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[Implement] #37285 量子生物が確率的に消滅する処理を変更し、ユニークならばショートテレポートまたはテレポートアウェイ (距離10)が発動するようにした...
[hengband/hengband.git] / src / monster-process.c
index 2d22604..1a38a1e 100644 (file)
@@ -114,7 +114,7 @@ static bool get_enemy_dir(player_type *target_ptr, MONSTER_IDX m_idx, int *mm)
                        }
 
                        /* Monster must be 'an enemy' */
-                       if (!are_enemies(m_ptr, t_ptr)) continue;
+                       if (!are_enemies(target_ptr, m_ptr, t_ptr)) continue;
 
                        /* Monster must be projectable if we can't pass through walls */
                        if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) ||
@@ -220,9 +220,6 @@ static bool get_enemy_dir(player_type *target_ptr, MONSTER_IDX m_idx, int *mm)
 static bool mon_will_run(player_type *target_ptr, MONSTER_IDX m_idx)
 {
        monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
-
-#ifdef ALLOW_TERROR
-
        monster_race *r_ptr = &r_info[m_ptr->r_idx];
 
        PLAYER_LEVEL p_lev;
@@ -231,8 +228,6 @@ static bool mon_will_run(player_type *target_ptr, MONSTER_IDX m_idx)
        HIT_POINT m_chp, m_mhp;
        u32b p_val, m_val;
 
-#endif
-
        /* Friends can be commanded to avoid the player */
        if (is_pet(m_ptr))
        {
@@ -247,8 +242,6 @@ static bool mon_will_run(player_type *target_ptr, MONSTER_IDX m_idx)
        /* All "afraid" monsters will run away */
        if (MON_MONFEAR(m_ptr)) return TRUE;
 
-#ifdef ALLOW_TERROR
-
        /* Nearby monsters will not become terrified */
        if (m_ptr->cdis <= 5) return FALSE;
 
@@ -277,8 +270,6 @@ static bool mon_will_run(player_type *target_ptr, MONSTER_IDX m_idx)
        /* Strong players scare strong monsters */
        if (p_val * m_mhp > m_val * p_mhp) return TRUE;
 
-#endif
-
        return FALSE;
 }
 
@@ -340,7 +331,7 @@ static bool get_moves_aux2(player_type *target_ptr, MONSTER_IDX m_idx, POSITION
                if (!(((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) || ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding))))
                {
                        if (cost == 0) continue;
-                       if (!can_open_door && is_closed_door(g_ptr->feat)) continue;
+                       if (!can_open_door && is_closed_door(target_ptr, g_ptr->feat)) continue;
                }
 
                /* Hack -- for kill or pass wall monster.. */
@@ -728,7 +719,7 @@ static bool find_safety(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp
                        g_ptr = &floor_ptr->grid_array[y][x];
 
                        /* Skip locations in a wall */
-                       if (!monster_can_cross_terrain(g_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == target_ptr->riding) ? CEM_RIDING : 0)) continue;
+                       if (!monster_can_cross_terrain(target_ptr, g_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == target_ptr->riding) ? CEM_RIDING : 0)) continue;
 
                        /* Check for "availability" (if monsters can flow) */
                        if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
@@ -815,7 +806,7 @@ static bool find_hiding(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp
                        if (!in_bounds(floor_ptr, y, x)) continue;
 
                        /* Skip occupied locations */
-                       if (!monster_can_enter(y, x, r_ptr, 0)) continue;
+                       if (!monster_can_enter(target_ptr, y, x, r_ptr, 0)) continue;
 
                        /* Check for hidden, available grid */
                        if (projectable(target_ptr, target_ptr->y, target_ptr->x, y, x) && clean_shot(target_ptr, fy, fx, y, x, FALSE))
@@ -875,7 +866,7 @@ static bool get_moves(player_type *target_ptr, MONSTER_IDX m_idx, DIRECTION *mm)
 
                /* The monster must be an enemy, and in LOS */
                if (t_m_idx &&
-                       are_enemies(m_ptr, &floor_ptr->m_list[t_m_idx]) &&
+                       are_enemies(target_ptr, m_ptr, &floor_ptr->m_list[t_m_idx]) &&
                        los(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
                        projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
                {
@@ -911,7 +902,7 @@ static bool get_moves(player_type *target_ptr, MONSTER_IDX m_idx, DIRECTION *mm)
                                g_ptr = &floor_ptr->grid_array[yy][xx];
 
                                /* Check grid */
-                               if (monster_can_cross_terrain(g_ptr->feat, r_ptr, 0))
+                               if (monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, 0))
                                {
                                        /* One more room grid */
                                        room++;
@@ -954,7 +945,7 @@ static bool get_moves(player_type *target_ptr, MONSTER_IDX m_idx, DIRECTION *mm)
                                if (!in_bounds2(floor_ptr, y2, x2)) continue;
 
                                /* Ignore filled grids */
-                               if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
+                               if (!monster_can_enter(target_ptr, y2, x2, r_ptr, 0)) continue;
 
                                /* Try to fill this hole */
                                break;
@@ -1262,7 +1253,7 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
                        msg_print("地面に落とされた。");
 #else
                        GAME_TEXT m_name[MAX_NLEN];
-                       monster_desc(m_name, &target_ptr->current_floor_ptr->m_list[target_ptr->riding], 0);
+                       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
                }
@@ -1304,7 +1295,7 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
                        exe_write_diary(target_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
                }
 
-               delete_monster_idx(m_idx);
+               delete_monster_idx(target_ptr, m_idx);
 
                return;
        }
@@ -1316,30 +1307,54 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
                if (!randint0(2)) return;
 
                /* Sometimes die */
-               if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
+               if (!randint0((m_idx % 100) + 10))
                {
-                       bool sad = FALSE;
-
-                       if (is_pet(m_ptr) && !(m_ptr->ml)) sad = TRUE;
-
-                       if (see_m)
+                       if ((r_ptr->flags1 & RF1_UNIQUE) == 0)
                        {
-                               GAME_TEXT m_name[MAX_NLEN];
-                               monster_desc(target_ptr, m_name, m_ptr, 0);
+                               if (!(r_ptr->flags1 & RF1_QUESTOR))
+                               {
+                                       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);
+                                       }
+
+                                       monster_death(target_ptr, m_idx, FALSE);
+                                       delete_monster_idx(target_ptr, m_idx);
+                                       if (is_pet(m_ptr) && !(m_ptr->ml))
+                                       {
+                                               msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
+                                       }
 
-                               msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
+                                       return;
+                               }
                        }
+                       else
+                       {
+                               if (see_m)
+                               {
+                                       GAME_TEXT m_name[MAX_NLEN];
+                                       monster_desc(target_ptr, m_name, m_ptr, 0);
+                                       msg_format(_("%sは量子的効果を起こした!", "%^s produced a quantum effect!"), m_name);
+                               }
+                               else
+                               {
+                                       msg_print(_("量子的効果が起こった!", "A quantum effect was produced!"));
+                               }
 
-                       /* Generate treasure, etc */
-                       monster_death(target_ptr, m_idx, FALSE);
+                               bool target = one_in_(2);
+                               const int blink = 32 * 5 + 4;
+                               if (target)
+                               {
+                                       (void)monspell_to_monster(target_ptr, blink, m_ptr->fy, m_ptr->fx, m_idx, m_idx);
 
-                       delete_monster_idx(m_idx);
-                       if (sad)
-                       {
-                               msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
+                               }
+                               else
+                               {
+                                       teleport_player_away(m_idx, target_ptr, 10, TRUE);
+                               }
                        }
-
-                       return;
                }
        }
 
@@ -1361,7 +1376,7 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
                        if (is_riding_mon && riding_pinch < 2)
                        {
                                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。",
-                                       "%^s seems to be in so much pain and trying to escape from your restriction."), m_name);
+                                       "%^s seems to be in so much pain and tries to escape from your restriction."), m_name);
                                riding_pinch++;
                                disturb(target_ptr, TRUE, TRUE);
                        }
@@ -1372,7 +1387,7 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
                                        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);
                                        if (rakuba(target_ptr, -1, FALSE))
                                        {
-                                               msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
+                                               msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
                                        }
                                }
 
@@ -1389,11 +1404,11 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
 
                                if (is_riding_mon && rakuba(target_ptr, -1, FALSE))
                                {
-                                       msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
+                                       msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
                                }
 
                                check_quest_completion(target_ptr, m_ptr);
-                               delete_monster_idx(m_idx);
+                               delete_monster_idx(target_ptr, m_idx);
                                return;
                        }
                }
@@ -1445,7 +1460,7 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
 
        /* Paranoia... no pet uniques outside wizard mode -- TY */
        if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
-               monster_has_hostile_align(NULL, 10, -10, r_ptr)) || (r_ptr->flagsr & RFR_RES_ALL)))
+               monster_has_hostile_align(target_ptr, NULL, 10, -10, r_ptr)) || (r_ptr->flagsr & RFR_RES_ALL)))
        {
                gets_angry = TRUE;
        }
@@ -1461,7 +1476,7 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
                        msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
                }
 
-               set_hostile(m_ptr);
+               set_hostile(target_ptr, m_ptr);
        }
 
        /* Get the origin */
@@ -1588,7 +1603,7 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
                        MONSTER_IDX t_m_idx = target_ptr->current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
 
                        /* The monster must be an enemy, and projectable */
-                       if (t_m_idx && are_enemies(m_ptr, &target_ptr->current_floor_ptr->m_list[t_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;
@@ -1756,7 +1771,7 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
                /* Access that grid */
                g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
                f_ptr = &f_info[g_ptr->feat];
-               can_cross = monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
+               can_cross = monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
 
                /* Access that grid's contents */
                y_ptr = &target_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
@@ -1803,7 +1818,7 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
                }
 
                /* Handle doors and secret doors */
-               else if (is_closed_door(g_ptr->feat))
+               else if (is_closed_door(target_ptr, g_ptr->feat))
                {
                        bool may_bash = TRUE;
 
@@ -1851,7 +1866,7 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
                                if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
                                {
                                        if (have_flag(f_ptr->flags, FF_GLASS))
-                                               msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
+                                               msg_print(_("ガラスが砕ける音がした!", "You hear glass breaking!"));
                                        else
                                                msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
 
@@ -1872,7 +1887,7 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
                        if (did_open_door || did_bash_door)
                        {
                                /* Break down the door */
-                               if (did_bash_door && ((randint0(100) < 50) || (feat_state(g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
+                               if (did_bash_door && ((randint0(100) < 50) || (feat_state(target_ptr, g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
                                {
                                        cave_alter_feat(target_ptr, ny, nx, FF_BASH);
 
@@ -1925,7 +1940,7 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
                                /* Allow movement */
                                do_move = TRUE;
 
-                               note_spot(ny, nx);
+                               note_spot(target_ptr, ny, nx);
                        }
                }
                else if (do_move && is_explosive_rune_grid(g_ptr) &&
@@ -1959,8 +1974,8 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
                                g_ptr->info &= ~(CAVE_OBJECT);
                                g_ptr->mimic = 0;
 
-                               note_spot(ny, nx);
-                               lite_spot(ny, nx);
+                               note_spot(target_ptr, ny, nx);
+                               lite_spot(target_ptr, ny, nx);
 
                                if (!monster_is_valid(m_ptr)) return;
                                /* Allow movement */
@@ -2023,7 +2038,7 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
                        if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
                                (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
                                can_cross && (g_ptr->m_idx != target_ptr->riding)) ||
-                               are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
+                               are_enemies(target_ptr, m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
                        {
                                if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
                                {
@@ -2055,7 +2070,7 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
                        else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
                                (r_ptr->mexp > z_ptr->mexp) &&
                                can_cross && (g_ptr->m_idx != target_ptr->riding) &&
-                               monster_can_cross_terrain(target_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
+                               monster_can_cross_terrain(target_ptr, target_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
                        {
                                /* Allow movement */
                                do_move = TRUE;
@@ -2105,7 +2120,7 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
 
                if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
                {
-                       if (!monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
+                       if (!monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
                        {
                                /* Assume no move allowed */
                                do_move = FALSE;
@@ -2175,8 +2190,8 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
                        m_ptr->fx = nx;
                        update_monster(target_ptr, m_idx, TRUE);
 
-                       lite_spot(oy, ox);
-                       lite_spot(ny, nx);
+                       lite_spot(target_ptr, oy, ox);
+                       lite_spot(target_ptr, ny, nx);
                }
                else
                {
@@ -2196,8 +2211,10 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
 
                /* Take or Kill objects on the floor */
                bool is_takable_or_killable = g_ptr->o_idx > 0;
-               is_takable_or_killable &= (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM));
-               is_takable_or_killable &= !is_pet(m_ptr) || ((target_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM));
+               is_takable_or_killable &= (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) != 0;
+               bool is_pickup_items = (target_ptr->pet_extra_flags & PF_PICKUP_ITEMS) != 0;
+               is_pickup_items &= (r_ptr->flags2 & RF2_TAKE_ITEM) != 0;
+               is_takable_or_killable &= !is_pet(m_ptr) || is_pickup_items;
                if (!is_takable_or_killable)
                {
                        if (do_turn) break;
@@ -2233,7 +2250,7 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
                        object_flags(o_ptr, flgs);
 
                        /* Acquire the object name */
-                       object_desc(o_name, o_ptr, 0);
+                       object_desc(target_ptr, o_name, o_ptr, 0);
                        monster_desc(target_ptr, m_name, m_ptr, MD_INDEF_HIDDEN);
 
                        /* React to objects that hurt the monster */
@@ -2319,7 +2336,7 @@ void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
                                        msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
                                }
 
-                               delete_object_idx(target_ptr->current_floor_ptr, this_o_idx);
+                               delete_object_idx(target_ptr, this_o_idx);
                        }
                }