X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fmonster-process.c;h=6c21cdd17117d9c94441d269841549930803de2c;hb=refs%2Fheads%2Fmaster;hp=4ad73921cf1f61b412b09fd70b5a00fda9a7b3dd;hpb=4f9e5b8666454a7c262f7407f6734549ecc43458;p=hengband%2Fhengband.git diff --git a/src/monster-process.c b/src/monster-process.c deleted file mode 100644 index 4ad73921c..000000000 --- a/src/monster-process.c +++ /dev/null @@ -1,2738 +0,0 @@ -/*! - * @file monster-process.c - * @brief モンスターの特殊技能と移動処理/ Monster spells and movement - * @date 2014/01/17 - * @author - * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n - * This software may be copied and distributed for educational, research,\n - * and not for profit purposes provided that this copyright and statement\n - * are included in all such copies. Other copyrights may also apply.\n - * 2014 Deskull rearranged comment for Doxygen.\n - * @details - * This file has several additions to it by Keldon Jones (keldon@umr.edu) - * to improve the general quality of the AI (version 0.1.1). - */ - -#include "angband.h" -#include "util.h" - -#include "cmd-dump.h" -#include "cmd-pet.h" -#include "creature.h" -#include "melee.h" -#include "spells.h" -#include "spells-floor.h" -#include "spells-summon.h" -#include "quest.h" -#include "avatar.h" -#include "realm-hex.h" -#include "object-flavor.h" -#include "object-hook.h" -#include "feature.h" -#include "grid.h" -#include "player-move.h" -#include "monster-status.h" -#include "monster-spell.h" -#include "monster-process.h" -#include "monsterrace-hook.h" -#include "dungeon.h" -#include "floor.h" -#include "files.h" -#include "view-mainwindow.h" - -void decide_drop_from_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon); -bool vanish_summoned_children(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m); -void awake_monster(player_type *target_ptr, MONSTER_IDX m_idx); -void process_angar(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m); -bool process_quantum_effect(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m); -void vanish_nonunique(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m); -void produce_quantum_effect(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m); -bool decide_monster_multiplication(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox); -bool decide_monster_movement_direction(player_type *target_ptr, DIRECTION *mm, MONSTER_IDX m_idx, bool aware); -bool runaway_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon, bool see_m); -void process_special(player_type *target_ptr, MONSTER_IDX m_idx); -void process_speak_sound(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox, bool aware); -bool cast_spell(player_type *target_ptr, MONSTER_IDX m_idx, bool aware); - - /*! - * @brief モンスターが敵に接近するための方向を決める / - * Calculate the direction to the next enemy - * @param target_ptr プレーヤーへの参照ポインタ - * @param m_idx モンスターの参照ID - * @param mm 移動するべき方角IDを返す参照ポインタ - * @return 方向が確定した場合TRUE、接近する敵がそもそもいない場合FALSEを返す - */ -static bool get_enemy_dir(player_type *target_ptr, MONSTER_IDX m_idx, int *mm) -{ - floor_type *floor_ptr = target_ptr->current_floor_ptr; - monster_type *m_ptr = &floor_ptr->m_list[m_idx]; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; - monster_type *t_ptr; - - POSITION x = 0, y = 0; - if (target_ptr->riding_t_m_idx && player_bold(target_ptr, m_ptr->fy, m_ptr->fx)) - { - y = floor_ptr->m_list[target_ptr->riding_t_m_idx].fy; - x = floor_ptr->m_list[target_ptr->riding_t_m_idx].fx; - } - else if (is_pet(m_ptr) && target_ptr->pet_t_m_idx) - { - y = floor_ptr->m_list[target_ptr->pet_t_m_idx].fy; - x = floor_ptr->m_list[target_ptr->pet_t_m_idx].fx; - } - else - { - int start; - int plus = 1; - if (target_ptr->phase_out) - { - start = randint1(floor_ptr->m_max - 1) + floor_ptr->m_max; - if (randint0(2)) plus = -1; - } - else start = floor_ptr->m_max + 1; - - /* Scan thru all monsters */ - for (int i = start; ((i < start + floor_ptr->m_max) && (i > start - floor_ptr->m_max)); i += plus) - { - MONSTER_IDX dummy = (i % floor_ptr->m_max); - - if (!dummy) continue; - - MONSTER_IDX t_idx = dummy; - t_ptr = &floor_ptr->m_list[t_idx]; - - /* The monster itself isn't a target */ - if (t_ptr == m_ptr) continue; - - if (!monster_is_valid(t_ptr)) continue; - - if (is_pet(m_ptr)) - { - /* Hack -- only fight away from player */ - if (target_ptr->pet_follow_distance < 0) - { - /* No fighting near player */ - if (t_ptr->cdis <= (0 - target_ptr->pet_follow_distance)) - { - continue; - } - } - /* Hack -- no fighting away from player */ - else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > target_ptr->pet_follow_distance)) - { - continue; - } - - if (r_ptr->aaf < t_ptr->cdis) continue; - } - - /* Monster must be 'an enemy' */ - 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)) || - ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding))) - { - if (!in_disintegration_range(floor_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue; - } - else - { - if (!projectable(target_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue; - } - - /* OK -- we've got a target */ - y = t_ptr->fy; - x = t_ptr->fx; - - break; - } - - if (!x && !y) return FALSE; - } - - /* Extract the direction */ - x -= m_ptr->fx; - y -= m_ptr->fy; - - /* North */ - if ((y < 0) && (x == 0)) - { - mm[0] = 8; - mm[1] = 7; - mm[2] = 9; - } - /* South */ - else if ((y > 0) && (x == 0)) - { - mm[0] = 2; - mm[1] = 1; - mm[2] = 3; - } - /* East */ - else if ((x > 0) && (y == 0)) - { - mm[0] = 6; - mm[1] = 9; - mm[2] = 3; - } - /* West */ - else if ((x < 0) && (y == 0)) - { - mm[0] = 4; - mm[1] = 7; - mm[2] = 1; - } - /* North-West */ - else if ((y < 0) && (x < 0)) - { - mm[0] = 7; - mm[1] = 4; - mm[2] = 8; - } - /* North-East */ - else if ((y < 0) && (x > 0)) - { - mm[0] = 9; - mm[1] = 6; - mm[2] = 8; - } - /* South-West */ - else if ((y > 0) && (x < 0)) - { - mm[0] = 1; - mm[1] = 4; - mm[2] = 2; - } - /* South-East */ - else if ((y > 0) && (x > 0)) - { - mm[0] = 3; - mm[1] = 6; - mm[2] = 2; - } - - return TRUE; -} - -/*! - * @brief モンスターがプレイヤーから逃走するかどうかを返す / - * Returns whether a given monster will try to run from the player. - * @param m_idx 逃走するモンスターの参照ID - * @return モンスターがプレイヤーから逃走するならばTRUEを返す。 - * @details - * Monsters will attempt to avoid very powerful players. See below.\n - *\n - * Because this function is called so often, little details are important\n - * for efficiency. Like not using "mod" or "div" when possible. And\n - * attempting to check the conditions in an optimal order. Note that\n - * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n - *\n - * Note that this function is responsible for about one to five percent\n - * of the processor use in normal conditions...\n - */ -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]; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; - - PLAYER_LEVEL p_lev; - DEPTH m_lev; - HIT_POINT p_chp, p_mhp; - HIT_POINT m_chp, m_mhp; - u32b p_val, m_val; - - /* Friends can be commanded to avoid the player */ - if (is_pet(m_ptr)) - { - /* Are we trying to avoid the player? */ - return ((target_ptr->pet_follow_distance < 0) && - (m_ptr->cdis <= (0 - target_ptr->pet_follow_distance))); - } - - /* Keep monsters from running too far away */ - if (m_ptr->cdis > MAX_SIGHT + 5) return FALSE; - - /* All "afraid" monsters will run away */ - if (MON_MONFEAR(m_ptr)) return TRUE; - - /* Nearby monsters will not become terrified */ - if (m_ptr->cdis <= 5) return FALSE; - - /* Examine player power (level) */ - p_lev = target_ptr->lev; - - /* Examine monster power (level plus morale) */ - m_lev = r_ptr->level + (m_idx & 0x08) + 25; - - /* Optimize extreme cases below */ - if (m_lev > p_lev + 4) return FALSE; - if (m_lev + 4 <= p_lev) return TRUE; - - /* Examine player health */ - p_chp = target_ptr->chp; - p_mhp = target_ptr->mhp; - - /* Examine monster health */ - m_chp = m_ptr->hp; - m_mhp = m_ptr->maxhp; - - /* Prepare to optimize the calculation */ - p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */ - m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */ - - /* Strong players scare strong monsters */ - if (p_val * m_mhp > m_val * p_mhp) return TRUE; - - return FALSE; -} - - -/*! - * @brief モンスターがプレイヤーに向けて遠距離攻撃を行うことが可能なマスを走査する / - * Search spell castable grid - * @param target_ptr プレーヤーへの参照ポインタ - * @param m_idx モンスターの参照ID - * @param yp 適したマスのY座標を返す参照ポインタ - * @param xp 適したマスのX座標を返す参照ポインタ - * @return 有効なマスがあった場合TRUEを返す - */ -static bool get_moves_aux2(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp) -{ - floor_type *floor_ptr = target_ptr->current_floor_ptr; - monster_type *m_ptr = &floor_ptr->m_list[m_idx]; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; - - /* Monster location */ - POSITION y1 = m_ptr->fy; - POSITION x1 = m_ptr->fx; - - /* Monster can already cast spell to player */ - if (projectable(target_ptr, y1, x1, target_ptr->y, target_ptr->x)) return FALSE; - - /* Set current grid cost */ - int now_cost = floor_ptr->grid_array[y1][x1].cost; - if (now_cost == 0) now_cost = 999; - - /* Can monster bash or open doors? */ - bool can_open_door = FALSE; - if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR)) - { - can_open_door = TRUE; - } - - /* Check nearby grids, diagonals first */ - int best = 999; - for (int i = 7; i >= 0; i--) - { - int cost; - - POSITION y = y1 + ddy_ddd[i]; - POSITION x = x1 + ddx_ddd[i]; - - /* Ignore locations off of edge */ - if (!in_bounds2(floor_ptr, y, x)) continue; - - /* Simply move to player */ - if (player_bold(target_ptr, y, x)) return FALSE; - - grid_type *g_ptr; - g_ptr = &floor_ptr->grid_array[y][x]; - - cost = g_ptr->cost; - - /* Monster cannot kill or pass walls */ - 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(target_ptr, g_ptr->feat)) continue; - } - - /* Hack -- for kill or pass wall monster.. */ - if (cost == 0) cost = 998; - - if (now_cost < cost) continue; - - if (!projectable(target_ptr, y, x, target_ptr->y, target_ptr->x)) continue; - - /* Accept louder sounds */ - if (best < cost) continue; - best = cost; - - (*yp) = y1 + ddy_ddd[i]; - (*xp) = x1 + ddx_ddd[i]; - } - - if (best == 999) return FALSE; - - return TRUE; -} - - -/*! - * @brief モンスターがプレイヤーに向けて接近することが可能なマスを走査する / - * Choose the "best" direction for "flowing" - * @param m_idx モンスターの参照ID - * @param yp 移動先のマスのY座標を返す参照ポインタ - * @param xp 移動先のマスのX座標を返す参照ポインタ - * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE - * @return 有効なマスがあった場合TRUEを返す - * @details - * Note that ghosts and rock-eaters are never allowed to "flow",\n - * since they should move directly towards the player.\n - *\n - * Prefer "non-diagonal" directions, but twiddle them a little\n - * to angle slightly towards the player's actual location.\n - *\n - * Allow very perceptive monsters to track old "spoor" left by\n - * previous locations occupied by the player. This will tend\n - * to have monsters end up either near the player or on a grid\n - * recently occupied by the player (and left via "teleport").\n - *\n - * Note that if "smell" is turned on, all monsters get vicious.\n - *\n - * Also note that teleporting away from a location will cause\n - * the monsters who were chasing you to converge on that location\n - * as long as you are still near enough to "annoy" them without\n - * being close enough to chase directly. I have no idea what will\n - * happen if you combine "smell" with low "aaf" values.\n - */ -static bool get_moves_aux(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow) -{ - grid_type *g_ptr; - floor_type *floor_ptr = target_ptr->current_floor_ptr; - monster_type *m_ptr = &floor_ptr->m_list[m_idx]; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; - - /* Can monster cast attack spell? */ - if (r_ptr->flags4 & (RF4_ATTACK_MASK) || - r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) || - r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK)) - { - /* Can move spell castable grid? */ - if (get_moves_aux2(target_ptr, m_idx, yp, xp)) return TRUE; - } - - /* Monster can't flow */ - if (no_flow) return FALSE; - - /* Monster can go through rocks */ - if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) return FALSE; - if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding)) return FALSE; - - /* Monster location */ - POSITION y1 = m_ptr->fy; - POSITION x1 = m_ptr->fx; - - /* Hack -- Player can see us, run towards him */ - if (player_has_los_bold(target_ptr, y1, x1) && projectable(target_ptr, target_ptr->y, target_ptr->x, y1, x1)) return FALSE; - - /* Monster grid */ - g_ptr = &floor_ptr->grid_array[y1][x1]; - - /* If we can hear noises, advance towards them */ - int best; - bool use_scent = FALSE; - if (g_ptr->cost) - { - best = 999; - } - - /* Otherwise, try to follow a scent trail */ - else if (g_ptr->when) - { - /* Too old smell */ - if (floor_ptr->grid_array[target_ptr->y][target_ptr->x].when - g_ptr->when > 127) return FALSE; - - use_scent = TRUE; - best = 0; - } - - /* Otherwise, advance blindly */ - else - { - return FALSE; - } - - /* Check nearby grids, diagonals first */ - for (int i = 7; i >= 0; i--) - { - POSITION y = y1 + ddy_ddd[i]; - POSITION x = x1 + ddx_ddd[i]; - - /* Ignore locations off of edge */ - if (!in_bounds2(floor_ptr, y, x)) continue; - - g_ptr = &floor_ptr->grid_array[y][x]; - - /* We're following a scent trail */ - if (use_scent) - { - int when = g_ptr->when; - - /* Accept younger scent */ - if (best > when) continue; - best = when; - } - - /* We're using sound */ - else - { - int cost; - - if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR)) - cost = g_ptr->dist; - else cost = g_ptr->cost; - - /* Accept louder sounds */ - if ((cost == 0) || (best < cost)) continue; - best = cost; - } - - /* Hack -- Save the "twiddled" location */ - (*yp) = target_ptr->y + 16 * ddy_ddd[i]; - (*xp) = target_ptr->x + 16 * ddx_ddd[i]; - } - - if (best == 999 || best == 0) return FALSE; - - return TRUE; -} - - -/*! - * @brief モンスターがプレイヤーから逃走することが可能なマスを走査する / - * Provide a location to flee to, but give the player a wide berth. - * @param m_idx モンスターの参照ID - * @param yp 移動先のマスのY座標を返す参照ポインタ - * @param xp 移動先のマスのX座標を返す参照ポインタ - * @return 有効なマスがあった場合TRUEを返す - * @details - * A monster may wish to flee to a location that is behind the player,\n - * but instead of heading directly for it, the monster should "swerve"\n - * around the player so that he has a smaller chance of getting hit.\n - */ -static bool get_fear_moves_aux(floor_type *floor_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp) -{ - POSITION gy = 0, gx = 0; - - /* Monster location */ - monster_type *m_ptr = &floor_ptr->m_list[m_idx]; - POSITION fy = m_ptr->fy; - POSITION fx = m_ptr->fx; - - /* Desired destination */ - POSITION y1 = fy - (*yp); - POSITION x1 = fx - (*xp); - - /* Check nearby grids, diagonals first */ - int score = -1; - for (int i = 7; i >= 0; i--) - { - POSITION dis, s; - POSITION y = fy + ddy_ddd[i]; - POSITION x = fx + ddx_ddd[i]; - - /* Ignore locations off of edge */ - if (!in_bounds2(floor_ptr, y, x)) continue; - - /* Calculate distance of this grid from our destination */ - dis = distance(y, x, y1, x1); - - /* Score this grid */ - s = 5000 / (dis + 3) - 500 / (floor_ptr->grid_array[y][x].dist + 1); - - /* No negative scores */ - if (s < 0) s = 0; - - /* Ignore lower scores */ - if (s < score) continue; - - /* Save the score and time */ - score = s; - - /* Save the location */ - gy = y; - gx = x; - } - - /* No legal move (?) */ - if (score == -1) return FALSE; - - /* Find deltas */ - (*yp) = fy - gy; - (*xp) = fx - gx; - - /* Success */ - return TRUE; -} - -/* - * Hack -- Precompute a bunch of calls to distance() in find_safety() and - * find_hiding(). - * - * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the - * offsets of all the locations with a distance of n from a central point, - * with an offset of (0,0) indicating no more offsets at this distance. - * - * This is, of course, fairly unreadable, but it eliminates multiple loops - * from the previous version. - * - * It is probably better to replace these arrays with code to compute - * the relevant arrays, even if the storage is pre-allocated in hard - * coded sizes. At the very least, code should be included which is - * able to generate and dump these arrays (ala "los()"). - * - * Also, the storage needs could be halved by using bytes. - * - * These arrays could be combined into two big arrays, using sub-arrays - * to hold the offsets and lengths of each portion of the sub-arrays, and - * this could perhaps also be used somehow in the "look" code. - */ - - -static POSITION d_off_y_0[] = { 0 }; -static POSITION d_off_x_0[] = { 0 }; - -static POSITION d_off_y_1[] = { -1, -1, -1, 0, 0, 1, 1, 1, 0 }; -static POSITION d_off_x_1[] = { -1, 0, 1, -1, 1, -1, 0, 1, 0 }; - -static POSITION d_off_y_2[] = { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 }; -static POSITION d_off_x_2[] = { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 }; - -static POSITION d_off_y_3[] = { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2, 3, 3, 3, 0 }; -static POSITION d_off_x_3[] = { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2, -1, 0, 1, 0 }; - -static POSITION d_off_y_4[] = { -1, -1, -2, -2, -3, -3, -3, -3, -4, -4, -4, 0, 0, 1, 1, 2, 2, 3, 3, 3, 3, 4, 4, 4, 0 }; -static POSITION d_off_x_4[] = { -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, -4, 4, -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, 0 }; - - -static POSITION d_off_y_5[] = -{ -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5, - -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5, - 5, 0 }; - -static POSITION d_off_x_5[] = -{ -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1, - -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, - 0, 1, 0 }; - - -static POSITION d_off_y_6[] = -{ -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5, - -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, - 5, 5, 6, 6, 6, 0 }; - -static POSITION d_off_x_6[] = -{ -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1, - 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2, - -3, 2, 3, -1, 0, 1, 0 }; - - -static POSITION d_off_y_7[] = -{ -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5, - -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3, - 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 }; - -static POSITION d_off_x_7[] = -{ -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2, - -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6, - 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0, - 1, 0 }; - - -static POSITION d_off_y_8[] = -{ -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6, - -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1, - 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7, - 8, 8, 8, 0 }; - -static POSITION d_off_x_8[] = -{ -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, - 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7, - 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3, - 2, 3, -1, 0, 1, 0 }; - - -static POSITION d_off_y_9[] = -{ -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6, - -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0, - 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7, - 7, 8, 8, 8, 8, 9, 9, 9, 0 }; - -static POSITION d_off_x_9[] = -{ -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, - -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9, - 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5, - 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 }; - - -static POSITION *dist_offsets_y[10] = -{ - d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4, - d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9 -}; - -static POSITION *dist_offsets_x[10] = -{ - d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4, - d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9 -}; - -/*! - * @brief モンスターが逃げ込める安全な地点を返す / - * Choose a "safe" location near a monster for it to run toward. - * @param target_ptr プレーヤーへの参照ポインタ - * @param m_idx モンスターの参照ID - * @param yp 移動先のマスのY座標を返す参照ポインタ - * @param xp 移動先のマスのX座標を返す参照ポインタ - * @return 有効なマスがあった場合TRUEを返す - * @details - * A location is "safe" if it can be reached quickly and the player\n - * is not able to fire into it (it isn't a "clean shot"). So, this will\n - * cause monsters to "duck" behind walls. Hopefully, monsters will also\n - * try to run towards corridor openings if they are in a room.\n - *\n - * This function may take lots of CPU time if lots of monsters are\n - * fleeing.\n - *\n - * Return TRUE if a safe location is available.\n - */ -static bool find_safety(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp) -{ - floor_type *floor_ptr = target_ptr->current_floor_ptr; - monster_type *m_ptr = &floor_ptr->m_list[m_idx]; - - POSITION fy = m_ptr->fy; - POSITION fx = m_ptr->fx; - - POSITION gy = 0, gx = 0, gdis = 0; - - /* Start with adjacent locations, spread further */ - for (POSITION d = 1; d < 10; d++) - { - /* Get the lists of points with a distance d from (fx, fy) */ - POSITION *y_offsets; - y_offsets = dist_offsets_y[d]; - - POSITION *x_offsets; - x_offsets = dist_offsets_x[d]; - - /* Check the locations */ - for (POSITION i = 0, dx = x_offsets[0], dy = y_offsets[0]; - dx != 0 || dy != 0; - i++, dx = x_offsets[i], dy = y_offsets[i]) - { - POSITION y = fy + dy; - POSITION x = fx + dx; - - /* Skip illegal locations */ - if (!in_bounds(floor_ptr, y, x)) continue; - - grid_type *g_ptr; - g_ptr = &floor_ptr->grid_array[y][x]; - - /* Skip locations in a wall */ - 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)) - { - /* Ignore grids very far from the player */ - if (g_ptr->dist == 0) continue; - - /* Ignore too-distant grids */ - if (g_ptr->dist > floor_ptr->grid_array[fy][fx].dist + 2 * d) continue; - } - - /* Check for absence of shot (more or less) */ - if (projectable(target_ptr, target_ptr->y, target_ptr->x, y, x)) continue; - - /* Calculate distance from player */ - POSITION dis = distance(y, x, target_ptr->y, target_ptr->x); - - /* Remember if further than previous */ - if (dis <= gdis) continue; - - gy = y; - gx = x; - gdis = dis; - } - - /* Check for success */ - if (gdis <= 0) continue; - - /* Good location */ - (*yp) = fy - gy; - (*xp) = fx - gx; - - return TRUE; - } - - return FALSE; -} - - -/*! - * @brief モンスターが隠れ潜める地点を返す / - * Choose a good hiding place near a monster for it to run toward. - * @param target_ptr プレーヤーへの参照ポインタ - * @param m_idx モンスターの参照ID - * @param yp 移動先のマスのY座標を返す参照ポインタ - * @param xp 移動先のマスのX座標を返す参照ポインタ - * @return 有効なマスがあった場合TRUEを返す - * @details - * Pack monsters will use this to "ambush" the player and lure him out\n - * of corridors into open space so they can swarm him.\n - *\n - * Return TRUE if a good location is available.\n - */ -static bool find_hiding(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp) -{ - floor_type *floor_ptr = target_ptr->current_floor_ptr; - monster_type *m_ptr = &floor_ptr->m_list[m_idx]; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; - - POSITION fy = m_ptr->fy; - POSITION fx = m_ptr->fx; - - POSITION gy = 0, gx = 0, gdis = 999; - - /* Start with adjacent locations, spread further */ - for (POSITION d = 1; d < 10; d++) - { - /* Get the lists of points with a distance d from (fx, fy) */ - POSITION *y_offsets; - y_offsets = dist_offsets_y[d]; - - POSITION *x_offsets; - x_offsets = dist_offsets_x[d]; - - /* Check the locations */ - for (POSITION i = 0, dx = x_offsets[0], dy = y_offsets[0]; - dx != 0 || dy != 0; - i++, dx = x_offsets[i], dy = y_offsets[i]) - { - POSITION y = fy + dy; - POSITION x = fx + dx; - - /* Skip illegal locations */ - if (!in_bounds(floor_ptr, y, x)) continue; - - /* Skip occupied locations */ - 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)) - continue; - - /* Calculate distance from player */ - POSITION dis = distance(y, x, target_ptr->y, target_ptr->x); - - /* Remember if closer than previous */ - if (dis < gdis && dis >= 2) - { - gy = y; - gx = x; - gdis = dis; - } - } - - if (gdis >= 999) continue; - - *yp = fy - gy; - *xp = fx - gx; - - return TRUE; - } - - return FALSE; -} - - -/*! - * @brief モンスターの移動方向を返す / - * Choose "logical" directions for monster movement - * @param target_ptr プレーヤーへの参照ポインタ - * @param m_idx モンスターの参照ID - * @param mm 移動方向を返す方向IDの参照ポインタ - * @return 有効方向があった場合TRUEを返す - */ -static bool get_moves(player_type *target_ptr, MONSTER_IDX m_idx, DIRECTION *mm) -{ - floor_type *floor_ptr = target_ptr->current_floor_ptr; - monster_type *m_ptr = &floor_ptr->m_list[m_idx]; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; - POSITION y = 0, ay, x = 0, ax; - int move_val = 0; - POSITION y2 = target_ptr->y; - POSITION x2 = target_ptr->x; - bool done = FALSE; - bool will_run = mon_will_run(target_ptr, m_idx); - grid_type *g_ptr; - bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].cost > 2)); - bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)); - - /* Counter attack to an enemy monster */ - if (!will_run && m_ptr->target_y) - { - int t_m_idx = floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx; - - /* The monster must be an enemy, and in LOS */ - if (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)) - { - /* Extract the "pseudo-direction" */ - y = m_ptr->fy - m_ptr->target_y; - x = m_ptr->fx - m_ptr->target_x; - done = TRUE; - } - } - - if (!done && !will_run && is_hostile(m_ptr) && - (r_ptr->flags1 & RF1_FRIENDS) && - ((los(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x) && projectable(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x)) || - (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2))) - { - /* - * Animal packs try to get the player out of corridors - * (...unless they can move through walls -- TY) - */ - if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall && - !(r_ptr->flags2 & RF2_KILL_WALL)) - { - int i, room = 0; - - /* Count room grids next to player */ - for (i = 0; i < 8; i++) - { - int xx = target_ptr->x + ddx_ddd[i]; - int yy = target_ptr->y + ddy_ddd[i]; - - if (!in_bounds2(floor_ptr, yy, xx)) continue; - - g_ptr = &floor_ptr->grid_array[yy][xx]; - - /* Check grid */ - if (monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, 0)) - { - /* One more room grid */ - room++; - } - } - if (floor_ptr->grid_array[target_ptr->y][target_ptr->x].info & CAVE_ROOM) room -= 2; - if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2; - - /* Not in a room and strong player */ - if (room < (8 * (target_ptr->chp + target_ptr->csp)) / - (target_ptr->mhp + target_ptr->msp)) - { - /* Find hiding place */ - if (find_hiding(target_ptr, m_idx, &y, &x)) done = TRUE; - } - } - - /* Monster groups try to surround the player */ - if (!done && (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < 3)) - { - int i; - - /* Find an empty square near the player to fill */ - for (i = 0; i < 8; i++) - { - /* Pick squares near player (semi-randomly) */ - y2 = target_ptr->y + ddy_ddd[(m_idx + i) & 7]; - x2 = target_ptr->x + ddx_ddd[(m_idx + i) & 7]; - - /* Already there? */ - if ((m_ptr->fy == y2) && (m_ptr->fx == x2)) - { - /* Attack the player */ - y2 = target_ptr->y; - x2 = target_ptr->x; - - break; - } - - if (!in_bounds2(floor_ptr, y2, x2)) continue; - - /* Ignore filled grids */ - if (!monster_can_enter(target_ptr, y2, x2, r_ptr, 0)) continue; - - /* Try to fill this hole */ - break; - } - - /* Extract the new "pseudo-direction" */ - y = m_ptr->fy - y2; - x = m_ptr->fx - x2; - - done = TRUE; - } - } - - if (!done) - { - /* Flow towards the player */ - (void)get_moves_aux(target_ptr, m_idx, &y2, &x2, no_flow); - - /* Extract the "pseudo-direction" */ - y = m_ptr->fy - y2; - x = m_ptr->fx - x2; - - /* Not done */ - } - - /* Apply fear if possible and necessary */ - if (is_pet(m_ptr) && will_run) - { - /* XXX XXX Not very "smart" */ - y = (-y), x = (-x); - } - else - { - if (!done && will_run) - { - int tmp_x = (-x); - int tmp_y = (-y); - - /* Try to find safe place */ - if (find_safety(target_ptr, m_idx, &y, &x)) - { - /* Attempt to avoid the player */ - if (!no_flow) - { - /* Adjust movement */ - if (get_fear_moves_aux(target_ptr->current_floor_ptr, m_idx, &y, &x)) done = TRUE; - } - } - - if (!done) - { - /* This is not a very "smart" method XXX XXX */ - y = tmp_y; - x = tmp_x; - } - } - } - - - /* Check for no move */ - if (!x && !y) return FALSE; - - - /* Extract the "absolute distances" */ - ax = ABS(x); - ay = ABS(y); - - /* Do something weird */ - if (y < 0) move_val += 8; - if (x > 0) move_val += 4; - - /* Prevent the diamond maneuvre */ - if (ay > (ax << 1)) move_val += 2; - else if (ax > (ay << 1)) move_val++; - - /* Extract some directions */ - switch (move_val) - { - case 0: - mm[0] = 9; - if (ay > ax) - { - mm[1] = 8; - mm[2] = 6; - mm[3] = 7; - mm[4] = 3; - } - else - { - mm[1] = 6; - mm[2] = 8; - mm[3] = 3; - mm[4] = 7; - } - break; - case 1: - case 9: - mm[0] = 6; - if (y < 0) - { - mm[1] = 3; - mm[2] = 9; - mm[3] = 2; - mm[4] = 8; - } - else - { - mm[1] = 9; - mm[2] = 3; - mm[3] = 8; - mm[4] = 2; - } - break; - case 2: - case 6: - mm[0] = 8; - if (x < 0) - { - mm[1] = 9; - mm[2] = 7; - mm[3] = 6; - mm[4] = 4; - } - else - { - mm[1] = 7; - mm[2] = 9; - mm[3] = 4; - mm[4] = 6; - } - break; - case 4: - mm[0] = 7; - if (ay > ax) - { - mm[1] = 8; - mm[2] = 4; - mm[3] = 9; - mm[4] = 1; - } - else - { - mm[1] = 4; - mm[2] = 8; - mm[3] = 1; - mm[4] = 9; - } - break; - case 5: - case 13: - mm[0] = 4; - if (y < 0) - { - mm[1] = 1; - mm[2] = 7; - mm[3] = 2; - mm[4] = 8; - } - else - { - mm[1] = 7; - mm[2] = 1; - mm[3] = 8; - mm[4] = 2; - } - break; - case 8: - mm[0] = 3; - if (ay > ax) - { - mm[1] = 2; - mm[2] = 6; - mm[3] = 1; - mm[4] = 9; - } - else - { - mm[1] = 6; - mm[2] = 2; - mm[3] = 9; - mm[4] = 1; - } - break; - case 10: - case 14: - mm[0] = 2; - if (x < 0) - { - mm[1] = 3; - mm[2] = 1; - mm[3] = 6; - mm[4] = 4; - } - else - { - mm[1] = 1; - mm[2] = 3; - mm[3] = 4; - mm[4] = 6; - } - break; - case 12: - mm[0] = 1; - if (ay > ax) - { - mm[1] = 2; - mm[2] = 4; - mm[3] = 3; - mm[4] = 7; - } - else - { - mm[1] = 4; - mm[2] = 2; - mm[3] = 7; - mm[4] = 3; - } - break; - } - - /* Wants to move... */ - return TRUE; -} - - -static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr) -{ - return !have_flag(f_ptr->flags, FF_GLASS) || - (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) || - (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200)); -} - - -/*! - * @brief モンスター単体の1ターン行動処理メインルーチン / - * Process a monster - * @param target_ptr プレーヤーへの参照ポインタ - * @param m_idx 行動モンスターの参照ID - * @return なし - * @details - * The monster is known to be within 100 grids of the player\n - *\n - * In several cases, we directly update the monster lore\n - *\n - * Note that a monster is only allowed to "reproduce" if there\n - * are a limited number of "reproducing" monsters on the current\n - * level. This should prevent the level from being "swamped" by\n - * reproducing monsters. It also allows a large mass of mice to\n - * prevent a louse from multiplying, but this is a small price to\n - * pay for a simple multiplication method.\n - *\n - * XXX Monster fear is slightly odd, in particular, monsters will\n - * fixate on opening a door even if they cannot open it. Actually,\n - * the same thing happens to normal monsters when they hit a door\n - *\n - * In addition, monsters which *cannot* open or bash\n - * down a door will still stand there trying to open it...\n - *\n - * XXX Technically, need to check for monster in the way\n - * combined with that monster being in a wall (or door?)\n - *\n - * A "direction" of "5" means "pick a random direction".\n - */ -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]; - monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx]; - - DIRECTION mm[8]; - - grid_type *g_ptr; - feature_type *f_ptr; - monster_type *y_ptr; - - bool is_riding_mon = (m_idx == target_ptr->riding); - bool see_m = is_seen(m_ptr); - - decide_drop_from_monster(target_ptr, m_idx, is_riding_mon); - if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr)) - { - choose_new_monster(target_ptr, m_idx, FALSE, 0); - r_ptr = &r_info[m_ptr->r_idx]; - } - - bool aware = TRUE; - if (target_ptr->special_defense & NINJA_S_STEALTH) - { - 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; - if (randint0(tmp) > (r_ptr->level + 20)) aware = FALSE; - } - - if (vanish_summoned_children(target_ptr, m_idx, see_m)) return; - if (process_quantum_effect(target_ptr,m_idx, see_m)) return; - - if (m_ptr->r_idx == MON_SHURYUUDAN) - { - 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); - if (dead) return; - } - - if (runaway_monster(target_ptr, m_idx, is_riding_mon, see_m)) return; - - awake_monster(target_ptr, m_idx); - - /* Handle "stun" */ - if (MON_STUNNED(m_ptr)) - { - /* Sometimes skip move */ - if (one_in_(2)) return; - } - - if (is_riding_mon) - { - target_ptr->update |= (PU_BONUS); - } - - process_angar(target_ptr, m_idx, see_m); - - /* Get the origin */ - 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, aware); - cast_spell(target_ptr, m_idx, aware); - - /* Hack -- Assume no movement */ - 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, aware)) return; - - /* Assume nothing */ - bool do_turn = FALSE; - bool do_move = FALSE; - bool do_view = FALSE; - bool must_alter_to_move = FALSE; - - /* Assume nothing */ - bool did_open_door = FALSE; - bool did_bash_door = FALSE; - bool did_take_item = FALSE; - bool did_kill_item = FALSE; - bool did_move_body = FALSE; - bool did_pass_wall = FALSE; - bool did_kill_wall = FALSE; - - /* Take a zero-terminated array of "directions" */ - int i; - for (i = 0; mm[i]; i++) - { - /* Get the direction */ - int d = mm[i]; - - /* Hack -- allow "randomized" motion */ - if (d == 5) d = ddd[randint0(8)]; - - /* Get the destination */ - POSITION ny = oy + ddy[d]; - POSITION nx = ox + ddx[d]; - - /* Ignore locations off of edge */ - if (!in_bounds2(target_ptr->current_floor_ptr, ny, nx)) continue; - - /* Access that grid */ - g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx]; - f_ptr = &f_info[g_ptr->feat]; - bool 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]; - - /* Hack -- player 'in' wall */ - if (player_bold(target_ptr, ny, nx)) - { - do_move = TRUE; - } - - /* Possibly a monster to attack */ - else if (g_ptr->m_idx) - { - 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) && - check_hp_for_feat_destruction(f_ptr, m_ptr)) - { - /* 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) - { - /* Go ahead and move */ - do_move = TRUE; - - /* Monster moves through walls (and doors) */ - if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || target_ptr->pass_wall) && - have_flag(f_ptr->flags, FF_CAN_PASS)) - { - /* Monster went through a wall */ - did_pass_wall = TRUE; - } - } - - /* Handle doors and secret doors */ - else if (is_closed_door(target_ptr, g_ptr->feat)) - { - bool may_bash = TRUE; - - /* Assume no move allowed */ - do_move = FALSE; - - /* Creature can open doors. */ - if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) && - (!is_pet(m_ptr) || (target_ptr->pet_extra_flags & PF_OPEN_DOORS))) - { - /* Closed doors */ - if (!f_ptr->power) - { - /* The door is open */ - did_open_door = TRUE; - - /* Do not bash the door */ - may_bash = FALSE; - - do_turn = TRUE; - } - - /* Locked doors (not jammed) */ - else - { - /* Try to unlock it */ - if (randint0(m_ptr->hp / 10) > f_ptr->power) - { - /* Unlock the door */ - cave_alter_feat(target_ptr, ny, nx, FF_DISARM); - - /* Do not bash the door */ - may_bash = FALSE; - - do_turn = TRUE; - } - } - } - - /* Stuck doors -- attempt to bash them down if allowed */ - if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) && - (!is_pet(m_ptr) || (target_ptr->pet_extra_flags & PF_OPEN_DOORS))) - { - /* Attempt to Bash */ - 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 glass breaking!")); - else - msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!")); - - /* Disturb (sometimes) */ - if (disturb_minor) disturb(target_ptr, FALSE, FALSE); - - /* The door was bashed open */ - did_bash_door = TRUE; - - /* Hack -- fall into doorway */ - do_move = TRUE; - must_alter_to_move = TRUE; - } - } - - - /* Deal with doors in the way */ - if (did_open_door || did_bash_door) - { - /* Break down the door */ - 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); - - if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */ - { - target_ptr->update |= (PU_FLOW); - target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); - if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR); - - return; - } - } - - /* Open the door */ - else - { - cave_alter_feat(target_ptr, ny, nx, FF_OPEN); - } - - f_ptr = &f_info[g_ptr->feat]; - - /* Handle viewable doors */ - do_view = TRUE; - } - } - - /* Hack -- check for Glyph of Warding */ - if (do_move && is_glyph_grid(g_ptr) && - !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(target_ptr, ny, nx))) - { - /* Assume no move allowed */ - do_move = FALSE; - - /* Break the ward */ - if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level)) - { - /* Describe observable breakage */ - if (g_ptr->info & CAVE_MARK) - { - msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!")); - } - - /* Forget the rune */ - g_ptr->info &= ~(CAVE_MARK); - - /* Break the rune */ - g_ptr->info &= ~(CAVE_OBJECT); - g_ptr->mimic = 0; - - /* Allow movement */ - do_move = TRUE; - - note_spot(target_ptr, ny, nx); - } - } - else if (do_move && is_explosive_rune_grid(g_ptr) && - !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(target_ptr, ny, nx))) - { - /* Assume no move allowed */ - do_move = FALSE; - - /* Break the ward */ - if (!is_pet(m_ptr)) - { - /* Break the ward */ - if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level) - { - /* Describe observable breakage */ - if (g_ptr->info & CAVE_MARK) - { - msg_print(_("ルーンが爆発した!", "The rune explodes!")); - project(target_ptr, 0, 2, ny, nx, 2 * (target_ptr->lev + damroll(7, 7)), GF_MANA, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1); - } - } - else - { - msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed.")); - } - - /* Forget the rune */ - g_ptr->info &= ~(CAVE_MARK); - - /* Break the rune */ - g_ptr->info &= ~(CAVE_OBJECT); - g_ptr->mimic = 0; - - note_spot(target_ptr, ny, nx); - lite_spot(target_ptr, ny, nx); - - if (!monster_is_valid(m_ptr)) return; - /* Allow movement */ - do_move = TRUE; - } - } - - /* The player is in the way */ - if (do_move && player_bold(target_ptr, ny, nx)) - { - /* Some monsters never attack */ - if (r_ptr->flags1 & RF1_NEVER_BLOW) - { - /* Hack -- memorize lack of attacks */ - if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW); - - /* Do not move */ - do_move = FALSE; - } - - /* In anti-melee dungeon, stupid or confused monster takes useless turn */ - if (do_move && (d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)) - { - if (!MON_CONFUSED(m_ptr)) - { - if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE; - else - { - if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID); - } - } - } - - /* The player is in the way. Attack him. */ - if (do_move) - { - if (!target_ptr->riding || one_in_(2)) - { - /* Do the attack */ - (void)make_attack_normal(target_ptr, m_idx); - - /* Do not move */ - do_move = FALSE; - - /* Took a turn */ - do_turn = TRUE; - } - } - } - - /* A monster is in the way */ - if (do_move && g_ptr->m_idx) - { - monster_race *z_ptr = &r_info[y_ptr->r_idx]; - - /* Assume no movement */ - do_move = FALSE; - - /* Attack 'enemies' */ - 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(target_ptr, m_ptr, y_ptr) || MON_CONFUSED(m_ptr)) - { - if (!(r_ptr->flags1 & RF1_NEVER_BLOW)) - { - if (r_ptr->flags2 & RF2_KILL_BODY) - { - if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY); - } - - /* attack */ - if (y_ptr->r_idx && (y_ptr->hp >= 0)) - { - if (monst_attack_monst(target_ptr, m_idx, g_ptr->m_idx)) return; - - /* In anti-melee dungeon, stupid or confused monster takes useless turn */ - else if (d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) - { - if (MON_CONFUSED(m_ptr)) return; - else if (r_ptr->flags2 & RF2_STUPID) - { - if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID); - return; - } - } - } - } - } - - /* Push past weaker monsters (unless leaving a wall) */ - 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, target_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0)) - { - /* Allow movement */ - do_move = TRUE; - - /* Monster pushed past another monster */ - did_move_body = TRUE; - - /* Wake up the moved monster */ - (void)set_monster_csleep(target_ptr, g_ptr->m_idx, 0); - - /* Message */ - } - } - - if (is_riding_mon) - { - if (!target_ptr->riding_ryoute && !MON_MONFEAR(&target_ptr->current_floor_ptr->m_list[target_ptr->riding])) do_move = FALSE; - } - - if (did_kill_wall && do_move) - { - if (one_in_(GRINDNOISE)) - { - if (have_flag(f_ptr->flags, FF_GLASS)) - msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound.")); - else - msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound.")); - } - - cave_alter_feat(target_ptr, ny, nx, FF_HURT_DISI); - - if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */ - { - target_ptr->update |= (PU_FLOW); - target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); - if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL); - - return; - } - - f_ptr = &f_info[g_ptr->feat]; - - /* Note changes to viewable region */ - do_view = TRUE; - do_turn = TRUE; - } - - if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC)) - { - 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; - } - } - - /* - * Check if monster can cross terrain - * This is checked after the normal attacks - * to allow monsters to attack an enemy, - * even if it can't enter the terrain. - */ - if (do_move && !can_cross && !did_kill_wall && !did_bash_door) - { - /* Assume no move allowed */ - do_move = FALSE; - } - - /* Some monsters never move */ - if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE)) - { - /* Hack -- memorize lack of moves */ - if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE); - - /* Do not move */ - do_move = FALSE; - } - - /* Creature has been allowed move */ - if (!do_move) - { - if (do_turn) break; - continue; - } - - do_turn = TRUE; - - if (have_flag(f_ptr->flags, FF_TREE)) - { - if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD)) - { - m_ptr->energy_need += ENERGY_NEED(); - } - } - - if (!is_riding_mon) - { - /* Hack -- Update the old location */ - target_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx; - - /* Mega-Hack -- move the old monster, if any */ - if (g_ptr->m_idx) - { - /* Move the old monster */ - y_ptr->fy = oy; - y_ptr->fx = ox; - - /* Update the old monster */ - update_monster(target_ptr, g_ptr->m_idx, TRUE); - } - - /* Hack -- Update the new location */ - g_ptr->m_idx = m_idx; - - /* Move the monster */ - 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); - } - else - { - /* sound(SOUND_WALK); */ - if (!move_player_effect(target_ptr, ny, nx, MPE_DONT_PICKUP)) break; - } - - /* Possible disturb */ - if (m_ptr->ml && - (disturb_move || - (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(target_ptr, target_ptr->y, target_ptr->x, m_ptr->fy, m_ptr->fx)) || - (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= target_ptr->lev))) - { - if (is_hostile(m_ptr)) - disturb(target_ptr, FALSE, TRUE); - } - - /* 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)) != 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; - continue; - } - - OBJECT_IDX this_o_idx, next_o_idx; - bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE; - - /* Scan all objects in the grid */ - for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) - { - BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L; - GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN]; - object_type *o_ptr = &target_ptr->current_floor_ptr->o_list[this_o_idx]; - next_o_idx = o_ptr->next_o_idx; - - if (do_take) - { - /* Skip gold */ - if (o_ptr->tval == TV_GOLD) continue; - - /* - * Skip "real" corpses and statues, to avoid extreme - * silliness like a novice rogue pockets full of statues - * and corpses. - */ - if ((o_ptr->tval == TV_CORPSE) || - (o_ptr->tval == TV_STATUE)) continue; - } - - /* Extract some flags */ - object_flags(o_ptr, flgs); - - /* Acquire the object name */ - 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 */ - if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON); - if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON); - if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL); - if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL); - if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT); - if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT); - if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC); - if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC); - if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON); - if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON); - if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD); - if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD); - if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL); - if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL); - if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL); - if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL); - if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN); - if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN); - if (have_flag(flgs, TR_BRAND_ACID)) flgr |= (RFR_IM_ACID); - if (have_flag(flgs, TR_BRAND_ELEC)) flgr |= (RFR_IM_ELEC); - if (have_flag(flgs, TR_BRAND_FIRE)) flgr |= (RFR_IM_FIRE); - if (have_flag(flgs, TR_BRAND_COLD)) flgr |= (RFR_IM_COLD); - if (have_flag(flgs, TR_BRAND_POIS)) flgr |= (RFR_IM_POIS); - - /* The object cannot be picked up by the monster */ - if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) || - ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL))) - { - /* Only give a message for "take_item" */ - if (do_take && (r_ptr->flags2 & RF2_STUPID)) - { - did_take_item = TRUE; - - /* Describe observable situations */ - if (m_ptr->ml && player_can_see_bold(target_ptr, ny, nx)) - { - msg_format(_("%^sは%sを拾おうとしたが、だめだった。", "%^s tries to pick up %s, but fails."), m_name, o_name); - } - } - } - - /* Pick up the item */ - else if (do_take) - { - did_take_item = TRUE; - - /* Describe observable situations */ - if (player_can_see_bold(target_ptr, ny, nx)) - { - msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name); - } - - /* Excise the object */ - excise_object_idx(target_ptr->current_floor_ptr, this_o_idx); - - /* Forget mark */ - o_ptr->marked &= OM_TOUCHED; - - /* Forget location */ - o_ptr->iy = o_ptr->ix = 0; - - /* Memorize monster */ - o_ptr->held_m_idx = m_idx; - - /* Build a stack */ - o_ptr->next_o_idx = m_ptr->hold_o_idx; - - /* Carry object */ - m_ptr->hold_o_idx = this_o_idx; - } - - /* Destroy the item if not a pet */ - else if (!is_pet(m_ptr)) - { - did_kill_item = TRUE; - - /* Describe observable situations */ - if (player_has_los_bold(target_ptr, ny, nx)) - { - msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name); - } - - delete_object_idx(target_ptr, this_o_idx); - } - } - - if (do_turn) break; - } - - /* - * Forward movements failed, but now received LOS attack! - * Try to flow by smell. - */ - if (target_ptr->no_flowed && i > 2 && m_ptr->target_y) - m_ptr->mflag2 &= ~MFLAG2_NOFLOW; - - /* If we haven't done anything, try casting a spell again */ - if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware) - { - /* Try to cast spell again */ - if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell) - { - if (make_attack_spell(m_idx, target_ptr)) return; - } - } - - /* Notice changes in view */ - if (do_view) - { - target_ptr->update |= (PU_FLOW); - target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON); - } - - /* Notice changes in view */ - if (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); - } - - /* Learn things from observable monster */ - if (is_original_ap_and_seen(target_ptr, m_ptr)) - { - /* Monster opened a door */ - if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR); - - /* Monster bashed a door */ - if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR); - - /* Monster tried to pick something up */ - if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM); - - /* Monster tried to crush something */ - if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM); - - /* Monster pushed past another monster */ - if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY); - - /* Monster passed through a wall */ - if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL); - - /* Monster destroyed a wall */ - if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL); - } - - bool is_battle_determined = !do_turn && !do_move && MON_MONFEAR(m_ptr) && aware; - if (!is_battle_determined) return; - - /* No longer afraid */ - (void)set_monster_monfear(target_ptr, m_idx, 0); - - /* Message if seen */ - if (see_m) - { - 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); - } - - if (m_ptr->ml) chg_virtue(target_ptr, V_COMPASSION, -1); -} - - -/*! - * @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 - * @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 is_riding_mon 騎乗中であればTRUE - * @return なし - */ -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; - - if (rakuba(target_ptr, 0, TRUE)) - { -#ifdef JP - 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); -#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 - * @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 - * @return 召喚モンスターが消滅したらTRUE - */ -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; -} - - -/*! - * @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 - * @param m_idx モンスターID - * @return なし - */ -void 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 (!MON_CSLEEP(m_ptr)) return; - if (!(target_ptr->cursed & TRC_AGGRAVATE)) return; - - (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++; - } -} - - -/*! - * @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) - * @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 - * @return なし - */ -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); -} - - -/*! - * @brief 量子生物の量子的効果を実行する - * @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 - * @return モンスターが量子的効果により消滅したらTRUE - */ -bool process_quantum_effect(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]; - if ((r_ptr->flags2 & RF2_QUANTUM) == 0) return FALSE; - if (!randint0(2)) return FALSE; - if (randint0((m_idx % 100) + 10)) return FALSE; - - bool can_disappear = (r_ptr->flags1 & RF1_UNIQUE) == 0; - can_disappear &= (r_ptr->flags1 & RF1_QUESTOR) == 0; - if (can_disappear) - { - vanish_nonunique(target_ptr, m_idx, see_m); - return TRUE; - } - - produce_quantum_effect(target_ptr, m_idx, see_m); - return FALSE; -} - - -/*! - * @brief ユニークでない量子生物を消滅させる - * @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 - * @return なし - */ -void vanish_nonunique(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 (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.")); - } -} - - -/*! - * @brief 量子生物ユニークの量子的効果 (ショート・テレポートまたは距離10のテレポート・アウェイ)を実行する - * @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 - * @return なし - * @details - * プレーヤーが量子生物を観測しているか、量子生物がプレーヤーを観測している場合、互いの相対的な位置を確定させる - * 波動関数の収縮はテレポートではないので反テレポート無効 - * todo パターンは収縮どころか拡散しているが、この際気にしてはいけない - */ -void produce_quantum_effect(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m) -{ - monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx]; - bool coherent = los(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x); - if (!see_m && !coherent) return; - - 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 decoherence!"), m_name); - } - else - { - msg_print(_("量子的効果が起こった!", "A decoherence was produced!")); - } - - 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); - - } - else - { - teleport_player_away(m_idx, target_ptr, 10, TRUE); - } -} - - -/*! - * @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 - * @param m_idx モンスターID - */ -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); -} - - -/*! - * @brief モンスターを喋らせたり足音を立てたりする - * @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 oy モンスターが元々いたY座標 - * @param ox モンスターが元々いたX座標 - * @param aware 起きていればTRUE - * @return なし - */ -void process_speak_sound(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox, bool aware) -{ - if (target_ptr->phase_out) return; - - monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx]; - monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx]; - if (m_ptr->ap_r_idx == MON_CYBER && - one_in_(CYBERNOISE) && - !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT)) - { - if (disturb_minor) disturb(target_ptr, FALSE, FALSE); - msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps.")); - } - - if (((ap_r_ptr->flags2 & RF2_CAN_SPEAK) == 0) || !aware || - !one_in_(SPEAK_CHANCE) || - !player_has_los_bold(target_ptr, oy, ox) || - !projectable(target_ptr, oy, ox, target_ptr->y, target_ptr->x)) - return; - - GAME_TEXT m_name[MAX_NLEN]; - char monmessage[1024]; - concptr filename; - - if (m_ptr->ml) - monster_desc(target_ptr, m_name, m_ptr, 0); - else - strcpy(m_name, _("それ", "It")); - - if (MON_MONFEAR(m_ptr)) - filename = _("monfear_j.txt", "monfear.txt"); - else if (is_pet(m_ptr)) - filename = _("monpet_j.txt", "monpet.txt"); - else if (is_friendly(m_ptr)) - filename = _("monfrien_j.txt", "monfrien.txt"); - else - filename = _("monspeak_j.txt", "monspeak.txt"); - - if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0) - { - msg_format(_("%^s%s", "%^s %s"), m_name, monmessage); - } -} - - -/*! - * @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 - * @param m_idx モンスターID - * @param oy 分裂元モンスターのY座標 - * @param ox 分裂元モンスターのX座標 - * @return 実際に分裂したらTRUEを返す - */ -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; -} - - -/*! - * @brief モンスターの移動パターンを決定する - * @param target_ptr プレーヤーへの参照ポインタ - * @param mm 移動方向 - * @param m_idx モンスターID - * @param aware 起きていればTRUE - * @return 移動先が存在すればTRUE - */ -bool decide_monster_movement_direction(player_type *target_ptr, DIRECTION *mm, 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 (MON_CONFUSED(m_ptr) || !aware) - { - mm[0] = mm[1] = mm[2] = mm[3] = 5; - return TRUE; - } - - if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) && (randint0(100) < 75)) - { - if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25); - - mm[0] = mm[1] = mm[2] = mm[3] = 5; - return TRUE; - } - - if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 50)) - { - if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50); - - mm[0] = mm[1] = mm[2] = mm[3] = 5; - return TRUE; - } - - if ((r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 25)) - { - if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25; - - mm[0] = mm[1] = mm[2] = mm[3] = 5; - return TRUE; - } - - if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1)) - { - mm[0] = mm[1] = mm[2] = mm[3] = 5; - return TRUE; - } - - if (is_pet(m_ptr)) - { - bool avoid = ((target_ptr->pet_follow_distance < 0) && (m_ptr->cdis <= (0 - target_ptr->pet_follow_distance))); - bool lonely = (!avoid && (m_ptr->cdis > target_ptr->pet_follow_distance)); - bool distant = (m_ptr->cdis > PET_SEEK_DIST); - mm[0] = mm[1] = mm[2] = mm[3] = 5; - if (!get_enemy_dir(target_ptr, m_idx, mm)) - { - if (avoid || lonely || distant) - { - POSITION dis = target_ptr->pet_follow_distance; - if (target_ptr->pet_follow_distance > PET_SEEK_DIST) - { - target_ptr->pet_follow_distance = PET_SEEK_DIST; - } - - (void)get_moves(target_ptr, m_idx, mm); - target_ptr->pet_follow_distance = (s16b)dis; - } - } - - return TRUE; - } - - if (!is_hostile(m_ptr)) - { - mm[0] = mm[1] = mm[2] = mm[3] = 5; - get_enemy_dir(target_ptr, m_idx, mm); - return TRUE; - } - - if (!get_moves(target_ptr, m_idx, mm)) return FALSE; - - return TRUE; -} - - -/*! - * @brief ペットや友好的なモンスターがフロアから逃げる処理を行う - * @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 is_riding_mon 騎乗状態ならばTRUE - * @param see_m モンスターが視界内にいたらTRUE - * @return モンスターがフロアから消えたらTRUE - */ -bool runaway_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon, 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 can_runaway = is_pet(m_ptr) || is_friendly(m_ptr); - can_runaway &= ((r_ptr->flags1 & RF1_UNIQUE) != 0) || ((r_ptr->flags7 & RF7_NAZGUL) != 0); - can_runaway &= !target_ptr->phase_out; - if (!can_runaway) return FALSE; - - static int riding_pinch = 0; - - if (m_ptr->hp >= m_ptr->maxhp / 3) - { - /* Reset the counter */ - if (is_riding_mon) riding_pinch = 0; - - return FALSE; - } - - GAME_TEXT m_name[MAX_NLEN]; - monster_desc(target_ptr, m_name, m_ptr, 0); - 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 tries to escape from your restriction."), m_name); - riding_pinch++; - disturb(target_ptr, TRUE, TRUE); - return FALSE; - } - - if (is_riding_mon) - { - 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 the pet you were riding.")); - } - } - - if (see_m) - { - if ((r_ptr->flags2 & RF2_CAN_SPEAK) && (m_ptr->r_idx != MON_GRIP) && (m_ptr->r_idx != MON_WOLF) && (m_ptr->r_idx != MON_FANG) && - player_has_los_bold(target_ptr, m_ptr->fy, m_ptr->fx) && projectable(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x)) - { - msg_format(_("%^s「ピンチだ!退却させてもらう!」", "%^s says 'It is the pinch! I will retreat'."), m_name); - } - - msg_format(_("%^sがテレポート・レベルの巻物を読んだ。", "%^s reads a scroll of teleport level."), m_name); - msg_format(_("%^sが消え去った。", "%^s disappears."), m_name); - } - - if (is_riding_mon && rakuba(target_ptr, -1, FALSE)) - { - 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(target_ptr, m_idx); - return TRUE; -} - - -/*! - * @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 - * @param m_idx モンスターID - * @param aware 起きていればTRUE - * @return 魔法を唱えられなければ強制的にFALSE、その後モンスターが実際に魔法を唱えればTRUE - */ -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; -} - - -/*! - * @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. - * @return なし - * @details - * During each game current game turn, we scan through the list of all the "live" monsters,\n - * (backwards, so we can excise any "freshly dead" monsters), energizing each\n - * monster, and allowing fully energized monsters to move, attack, pass, etc.\n - *\n - * Note that monsters can never move in the monster array (except when the\n - * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n - *\n - * This function is responsible for at least half of the processor time\n - * on a normal system with a "normal" amount of monsters and a player doing\n - * normal things.\n - *\n - * When the player is resting, virtually 90% of the processor time is spent\n - * in this function, and its children, "process_monster()" and "make_move()".\n - *\n - * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n - * especially when the player is running.\n - *\n - * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n - * monsters while they are still being "born". A monster is "fresh" only\n - * during the game turn in which it is created, and we use the "hack_m_idx" to\n - * determine if the monster is yet to be processed during the game turn.\n - *\n - * Note the special "MFLAG_NICE" flag, which allows the player to get one\n - * move before any "nasty" monsters get to use their spell attacks.\n - *\n - * Note that when the "knowledge" about the currently tracked monster\n - * changes (flags, attacks, spells), we induce a redraw of the monster\n - * recall window.\n - */ -void process_monsters(player_type *target_ptr) -{ - BIT_FLAGS old_r_flags1 = 0L; - BIT_FLAGS old_r_flags2 = 0L; - BIT_FLAGS old_r_flags3 = 0L; - BIT_FLAGS old_r_flags4 = 0L; - BIT_FLAGS old_r_flags5 = 0L; - BIT_FLAGS old_r_flags6 = 0L; - BIT_FLAGS old_r_flagsr = 0L; - - byte old_r_blows0 = 0; - byte old_r_blows1 = 0; - byte old_r_blows2 = 0; - byte old_r_blows3 = 0; - - /* Clear monster fighting indicator */ - floor_type *floor_ptr = target_ptr->current_floor_ptr; - floor_ptr->monster_noise = FALSE; - - /* Memorize old race */ - MONRACE_IDX old_monster_race_idx = target_ptr->monster_race_idx; - - /* Acquire knowledge */ - byte old_r_cast_spell = 0; - if (target_ptr->monster_race_idx) - { - /* Acquire current monster */ - monster_race *r_ptr; - r_ptr = &r_info[target_ptr->monster_race_idx]; - - /* Memorize flags */ - old_r_flags1 = r_ptr->r_flags1; - old_r_flags2 = r_ptr->r_flags2; - old_r_flags3 = r_ptr->r_flags3; - old_r_flags4 = r_ptr->r_flags4; - old_r_flags5 = r_ptr->r_flags5; - old_r_flags6 = r_ptr->r_flags6; - old_r_flagsr = r_ptr->r_flagsr; - - /* Memorize blows */ - old_r_blows0 = r_ptr->r_blows[0]; - old_r_blows1 = r_ptr->r_blows[1]; - old_r_blows2 = r_ptr->r_blows[2]; - old_r_blows3 = r_ptr->r_blows[3]; - - /* Memorize castings */ - old_r_cast_spell = r_ptr->r_cast_spell; - } - - /* Process the monsters (backwards) */ - bool test; - for (MONSTER_IDX i = floor_ptr->m_max - 1; i >= 1; i--) - { - monster_type *m_ptr; - monster_race *r_ptr; - m_ptr = &floor_ptr->m_list[i]; - r_ptr = &r_info[m_ptr->r_idx]; - - /* Handle "leaving" */ - if (target_ptr->leaving) break; - - /* Ignore "dead" monsters */ - if (!monster_is_valid(m_ptr)) continue; - - if (target_ptr->wild_mode) continue; - - - /* Handle "fresh" monsters */ - if (m_ptr->mflag & MFLAG_BORN) - { - /* No longer "fresh" */ - m_ptr->mflag &= ~(MFLAG_BORN); - - /* Skip */ - continue; - } - - /* Hack -- Require proximity */ - if (m_ptr->cdis >= AAF_LIMIT) continue; - - POSITION fx = m_ptr->fx; - POSITION fy = m_ptr->fy; - - /* Flow by smell is allowed */ - if (!target_ptr->no_flowed) - { - m_ptr->mflag2 &= ~MFLAG2_NOFLOW; - } - - /* Assume no move */ - test = FALSE; - - /* Handle "sensing radius" */ - if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf)) - { - /* We can "sense" the player */ - test = TRUE; - } - - /* Handle "sight" and "aggravation" */ - else if ((m_ptr->cdis <= MAX_SIGHT || target_ptr->phase_out) && - (player_has_los_bold(target_ptr, fy, fx) || (target_ptr->cursed & TRC_AGGRAVATE))) - { - /* We can "see" or "feel" the player */ - test = TRUE; - } - - else if (m_ptr->target_y) test = TRUE; - - /* Do nothing */ - if (!test) continue; - - SPEED speed; - if (target_ptr->riding == i) - speed = target_ptr->pspeed; - else - { - speed = m_ptr->mspeed; - - /* Monsters move quickly in Nightmare mode */ - if (ironman_nightmare) speed += 5; - - if (MON_FAST(m_ptr)) speed += 10; - if (MON_SLOW(m_ptr)) speed -= 10; - } - - /* Give this monster some energy */ - m_ptr->energy_need -= SPEED_TO_ENERGY(speed); - - /* Not enough energy to move */ - if (m_ptr->energy_need > 0) continue; - - /* Use up "some" energy */ - m_ptr->energy_need += ENERGY_NEED(); - - /* Save global index */ - hack_m_idx = i; - - /* Process the monster */ - process_monster(target_ptr, i); - - reset_target(m_ptr); - - /* Give up flow_by_smell when it might useless */ - if (target_ptr->no_flowed && one_in_(3)) - m_ptr->mflag2 |= MFLAG2_NOFLOW; - - /* Hack -- notice death or departure */ - if (!target_ptr->playing || target_ptr->is_dead) break; - - /* Notice leaving */ - if (target_ptr->leaving) break; - } - - /* Reset global index */ - hack_m_idx = 0; - - - /* Tracking a monster race (the same one we were before) */ - if (!target_ptr->monster_race_idx || (target_ptr->monster_race_idx != old_monster_race_idx)) - return; - - /* Acquire monster race */ - monster_race *r_ptr; - r_ptr = &r_info[target_ptr->monster_race_idx]; - - /* Check for knowledge change */ - if ((old_r_flags1 != r_ptr->r_flags1) || - (old_r_flags2 != r_ptr->r_flags2) || - (old_r_flags3 != r_ptr->r_flags3) || - (old_r_flags4 != r_ptr->r_flags4) || - (old_r_flags5 != r_ptr->r_flags5) || - (old_r_flags6 != r_ptr->r_flags6) || - (old_r_flagsr != r_ptr->r_flagsr) || - (old_r_blows0 != r_ptr->r_blows[0]) || - (old_r_blows1 != r_ptr->r_blows[1]) || - (old_r_blows2 != r_ptr->r_blows[2]) || - (old_r_blows3 != r_ptr->r_blows[3]) || - (old_r_cast_spell != r_ptr->r_cast_spell)) - { - target_ptr->window |= (PW_MONSTER); - } -}