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[Refactor] #40514 player_type の resist_lite 変数を廃止. / Abolished the resist_lite variab...
[hengband/hengband.git] / src / monster / monster-update.c
index 8259ef6..fb31030 100644 (file)
@@ -5,11 +5,46 @@
  */
 
 #include "monster/monster-update.h"
+#include "core/disturbance.h"
+#include "core/player-redraw-types.h"
+#include "core/player-update-types.h"
+#include "core/window-redrawer.h"
+#include "dungeon/dungeon-flag-types.h"
+#include "dungeon/dungeon.h"
+#include "floor/cave.h"
+#include "game-option/birth-options.h"
+#include "game-option/disturbance-options.h"
+#include "grid/grid.h"
+#include "mind/drs-types.h"
+#include "monster-race/monster-race.h"
+#include "monster-race/race-flags1.h"
 #include "monster-race/race-flags2.h"
+#include "monster-race/race-flags3.h"
 #include "monster-race/race-flags7.h"
-#include "monster/monster1.h"
-#include "monster/monster2.h"
+#include "monster-race/race-indice-types.h"
+#include "monster/monster-flag-types.h"
+#include "monster/monster-info.h"
+#include "monster/monster-status.h"
+#include "monster/smart-learn-types.h"
+#include "player/eldritch-horror.h"
 #include "player/player-move.h"
+#include "player/player-status-flags.h"
+#include "player/special-defense-types.h"
+#include "status/element-resistance.h"
+#include "system/floor-type-definition.h"
+#include "target/projection-path-calculator.h"
+
+// Update Monster.
+typedef struct um_type {
+    monster_type *m_ptr;
+    bool do_disturb;
+    POSITION fy;
+    POSITION fx;
+    bool flag;
+    bool easy;
+    bool in_darkness;
+    bool full;
+} um_type;
 
 /*!
  * @brief 騎乗中のモンスター情報を更新する
  */
 bool update_riding_monster(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox, POSITION ny, POSITION nx)
 {
-       monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
-       grid_type *g_ptr;
-       g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
-       monster_type *y_ptr;
-       y_ptr = &target_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
-       if (turn_flags_ptr->is_riding_mon)
-               return move_player_effect(target_ptr, ny, nx, MPE_DONT_PICKUP);
+    monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
+    grid_type *g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
+    monster_type *y_ptr = &target_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
+    if (turn_flags_ptr->is_riding_mon)
+        return move_player_effect(target_ptr, ny, nx, MPE_DONT_PICKUP);
 
-       target_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
-       if (g_ptr->m_idx)
-       {
-               y_ptr->fy = oy;
-               y_ptr->fx = ox;
-               update_monster(target_ptr, g_ptr->m_idx, TRUE);
-       }
+    target_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
+    if (g_ptr->m_idx) {
+        y_ptr->fy = oy;
+        y_ptr->fx = ox;
+        update_monster(target_ptr, g_ptr->m_idx, TRUE);
+    }
 
-       g_ptr->m_idx = m_idx;
-       m_ptr->fy = ny;
-       m_ptr->fx = nx;
-       update_monster(target_ptr, m_idx, TRUE);
+    g_ptr->m_idx = m_idx;
+    m_ptr->fy = ny;
+    m_ptr->fx = nx;
+    update_monster(target_ptr, m_idx, TRUE);
 
-       lite_spot(target_ptr, oy, ox);
-       lite_spot(target_ptr, ny, nx);
-       return TRUE;
+    lite_spot(target_ptr, oy, ox);
+    lite_spot(target_ptr, ny, nx);
+    return TRUE;
 }
 
-
 /*!
  * @brief updateフィールドを更新する
  * @param target_ptr プレーヤーへの参照ポインタ
@@ -59,20 +90,18 @@ bool update_riding_monster(player_type *target_ptr, turn_flags *turn_flags_ptr,
  */
 void update_player_type(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_race *r_ptr)
 {
-       if (turn_flags_ptr->do_view)
-       {
-               target_ptr->update |= (PU_FLOW);
-               target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-       }
+    if (turn_flags_ptr->do_view) {
+        target_ptr->update |= PU_FLOW;
+        target_ptr->window |= PW_OVERHEAD | PW_DUNGEON;
+    }
 
-       if (turn_flags_ptr->do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
-               || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !target_ptr->phase_out)))
-       {
-               target_ptr->update |= (PU_MON_LITE);
-       }
+    if (turn_flags_ptr->do_move
+        && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
+            || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !target_ptr->phase_out))) {
+        target_ptr->update |= PU_MON_LITE;
+    }
 }
 
-
 /*!
  * @brief モンスターのフラグを更新する
  * @param target_ptr プレーヤーへの参照ポインタ
@@ -82,18 +111,31 @@ void update_player_type(player_type *target_ptr, turn_flags *turn_flags_ptr, mon
  */
 void update_monster_race_flags(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr)
 {
-       monster_race *r_ptr = &r_info[m_ptr->r_idx];
-       if (!is_original_ap_and_seen(target_ptr, m_ptr)) return;
+    monster_race *r_ptr = &r_info[m_ptr->r_idx];
+    if (!is_original_ap_and_seen(target_ptr, m_ptr))
+        return;
 
-       if (turn_flags_ptr->did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
-       if (turn_flags_ptr->did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
-       if (turn_flags_ptr->did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
-       if (turn_flags_ptr->did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
-       if (turn_flags_ptr->did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
-       if (turn_flags_ptr->did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
-       if (turn_flags_ptr->did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
-}
+    if (turn_flags_ptr->did_open_door)
+        r_ptr->r_flags2 |= RF2_OPEN_DOOR;
+
+    if (turn_flags_ptr->did_bash_door)
+        r_ptr->r_flags2 |= RF2_BASH_DOOR;
 
+    if (turn_flags_ptr->did_take_item)
+        r_ptr->r_flags2 |= RF2_TAKE_ITEM;
+
+    if (turn_flags_ptr->did_kill_item)
+        r_ptr->r_flags2 |= RF2_KILL_ITEM;
+
+    if (turn_flags_ptr->did_move_body)
+        r_ptr->r_flags2 |= RF2_MOVE_BODY;
+
+    if (turn_flags_ptr->did_pass_wall)
+        r_ptr->r_flags2 |= RF2_PASS_WALL;
+
+    if (turn_flags_ptr->did_kill_wall)
+        r_ptr->r_flags2 |= RF2_KILL_WALL;
+}
 
 /*!
  * @brief モンスターフラグの更新に基づき、モンスター表示を更新する
@@ -104,21 +146,521 @@ void update_monster_race_flags(player_type *target_ptr, turn_flags *turn_flags_p
  */
 void update_player_window(player_type *target_ptr, old_race_flags *old_race_flags_ptr)
 {
-       monster_race *r_ptr;
-       r_ptr = &r_info[target_ptr->monster_race_idx];
-       if ((old_race_flags_ptr->old_r_flags1 != r_ptr->r_flags1) ||
-               (old_race_flags_ptr->old_r_flags2 != r_ptr->r_flags2) ||
-               (old_race_flags_ptr->old_r_flags3 != r_ptr->r_flags3) ||
-               (old_race_flags_ptr->old_r_flags4 != r_ptr->r_flags4) ||
-               (old_race_flags_ptr->old_r_flags5 != r_ptr->r_flags5) ||
-               (old_race_flags_ptr->old_r_flags6 != r_ptr->r_flags6) ||
-               (old_race_flags_ptr->old_r_flagsr != r_ptr->r_flagsr) ||
-               (old_race_flags_ptr->old_r_blows0 != r_ptr->r_blows[0]) ||
-               (old_race_flags_ptr->old_r_blows1 != r_ptr->r_blows[1]) ||
-               (old_race_flags_ptr->old_r_blows2 != r_ptr->r_blows[2]) ||
-               (old_race_flags_ptr->old_r_blows3 != r_ptr->r_blows[3]) ||
-               (old_race_flags_ptr->old_r_cast_spell != r_ptr->r_cast_spell))
-       {
-               target_ptr->window |= (PW_MONSTER);
-       }
+    monster_race *r_ptr;
+    r_ptr = &r_info[target_ptr->monster_race_idx];
+    if ((old_race_flags_ptr->old_r_flags1 != r_ptr->r_flags1) || (old_race_flags_ptr->old_r_flags2 != r_ptr->r_flags2)
+        || (old_race_flags_ptr->old_r_flags3 != r_ptr->r_flags3) || (old_race_flags_ptr->old_r_flags4 != r_ptr->r_flags4)
+        || (old_race_flags_ptr->old_r_flags5 != r_ptr->r_flags5) || (old_race_flags_ptr->old_r_flags6 != r_ptr->r_flags6)
+        || (old_race_flags_ptr->old_r_flagsr != r_ptr->r_flagsr) || (old_race_flags_ptr->old_r_blows0 != r_ptr->r_blows[0])
+        || (old_race_flags_ptr->old_r_blows1 != r_ptr->r_blows[1]) || (old_race_flags_ptr->old_r_blows2 != r_ptr->r_blows[2])
+        || (old_race_flags_ptr->old_r_blows3 != r_ptr->r_blows[3]) || (old_race_flags_ptr->old_r_cast_spell != r_ptr->r_cast_spell)) {
+        target_ptr->window |= PW_MONSTER;
+    }
+}
+
+static um_type *initialize_um_type(player_type *subject_ptr, um_type *um_ptr, MONSTER_IDX m_idx, bool full)
+{
+    um_ptr->m_ptr = &subject_ptr->current_floor_ptr->m_list[m_idx];
+    um_ptr->do_disturb = disturb_move;
+    um_ptr->fy = um_ptr->m_ptr->fy;
+    um_ptr->fx = um_ptr->m_ptr->fx;
+    um_ptr->flag = FALSE;
+    um_ptr->easy = FALSE;
+    um_ptr->in_darkness = (d_info[subject_ptr->dungeon_idx].flags1 & DF1_DARKNESS) && !subject_ptr->see_nocto;
+    um_ptr->full = full;
+    return um_ptr;
+}
+
+static POSITION decide_updated_distance(player_type *subject_ptr, um_type *um_ptr)
+{
+    if (!um_ptr->full)
+        return um_ptr->m_ptr->cdis;
+
+    int dy = (subject_ptr->y > um_ptr->fy) ? (subject_ptr->y - um_ptr->fy) : (um_ptr->fy - subject_ptr->y);
+    int dx = (subject_ptr->x > um_ptr->fx) ? (subject_ptr->x - um_ptr->fx) : (um_ptr->fx - subject_ptr->x);
+    POSITION distance = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
+    if (distance > 255)
+        distance = 255;
+
+    if (!distance)
+        distance = 1;
+
+    um_ptr->m_ptr->cdis = distance;
+    return distance;
+}
+
+static void update_smart_stupid_flags(monster_race *r_ptr)
+{
+    if (r_ptr->flags2 & RF2_SMART)
+        r_ptr->r_flags2 |= RF2_SMART;
+
+    if (r_ptr->flags2 & RF2_STUPID)
+        r_ptr->r_flags2 |= RF2_STUPID;
+}
+
+/*!
+ * @brief WEIRD_MINDフラグ持ちのモンスターを1/10の確率でテレパシーに引っかける
+ * @param subject_ptr プレーヤーへの参照ポインタ
+ * @param um_ptr モンスター情報アップデート構造体への参照ポインタ
+ * @return WEIRD_MINDフラグがあるならTRUE
+ */
+static bool update_weird_telepathy(player_type *subject_ptr, um_type *um_ptr)
+{
+    monster_race *r_ptr = &r_info[um_ptr->m_ptr->r_idx];
+    if ((r_ptr->flags2 & RF2_WEIRD_MIND) == 0)
+        return FALSE;
+
+    if (!one_in_(10))
+        return TRUE;
+
+    um_ptr->flag = TRUE;
+    if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image) {
+        r_ptr->r_flags2 |= RF2_WEIRD_MIND;
+        update_smart_stupid_flags(r_ptr);
+    }
+
+    return TRUE;
+}
+
+static void update_telepathy_sight(player_type *subject_ptr, um_type *um_ptr)
+{
+    monster_race *r_ptr = &r_info[um_ptr->m_ptr->r_idx];
+    if (subject_ptr->special_defense & KATA_MUSOU) {
+        um_ptr->flag = TRUE;
+        if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
+            update_smart_stupid_flags(r_ptr);
+
+        return;
+    }
+
+    if (!subject_ptr->telepathy)
+        return;
+
+    if (r_ptr->flags2 & RF2_EMPTY_MIND) {
+        if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
+            r_ptr->r_flags2 |= RF2_EMPTY_MIND;
+
+        return;
+    }
+
+    if (update_weird_telepathy(subject_ptr, um_ptr))
+        return;
+
+    um_ptr->flag = TRUE;
+    if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
+        update_smart_stupid_flags(r_ptr);
+}
+
+static void update_specific_race_telepathy(player_type *subject_ptr, um_type *um_ptr)
+{
+    monster_race *r_ptr = &r_info[um_ptr->m_ptr->r_idx];
+    if ((subject_ptr->esp_animal) && (r_ptr->flags3 & RF3_ANIMAL)) {
+        um_ptr->flag = TRUE;
+        if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
+            r_ptr->r_flags3 |= RF3_ANIMAL;
+    }
+
+    if ((subject_ptr->esp_undead) && (r_ptr->flags3 & RF3_UNDEAD)) {
+        um_ptr->flag = TRUE;
+        if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
+            r_ptr->r_flags3 |= RF3_UNDEAD;
+    }
+
+    if ((subject_ptr->esp_demon) && (r_ptr->flags3 & RF3_DEMON)) {
+        um_ptr->flag = TRUE;
+        if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
+            r_ptr->r_flags3 |= RF3_DEMON;
+    }
+
+    if ((subject_ptr->esp_orc) && (r_ptr->flags3 & RF3_ORC)) {
+        um_ptr->flag = TRUE;
+        if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
+            r_ptr->r_flags3 |= RF3_ORC;
+    }
+
+    if ((subject_ptr->esp_troll) && (r_ptr->flags3 & RF3_TROLL)) {
+        um_ptr->flag = TRUE;
+        if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
+            r_ptr->r_flags3 |= RF3_TROLL;
+    }
+
+    if ((subject_ptr->esp_giant) && (r_ptr->flags3 & RF3_GIANT)) {
+        um_ptr->flag = TRUE;
+        if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
+            r_ptr->r_flags3 |= RF3_GIANT;
+    }
+
+    if ((subject_ptr->esp_dragon) && (r_ptr->flags3 & RF3_DRAGON)) {
+        um_ptr->flag = TRUE;
+        if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
+            r_ptr->r_flags3 |= RF3_DRAGON;
+    }
+
+    if ((subject_ptr->esp_human) && (r_ptr->flags2 & RF2_HUMAN)) {
+        um_ptr->flag = TRUE;
+        if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
+            r_ptr->r_flags2 |= RF2_HUMAN;
+    }
+
+    if ((subject_ptr->esp_evil) && (r_ptr->flags3 & RF3_EVIL)) {
+        um_ptr->flag = TRUE;
+        if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
+            r_ptr->r_flags3 |= RF3_EVIL;
+    }
+
+    if ((subject_ptr->esp_good) && (r_ptr->flags3 & RF3_GOOD)) {
+        um_ptr->flag = TRUE;
+        if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
+            r_ptr->r_flags3 |= RF3_GOOD;
+    }
+
+    if ((subject_ptr->esp_nonliving) && ((r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) == RF3_NONLIVING)) {
+        um_ptr->flag = TRUE;
+        if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
+            r_ptr->r_flags3 |= RF3_NONLIVING;
+    }
+
+    if ((subject_ptr->esp_unique) && (r_ptr->flags1 & RF1_UNIQUE)) {
+        um_ptr->flag = TRUE;
+        if (is_original_ap(um_ptr->m_ptr) && !subject_ptr->image)
+            r_ptr->r_flags1 |= RF1_UNIQUE;
+    }
+}
+
+static bool check_cold_blood(player_type *subject_ptr, um_type *um_ptr, const POSITION distance)
+{
+    if (distance > subject_ptr->see_infra)
+        return FALSE;
+
+    monster_race *r_ptr = &r_info[um_ptr->m_ptr->r_idx];
+    if ((r_ptr->flags2 & (RF2_COLD_BLOOD | RF2_AURA_FIRE)) == RF2_COLD_BLOOD)
+        return FALSE;
+
+    um_ptr->easy = TRUE;
+    um_ptr->flag = TRUE;
+    return TRUE;
+}
+
+static bool check_invisible(player_type *subject_ptr, um_type *um_ptr)
+{
+    if (!player_can_see_bold(subject_ptr, um_ptr->fy, um_ptr->fx))
+        return FALSE;
+
+    monster_race *r_ptr = &r_info[um_ptr->m_ptr->r_idx];
+    if (r_ptr->flags2 & RF2_INVISIBLE) {
+        if (subject_ptr->see_inv) {
+            um_ptr->easy = TRUE;
+            um_ptr->flag = TRUE;
+        }
+    } else {
+        um_ptr->easy = TRUE;
+        um_ptr->flag = TRUE;
+    }
+
+    return TRUE;
+}
+
+/*!
+ * @brief テレパシー・赤外線視力・可視透明によってモンスターを感知できるかどうかの判定
+ * @param subject_ptr プレーヤーへの参照ポインタ
+ * @param um_ptr モンスター情報アップデート構造体への参照ポインタ
+ * @return なし
+ */
+static void decide_sight_invisible_monster(player_type *subject_ptr, um_type *um_ptr)
+{
+    POSITION distance = decide_updated_distance(subject_ptr, um_ptr);
+    monster_race *r_ptr = &r_info[um_ptr->m_ptr->r_idx];
+    if (distance > (um_ptr->in_darkness ? MAX_SIGHT / 2 : MAX_SIGHT))
+        return;
+
+    if (!um_ptr->in_darkness || (distance <= MAX_SIGHT / 4)) {
+        update_telepathy_sight(subject_ptr, um_ptr);
+        update_specific_race_telepathy(subject_ptr, um_ptr);
+    }
+
+    if (!player_has_los_bold(subject_ptr, um_ptr->fy, um_ptr->fx) || subject_ptr->blind)
+        return;
+
+    if (subject_ptr->concent >= CONCENT_RADAR_THRESHOLD) {
+        um_ptr->easy = TRUE;
+        um_ptr->flag = TRUE;
+    }
+
+    bool do_cold_blood = check_cold_blood(subject_ptr, um_ptr, distance);
+    bool do_invisible = check_invisible(subject_ptr, um_ptr);
+    if (!um_ptr->flag || !is_original_ap(um_ptr->m_ptr) || subject_ptr->image)
+        return;
+
+    if (do_invisible)
+        r_ptr->r_flags2 |= RF2_INVISIBLE;
+
+    if (do_cold_blood)
+        r_ptr->r_flags2 |= RF2_COLD_BLOOD;
+}
+
+/*!
+ * @brief 壁の向こうにいるモンスターへのテレパシー・赤外線視力による冷血動物以外の透明モンスター・可視透明能力による透明モンスター
+ * 以上を感知する
+ * @param subject_ptr プレーヤーへの参照ポインタ
+ * @param um_ptr モンスター情報アップデート構造体への参照ポインタ
+ * @param m_idx フロアのモンスター番号
+ * @return なし
+ * @details 感知した結果、エルドリッチホラー持ちがいたら精神を破壊する
+ */
+static void update_invisible_monster(player_type *subject_ptr, um_type *um_ptr, MONSTER_IDX m_idx)
+{
+    if (um_ptr->m_ptr->ml)
+        return;
+
+    um_ptr->m_ptr->ml = TRUE;
+    lite_spot(subject_ptr, um_ptr->fy, um_ptr->fx);
+
+    if (subject_ptr->health_who == m_idx)
+        subject_ptr->redraw |= PR_HEALTH;
+
+    if (subject_ptr->riding == m_idx)
+        subject_ptr->redraw |= PR_UHEALTH;
+
+    if (!subject_ptr->image) {
+        monster_race *r_ptr = &r_info[um_ptr->m_ptr->r_idx];
+        if ((um_ptr->m_ptr->ap_r_idx == MON_KAGE) && (r_info[MON_KAGE].r_sights < MAX_SHORT))
+            r_info[MON_KAGE].r_sights++;
+        else if (is_original_ap(um_ptr->m_ptr) && (r_ptr->r_sights < MAX_SHORT))
+            r_ptr->r_sights++;
+    }
+
+    if (r_info[um_ptr->m_ptr->ap_r_idx].flags2 & RF2_ELDRITCH_HORROR)
+        sanity_blast(subject_ptr, um_ptr->m_ptr, FALSE);
+
+    if (disturb_near
+        && (projectable(subject_ptr, um_ptr->m_ptr->fy, um_ptr->m_ptr->fx, subject_ptr->y, subject_ptr->x)
+            && projectable(subject_ptr, subject_ptr->y, subject_ptr->x, um_ptr->m_ptr->fy, um_ptr->m_ptr->fx))) {
+        if (disturb_pets || is_hostile(um_ptr->m_ptr))
+            disturb(subject_ptr, TRUE, TRUE);
+    }
+}
+
+static void update_visible_monster(player_type *subject_ptr, um_type *um_ptr, MONSTER_IDX m_idx)
+{
+    if (!um_ptr->m_ptr->ml)
+        return;
+
+    um_ptr->m_ptr->ml = FALSE;
+    lite_spot(subject_ptr, um_ptr->fy, um_ptr->fx);
+
+    if (subject_ptr->health_who == m_idx)
+        subject_ptr->redraw |= PR_HEALTH;
+
+    if (subject_ptr->riding == m_idx)
+        subject_ptr->redraw |= PR_UHEALTH;
+
+    if (um_ptr->do_disturb && (disturb_pets || is_hostile(um_ptr->m_ptr)))
+        disturb(subject_ptr, TRUE, TRUE);
+}
+
+static bool update_clear_monster(player_type *subject_ptr, um_type *um_ptr)
+{
+    if (!um_ptr->easy)
+        return FALSE;
+
+    if (!(um_ptr->m_ptr->mflag & MFLAG_VIEW)) {
+        um_ptr->m_ptr->mflag |= MFLAG_VIEW;
+        if (um_ptr->do_disturb && (disturb_pets || is_hostile(um_ptr->m_ptr)))
+            disturb(subject_ptr, TRUE, TRUE);
+    }
+
+    return TRUE;
+}
+
+/*!
+ * @brief モンスターの各情報を更新する / This function updates the monster record of the given monster
+ * @param m_idx 更新するモンスター情報のID
+ * @param full プレイヤーとの距離更新を行うならばtrue
+ * @return なし
+ */
+void update_monster(player_type *subject_ptr, MONSTER_IDX m_idx, bool full)
+{
+    um_type tmp_um;
+    um_type *um_ptr = initialize_um_type(subject_ptr, &tmp_um, m_idx, full);
+    if (disturb_high) {
+        monster_race *ap_r_ptr = &r_info[um_ptr->m_ptr->ap_r_idx];
+        if (ap_r_ptr->r_tkills && ap_r_ptr->level >= subject_ptr->lev)
+            um_ptr->do_disturb = TRUE;
+    }
+
+    if (um_ptr->m_ptr->mflag2 & MFLAG2_MARK)
+        um_ptr->flag = TRUE;
+
+    decide_sight_invisible_monster(subject_ptr, um_ptr);
+    if (um_ptr->flag)
+        update_invisible_monster(subject_ptr, um_ptr, m_idx);
+    else
+        update_visible_monster(subject_ptr, um_ptr, m_idx);
+    
+    if (update_clear_monster(subject_ptr, um_ptr) || ((um_ptr->m_ptr->mflag & MFLAG_VIEW) == 0))
+        return;
+
+    um_ptr->m_ptr->mflag &= ~(MFLAG_VIEW);
+    if (um_ptr->do_disturb && (disturb_pets || is_hostile(um_ptr->m_ptr)))
+        disturb(subject_ptr, TRUE, TRUE);
+}
+
+/*!
+ * todo モンスターの感知状況しか更新していないように見える。関数名変更を検討する
+ * @param player_ptr プレーヤーへの参照ポインタ
+ * @brief 単純に生存している全モンスターの更新処理を行う / This function simply updates all the (non-dead) monsters (see above).
+ * @param full 距離更新を行うならtrue
+ * @return なし
+ */
+void update_monsters(player_type *player_ptr, bool full)
+{
+    floor_type *floor_ptr = player_ptr->current_floor_ptr;
+    for (MONSTER_IDX i = 1; i < floor_ptr->m_max; i++) {
+        monster_type *m_ptr = &floor_ptr->m_list[i];
+        if (!monster_is_valid(m_ptr))
+            continue;
+
+        update_monster(player_ptr, i, full);
+    }
+}
+
+/*!
+ * @brief SMART(適格に攻撃を行う)モンスターの学習状況を更新する / Learn about an "observed" resistance.
+ * @param m_idx 更新を行う「モンスター情報ID
+ * @param what 学習対象ID
+ * @return なし
+ */
+void update_smart_learn(player_type *player_ptr, MONSTER_IDX m_idx, int what)
+{
+    monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
+    monster_race *r_ptr = &r_info[m_ptr->r_idx];
+    if (!smart_learn || ((r_ptr->flags2 & RF2_STUPID) != 0) || (((r_ptr->flags2 & RF2_SMART) == 0) && (randint0(100) < 50)))
+        return;
+
+    switch (what) {
+    case DRS_ACID:
+        if (has_resist_acid(player_ptr))
+            m_ptr->smart |= SM_RES_ACID;
+
+        if (is_oppose_acid(player_ptr))
+            m_ptr->smart |= SM_OPP_ACID;
+
+        if (has_immune_acid(player_ptr))
+            m_ptr->smart |= SM_IMM_ACID;
+
+        break;
+    case DRS_ELEC:
+        if (has_resist_elec(player_ptr))
+            m_ptr->smart |= SM_RES_ELEC;
+
+        if (is_oppose_elec(player_ptr))
+            m_ptr->smart |= SM_OPP_ELEC;
+
+        if (has_immune_elec(player_ptr))
+            m_ptr->smart |= SM_IMM_ELEC;
+
+        break;
+    case DRS_FIRE:
+        if (has_resist_fire(player_ptr))
+            m_ptr->smart |= SM_RES_FIRE;
+
+        if (is_oppose_fire(player_ptr))
+            m_ptr->smart |= SM_OPP_FIRE;
+
+        if (has_immune_fire(player_ptr))
+            m_ptr->smart |= SM_IMM_FIRE;
+
+        break;
+    case DRS_COLD:
+        if (has_resist_cold(player_ptr))
+            m_ptr->smart |= SM_RES_COLD;
+
+        if (is_oppose_cold(player_ptr))
+            m_ptr->smart |= SM_OPP_COLD;
+
+        if (has_immune_cold(player_ptr))
+            m_ptr->smart |= SM_IMM_COLD;
+
+        break;
+    case DRS_POIS:
+        if (has_resist_pois(player_ptr))
+            m_ptr->smart |= SM_RES_POIS;
+
+        if (is_oppose_pois(player_ptr))
+            m_ptr->smart |= SM_OPP_POIS;
+
+        break;
+    case DRS_NETH:
+        if (player_ptr->resist_neth)
+            m_ptr->smart |= SM_RES_NETH;
+
+        break;
+    case DRS_LITE:
+        if (has_resist_lite(player_ptr))
+            m_ptr->smart |= SM_RES_LITE;
+
+        break;
+    case DRS_DARK:
+        if (player_ptr->resist_dark)
+            m_ptr->smart |= SM_RES_DARK;
+
+        break;
+    case DRS_FEAR:
+        if (player_ptr->resist_fear)
+            m_ptr->smart |= SM_RES_FEAR;
+
+        break;
+    case DRS_CONF:
+        if (has_resist_conf(player_ptr))
+            m_ptr->smart |= SM_RES_CONF;
+
+        break;
+    case DRS_CHAOS:
+        if (player_ptr->resist_chaos)
+            m_ptr->smart |= SM_RES_CHAOS;
+
+        break;
+    case DRS_DISEN:
+        if (player_ptr->resist_disen)
+            m_ptr->smart |= SM_RES_DISEN;
+
+        break;
+    case DRS_BLIND:
+        if (player_ptr->resist_blind)
+            m_ptr->smart |= SM_RES_BLIND;
+
+        break;
+    case DRS_NEXUS:
+        if (player_ptr->resist_nexus)
+            m_ptr->smart |= SM_RES_NEXUS;
+
+        break;
+    case DRS_SOUND:
+        if (has_resist_sound(player_ptr))
+            m_ptr->smart |= SM_RES_SOUND;
+
+        break;
+    case DRS_SHARD:
+        if (player_ptr->resist_shard)
+            m_ptr->smart |= SM_RES_SHARD;
+
+        break;
+    case DRS_FREE:
+        if (player_ptr->free_act)
+            m_ptr->smart |= SM_IMM_FREE;
+
+        break;
+    case DRS_MANA:
+        if (!player_ptr->msp)
+            m_ptr->smart |= SM_IMM_MANA;
+
+        break;
+    case DRS_REFLECT:
+        if (player_ptr->reflect)
+            m_ptr->smart |= SM_IMM_REFLECT;
+
+        break;
+    default:
+        break;
+    }
 }