx = 0;
- if (!target_ptr->monster_race_idx || (target_ptr->monster_race_idx != old_monster_race_idx))
- return;
-
- update_player_window(target_ptr, old_race_flags_ptr);
+ old_race_flags tmp_flags;
+ old_race_flags *old_race_flags_ptr = init_old_race_flags(&tmp_flags);
+ target_ptr->current_floor_ptr->monster_noise = FALSE;
+ MONRACE_IDX old_monster_race_idx = target_ptr->monster_race_idx;
+ save_old_race_flags(target_ptr->monster_race_idx, old_race_flags_ptr);
+ sweep_monster_process(target_ptr);
+ hack_m_idx = 0;
+ if (!target_ptr->monster_race_idx || (target_ptr->monster_race_idx != old_monster_race_idx))
+ return;
+
+ update_player_window(target_ptr, old_race_flags_ptr);
}
-
/*!
* @brief フロア内のモンスターについてターン終了時の処理を繰り返す
* @param target_ptr プレーヤーへの参照ポインタ
*/
void sweep_monster_process(player_type *target_ptr)
{
- floor_type *floor_ptr = target_ptr->current_floor_ptr;
- for (MONSTER_IDX i = floor_ptr->m_max - 1; i >= 1; i--)
- {
- monster_type *m_ptr;
- m_ptr = &floor_ptr->m_list[i];
-
- if (target_ptr->leaving) return;
- if (!monster_is_valid(m_ptr)) continue;
- if (target_ptr->wild_mode) continue;
-
- if (m_ptr->mflag & MFLAG_BORN)
- {
- m_ptr->mflag &= ~(MFLAG_BORN);
- continue;
- }
-
- if (m_ptr->cdis >= AAF_LIMIT) continue;
- if (!decide_process_continue(target_ptr, m_ptr)) continue;
-
- SPEED speed = (target_ptr->riding == i) ? target_ptr->pspeed : decide_monster_speed(m_ptr);
- m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
- if (m_ptr->energy_need > 0) continue;
-
- m_ptr->energy_need += ENERGY_NEED();
- hack_m_idx = i;
- process_monster(target_ptr, i);
- reset_target(m_ptr);
-
- if (target_ptr->no_flowed && one_in_(3))
- m_ptr->mflag2 |= MFLAG2_NOFLOW;
-
- if (!target_ptr->playing || target_ptr->is_dead) return;
- if (target_ptr->leaving) return;
- }
+ floor_type *floor_ptr = target_ptr->current_floor_ptr;
+ for (MONSTER_IDX i = floor_ptr->m_max - 1; i >= 1; i--) {
+ monster_type *m_ptr;
+ m_ptr = &floor_ptr->m_list[i];
+
+ if (target_ptr->leaving)
+ return;
+
+ if (!monster_is_valid(m_ptr) || target_ptr->wild_mode)
+ continue;
+
+ if (m_ptr->mflag & MFLAG_BORN) {
+ m_ptr->mflag &= ~(MFLAG_BORN);
+ continue;
+ }
+
+ if ((m_ptr->cdis >= AAF_LIMIT) || !decide_process_continue(target_ptr, m_ptr))
+ continue;
+
+ SPEED speed = (target_ptr->riding == i) ? target_ptr->pspeed : decide_monster_speed(m_ptr);
+ m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
+ if (m_ptr->energy_need > 0)
+ continue;
+
+ m_ptr->energy_need += ENERGY_NEED();
+ hack_m_idx = i;
+ process_monster(target_ptr, i);
+ reset_target(m_ptr);
+ if (target_ptr->no_flowed && one_in_(3))
+ m_ptr->mflag2 |= MFLAG2_NOFLOW;
+
+ if (!target_ptr->playing || target_ptr->is_dead || target_ptr->leaving)
+ return;
+ }
}
-
/*!
* @brief 後続のモンスター処理が必要かどうか判定する (要調査)
* @param target_ptr プレーヤーへの参照ポインタ
*/
bool decide_process_continue(player_type *target_ptr, monster_type *m_ptr)
{
- monster_race *r_ptr;
- r_ptr = &r_info[m_ptr->r_idx];
- if (!target_ptr->no_flowed)
- {
- m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
- }
+ monster_race *r_ptr;
+ r_ptr = &r_info[m_ptr->r_idx];
+ if (!target_ptr->no_flowed) {
+ m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
+ }
- if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
- return TRUE;
+ if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
+ return TRUE;
- if ((m_ptr->cdis <= MAX_SIGHT || target_ptr->phase_out) &&
- (player_has_los_bold(target_ptr, m_ptr->fy, m_ptr->fx) || (target_ptr->cursed & TRC_AGGRAVATE)))
- return TRUE;
+ if ((m_ptr->cdis <= MAX_SIGHT || target_ptr->phase_out) && (player_has_los_bold(target_ptr, m_ptr->fy, m_ptr->fx) || has_aggravate(target_ptr)))
+ return TRUE;
- if (m_ptr->target_y)
- return TRUE;
+ if (m_ptr->target_y)
+ return TRUE;
- return FALSE;
+ return FALSE;
}