3 * @brief モンスターの特殊技能と移動処理/ Monster spells and movement
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
12 * This file has several additions to it by Keldon Jones (keldon@umr.edu)
13 * to improve the general quality of the AI (version 0.1.1).
18 #define SPEAK_CHANCE 8
23 * @brief モンスターが敵に接近するための方向を決める /
24 * Calculate the direction to the next enemy
25 * @param m_idx モンスターの参照ID
26 * @param mm 移動するべき方角IDを返す参照ポインタ
27 * @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
29 static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
37 monster_type *m_ptr = &m_list[m_idx];
38 monster_race *r_ptr = &r_info[m_ptr->r_idx];
42 if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
44 y = m_list[riding_t_m_idx].fy;
45 x = m_list[riding_t_m_idx].fx;
47 else if (is_pet(m_ptr) && pet_t_m_idx)
49 y = m_list[pet_t_m_idx].fy;
50 x = m_list[pet_t_m_idx].fx;
54 if (p_ptr->inside_battle)
56 start = randint1(m_max-1)+m_max;
57 if(randint0(2)) plus = -1;
59 else start = m_max + 1;
61 /* Scan thru all monsters */
62 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
64 IDX dummy = (i % m_max);
69 t_ptr = &m_list[t_idx];
71 /* The monster itself isn't a target */
72 if (t_ptr == m_ptr) continue;
74 /* Paranoia -- Skip dead monsters */
75 if (!t_ptr->r_idx) continue;
79 /* Hack -- only fight away from player */
80 if (p_ptr->pet_follow_distance < 0)
82 /* No fighting near player */
83 if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
88 /* Hack -- no fighting away from player */
89 else if ((m_ptr->cdis < t_ptr->cdis) &&
90 (t_ptr->cdis > p_ptr->pet_follow_distance))
95 if (r_ptr->aaf < t_ptr->cdis) continue;
98 /* Monster must be 'an enemy' */
99 if (!are_enemies(m_ptr, t_ptr)) continue;
101 /* Monster must be projectable if we can't pass through walls */
102 if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
103 ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
105 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
109 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
112 /* OK -- we've got a target */
118 if (!x && !y) return FALSE;
121 /* Extract the direction */
126 if ((y < 0) && (x == 0))
133 else if ((y > 0) && (x == 0))
140 else if ((x > 0) && (y == 0))
147 else if ((x < 0) && (y == 0))
154 else if ((y < 0) && (x < 0))
161 else if ((y < 0) && (x > 0))
168 else if ((y > 0) && (x < 0))
175 else if ((y > 0) && (x > 0))
182 /* Found a monster */
188 * @brief モンスターが敵モンスターに行う打撃処理 /
189 * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
190 * @param m_idx 目標となるモンスターの参照ID
192 * @param fear 目標となるモンスターの恐慌状態を返す参照ポインタ
193 * @param note 目標モンスターが死亡した場合の特別メッセージ(NULLならば標準表示を行う)
194 * @param who 打撃を行ったモンスターの参照ID
197 void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note, IDX who)
199 monster_type *m_ptr = &m_list[m_idx];
201 monster_race *r_ptr = &r_info[m_ptr->r_idx];
205 bool seen = is_seen(m_ptr);
207 /* Can the player be aware of this attack? */
208 bool known = (m_ptr->cdis <= MAX_SIGHT);
210 /* Extract monster name */
211 monster_desc(m_name, m_ptr, 0);
213 /* Redraw (later) if needed */
216 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
217 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
221 (void)set_monster_csleep(m_idx, 0);
223 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 1);
225 if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
229 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
235 if (r_ptr->flagsr & RFR_RES_ALL)
240 if((dam == 0) && one_in_(3)) dam = 1;
246 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
253 m_ptr->hp -= (s16b)dam;
255 /* It is dead now... or is it? */
258 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
259 (r_ptr->flags7 & RF7_NAZGUL)) &&
260 !p_ptr->inside_battle)
267 if (!monster_living(r_ptr))
278 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
279 /* Unseen death by normal attack */
284 /* Death by special attack */
287 msg_format(_("%^s%s", "%^s%s"), m_name, note);
289 /* Death by normal attack -- nonliving monster */
290 else if (!monster_living(r_ptr))
292 msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
294 /* Death by normal attack -- living monster */
297 msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
301 monster_gain_exp(who, m_ptr->r_idx);
303 /* Generate treasure */
304 monster_death(m_idx, FALSE);
306 /* Delete the monster */
307 delete_monster_idx(m_idx);
312 /* Monster is dead */
319 /* Mega-Hack -- Pain cancels fear */
320 if (MON_MONFEAR(m_ptr) && (dam > 0))
323 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
330 /* Sometimes a monster gets scared by damage */
331 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
333 /* Percentage of fully healthy */
334 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
337 * Run (sometimes) if at 10% or less of max hit points,
338 * or (usually) when hit for half its current hit points
340 if (((percentage <= 10) && (randint0(10) < percentage)) ||
341 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
343 /* Hack -- note fear */
346 /* XXX XXX XXX Hack -- Add some timed fear */
347 (void)set_monster_monfear(m_idx, (randint1(10) +
348 (((dam >= m_ptr->hp) && (percentage > 7)) ?
349 20 : ((11 - percentage) * 5))));
353 #endif /* ALLOW_FEAR */
355 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
357 if (is_pet(&m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
359 set_target(m_ptr, m_list[who].fy, m_list[who].fx);
363 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
365 /* Extract monster name */
366 monster_desc(m_name, m_ptr, 0);
368 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
369 if (rakuba((dam > 200) ? 200 : dam, FALSE))
371 msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);
381 * @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 /
382 * Returns whether a given monster will try to run from the player.
383 * @param m_idx 逃走するモンスターの参照ID
384 * @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。
386 * Monsters will attempt to avoid very powerful players. See below.\n
388 * Because this function is called so often, little details are important\n
389 * for efficiency. Like not using "mod" or "div" when possible. And\n
390 * attempting to check the conditions in an optimal order. Note that\n
391 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
393 * Note that this function is responsible for about one to five percent\n
394 * of the processor use in normal conditions...\n
396 static bool mon_will_run(MONSTER_IDX m_idx)
398 monster_type *m_ptr = &m_list[m_idx];
402 monster_race *r_ptr = &r_info[m_ptr->r_idx];
405 HIT_POINT p_chp, p_mhp;
406 HIT_POINT m_chp, m_mhp;
411 /* Friends can be commanded to avoid the player */
414 /* Are we trying to avoid the player? */
415 return ((p_ptr->pet_follow_distance < 0) &&
416 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
419 /* Keep monsters from running too far away */
420 if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
422 /* All "afraid" monsters will run away */
423 if (MON_MONFEAR(m_ptr)) return (TRUE);
427 /* Nearby monsters will not become terrified */
428 if (m_ptr->cdis <= 5) return (FALSE);
430 /* Examine player power (level) */
433 /* Examine monster power (level plus morale) */
434 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
436 /* Optimize extreme cases below */
437 if (m_lev > p_lev + 4) return (FALSE);
438 if (m_lev + 4 <= p_lev) return (TRUE);
440 /* Examine player health */
444 /* Examine monster health */
446 m_mhp = m_ptr->maxhp;
448 /* Prepare to optimize the calculation */
449 p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
450 m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
452 /* Strong players scare strong monsters */
453 if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
457 /* Assume no terror */
463 * @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 /
464 * Search spell castable grid
465 * @param m_idx モンスターの参照ID
466 * @param yp 適したマスのY座標を返す参照ポインタ
467 * @param xp 適したマスのX座標を返す参照ポインタ
468 * @return 有効なマスがあった場合TRUEを返す
470 static bool get_moves_aux2(MONSTER_IDX m_idx, int *yp, int *xp)
472 int i, y, x, y1, x1, best = 999;
475 bool can_open_door = FALSE;
478 monster_type *m_ptr = &m_list[m_idx];
479 monster_race *r_ptr = &r_info[m_ptr->r_idx];
481 /* Monster location */
485 /* Monster can already cast spell to player */
486 if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
488 /* Set current grid cost */
489 now_cost = cave[y1][x1].cost;
490 if (now_cost == 0) now_cost = 999;
492 /* Can monster bash or open doors? */
493 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
495 can_open_door = TRUE;
498 /* Check nearby grids, diagonals first */
499 for (i = 7; i >= 0; i--)
503 /* Get the location */
507 /* Ignore locations off of edge */
508 if (!in_bounds2(y, x)) continue;
510 /* Simply move to player */
511 if (player_bold(y, x)) return (FALSE);
517 /* Monster cannot kill or pass walls */
518 if (!(((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) || ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding))))
520 if (cost == 0) continue;
521 if (!can_open_door && is_closed_door(c_ptr->feat)) continue;
524 /* Hack -- for kill or pass wall monster.. */
525 if (cost == 0) cost = 998;
527 if (now_cost < cost) continue;
529 if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
531 /* Accept louder sounds */
532 if (best < cost) continue;
535 (*yp) = y1 + ddy_ddd[i];
536 (*xp) = x1 + ddx_ddd[i];
539 /* No legal move (?) */
540 if (best == 999) return (FALSE);
548 * @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 /
549 * Choose the "best" direction for "flowing"
550 * @param m_idx モンスターの参照ID
551 * @param yp 移動先のマスのY座標を返す参照ポインタ
552 * @param xp 移動先のマスのX座標を返す参照ポインタ
553 * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
554 * @return 有効なマスがあった場合TRUEを返す
556 * Note that ghosts and rock-eaters are never allowed to "flow",\n
557 * since they should move directly towards the player.\n
559 * Prefer "non-diagonal" directions, but twiddle them a little\n
560 * to angle slightly towards the player's actual location.\n
562 * Allow very perceptive monsters to track old "spoor" left by\n
563 * previous locations occupied by the player. This will tend\n
564 * to have monsters end up either near the player or on a grid\n
565 * recently occupied by the player (and left via "teleport").\n
567 * Note that if "smell" is turned on, all monsters get vicious.\n
569 * Also note that teleporting away from a location will cause\n
570 * the monsters who were chasing you to converge on that location\n
571 * as long as you are still near enough to "annoy" them without\n
572 * being close enough to chase directly. I have no idea what will\n
573 * happen if you combine "smell" with low "aaf" values.\n
575 static bool get_moves_aux(MONSTER_IDX m_idx, int *yp, int *xp, bool no_flow)
577 int i, y, x, y1, x1, best;
580 bool use_scent = FALSE;
582 monster_type *m_ptr = &m_list[m_idx];
583 monster_race *r_ptr = &r_info[m_ptr->r_idx];
585 /* Can monster cast attack spell? */
586 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
587 r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
588 r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
590 /* Can move spell castable grid? */
591 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
594 /* Monster can't flow */
595 if (no_flow) return (FALSE);
597 /* Monster can go through rocks */
598 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
599 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
601 /* Monster location */
605 /* Hack -- Player can see us, run towards him */
606 if (player_has_los_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)) return (FALSE);
609 c_ptr = &cave[y1][x1];
611 /* If we can hear noises, advance towards them */
617 /* Otherwise, try to follow a scent trail */
618 else if (c_ptr->when)
621 if (cave[p_ptr->y][p_ptr->x].when - c_ptr->when > 127) return (FALSE);
627 /* Otherwise, advance blindly */
633 /* Check nearby grids, diagonals first */
634 for (i = 7; i >= 0; i--)
636 /* Get the location */
640 /* Ignore locations off of edge */
641 if (!in_bounds2(y, x)) continue;
645 /* We're following a scent trail */
648 int when = c_ptr->when;
650 /* Accept younger scent */
651 if (best > when) continue;
655 /* We're using sound */
660 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
662 else cost = c_ptr->cost;
664 /* Accept louder sounds */
665 if ((cost == 0) || (best < cost)) continue;
669 /* Hack -- Save the "twiddled" location */
670 (*yp) = p_ptr->y + 16 * ddy_ddd[i];
671 (*xp) = p_ptr->x + 16 * ddx_ddd[i];
674 /* No legal move (?) */
675 if (best == 999 || best == 0) return (FALSE);
683 * @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 /
684 * Provide a location to flee to, but give the player a wide berth.
685 * @param m_idx モンスターの参照ID
686 * @param yp 移動先のマスのY座標を返す参照ポインタ
687 * @param xp 移動先のマスのX座標を返す参照ポインタ
688 * @return 有効なマスがあった場合TRUEを返す
690 * A monster may wish to flee to a location that is behind the player,\n
691 * but instead of heading directly for it, the monster should "swerve"\n
692 * around the player so that he has a smaller chance of getting hit.\n
694 static bool get_fear_moves_aux(MONSTER_IDX m_idx, int *yp, int *xp)
696 int y, x, y1, x1, fy, fx, gy = 0, gx = 0;
700 monster_type *m_ptr = &m_list[m_idx];
702 /* Monster location */
706 /* Desired destination */
710 /* Check nearby grids, diagonals first */
711 for (i = 7; i >= 0; i--)
715 /* Get the location */
719 /* Ignore locations off of edge */
720 if (!in_bounds2(y, x)) continue;
722 /* Don't move toward player */
723 /* if (cave[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
725 /* Calculate distance of this grid from our destination */
726 dis = distance(y, x, y1, x1);
728 /* Score this grid */
729 s = 5000 / (dis + 3) - 500 / (cave[y][x].dist + 1);
731 /* No negative scores */
734 /* Ignore lower scores */
735 if (s < score) continue;
737 /* Save the score and time */
740 /* Save the location */
745 /* No legal move (?) */
746 if (score == -1) return (FALSE);
757 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
760 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
761 * offsets of all the locations with a distance of n from a central point,
762 * with an offset of (0,0) indicating no more offsets at this distance.
764 * This is, of course, fairly unreadable, but it eliminates multiple loops
765 * from the previous version.
767 * It is probably better to replace these arrays with code to compute
768 * the relevant arrays, even if the storage is pre-allocated in hard
769 * coded sizes. At the very least, code should be included which is
770 * able to generate and dump these arrays (ala "los()"). XXX XXX XXX
772 * Also, the storage needs could be halved by using bytes. XXX XXX XXX
774 * These arrays could be combined into two big arrays, using sub-arrays
775 * to hold the offsets and lengths of each portion of the sub-arrays, and
776 * this could perhaps also be used somehow in the "look" code. XXX XXX XXX
780 static sint d_off_y_0[] =
783 static sint d_off_x_0[] =
787 static sint d_off_y_1[] =
788 { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
790 static sint d_off_x_1[] =
791 { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
794 static sint d_off_y_2[] =
795 { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
797 static sint d_off_x_2[] =
798 { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
801 static sint d_off_y_3[] =
802 { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2,
805 static sint d_off_x_3[] =
806 { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2,
810 static sint d_off_y_4[] =
811 { -1, -1, -2, -2, -3, -3, -3, -3, -4, -4, -4, 0,
812 0, 1, 1, 2, 2, 3, 3, 3, 3, 4, 4, 4, 0 };
814 static sint d_off_x_4[] =
815 { -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, -4, 4,
816 -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, 0 };
819 static sint d_off_y_5[] =
820 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
821 -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
824 static sint d_off_x_5[] =
825 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
826 -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
830 static sint d_off_y_6[] =
831 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
832 -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
835 static sint d_off_x_6[] =
836 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
837 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
838 -3, 2, 3, -1, 0, 1, 0 };
841 static sint d_off_y_7[] =
842 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
843 -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
844 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
846 static sint d_off_x_7[] =
847 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
848 -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
849 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
853 static sint d_off_y_8[] =
854 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
855 -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
856 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
859 static sint d_off_x_8[] =
860 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
861 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
862 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
866 static sint d_off_y_9[] =
867 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
868 -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
869 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
870 7, 8, 8, 8, 8, 9, 9, 9, 0 };
872 static sint d_off_x_9[] =
873 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
874 -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
875 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
876 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
879 static sint *dist_offsets_y[10] =
881 d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
882 d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
885 static sint *dist_offsets_x[10] =
887 d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
888 d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
892 * @brief モンスターが逃げ込める安全な地点を返す /
893 * Choose a "safe" location near a monster for it to run toward.
894 * @param m_idx モンスターの参照ID
895 * @param yp 移動先のマスのY座標を返す参照ポインタ
896 * @param xp 移動先のマスのX座標を返す参照ポインタ
897 * @return 有効なマスがあった場合TRUEを返す
899 * A location is "safe" if it can be reached quickly and the player\n
900 * is not able to fire into it (it isn't a "clean shot"). So, this will\n
901 * cause monsters to "duck" behind walls. Hopefully, monsters will also\n
902 * try to run towards corridor openings if they are in a room.\n
904 * This function may take lots of CPU time if lots of monsters are\n
907 * Return TRUE if a safe location is available.\n
909 static bool find_safety(MONSTER_IDX m_idx, int *yp, int *xp)
911 monster_type *m_ptr = &m_list[m_idx];
916 int y, x, dy, dx, d, dis, i;
917 int gy = 0, gx = 0, gdis = 0;
924 /* Start with adjacent locations, spread further */
925 for (d = 1; d < 10; d++)
927 /* Get the lists of points with a distance d from (fx, fy) */
928 y_offsets = dist_offsets_y[d];
929 x_offsets = dist_offsets_x[d];
931 /* Check the locations */
932 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
934 i++, dx = x_offsets[i], dy = y_offsets[i])
939 /* Skip illegal locations */
940 if (!in_bounds(y, x)) continue;
944 /* Skip locations in a wall */
945 if (!monster_can_cross_terrain(c_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
947 /* Check for "availability" (if monsters can flow) */
948 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
950 /* Ignore grids very far from the player */
951 if (c_ptr->dist == 0) continue;
953 /* Ignore too-distant grids */
954 if (c_ptr->dist > cave[fy][fx].dist + 2 * d) continue;
957 /* Check for absence of shot (more or less) */
958 if (!projectable(p_ptr->y, p_ptr->x, y, x))
960 /* Calculate distance from player */
961 dis = distance(y, x, p_ptr->y, p_ptr->x);
963 /* Remember if further than previous */
973 /* Check for success */
980 /* Found safe place */
991 * @brief モンスターが隠れ潜める地点を返す /
992 * Choose a good hiding place near a monster for it to run toward.
993 * @param m_idx モンスターの参照ID
994 * @param yp 移動先のマスのY座標を返す参照ポインタ
995 * @param xp 移動先のマスのX座標を返す参照ポインタ
996 * @return 有効なマスがあった場合TRUEを返す
998 * Pack monsters will use this to "ambush" the player and lure him out\n
999 * of corridors into open space so they can swarm him.\n
1001 * Return TRUE if a good location is available.\n
1003 static bool find_hiding(MONSTER_IDX m_idx, int *yp, int *xp)
1005 monster_type *m_ptr = &m_list[m_idx];
1006 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1011 int y, x, dy, dx, d, dis, i;
1012 int gy = 0, gx = 0, gdis = 999;
1014 sint *y_offsets, *x_offsets;
1016 /* Start with adjacent locations, spread further */
1017 for (d = 1; d < 10; d++)
1019 /* Get the lists of points with a distance d from (fx, fy) */
1020 y_offsets = dist_offsets_y[d];
1021 x_offsets = dist_offsets_x[d];
1023 /* Check the locations */
1024 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
1026 i++, dx = x_offsets[i], dy = y_offsets[i])
1031 /* Skip illegal locations */
1032 if (!in_bounds(y, x)) continue;
1034 /* Skip occupied locations */
1035 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
1037 /* Check for hidden, available grid */
1038 if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
1040 /* Calculate distance from player */
1041 dis = distance(y, x, p_ptr->y, p_ptr->x);
1043 /* Remember if closer than previous */
1044 if (dis < gdis && dis >= 2)
1053 /* Check for success */
1060 /* Found good place */
1071 * @brief モンスターの移動方向を返す /
1072 * Choose "logical" directions for monster movement
1073 * @param m_idx モンスターの参照ID
1074 * @param mm 移動方向を返す方向IDの参照ポインタ
1075 * @return 有効方向があった場合TRUEを返す
1077 static bool get_moves(MONSTER_IDX m_idx, int *mm)
1079 monster_type *m_ptr = &m_list[m_idx];
1080 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1081 int y = 0, ay, x = 0, ax;
1086 bool will_run = mon_will_run(m_idx);
1088 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (cave[m_ptr->fy][m_ptr->fx].cost > 2));
1089 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
1091 /* Counter attack to an enemy monster */
1092 if (!will_run && m_ptr->target_y)
1094 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
1096 /* The monster must be an enemy, and in LOS */
1098 are_enemies(m_ptr, &m_list[t_m_idx]) &&
1099 los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
1100 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1102 /* Extract the "pseudo-direction" */
1103 y = m_ptr->fy - m_ptr->target_y;
1104 x = m_ptr->fx - m_ptr->target_x;
1109 if (!done && !will_run && is_hostile(m_ptr) &&
1110 (r_ptr->flags1 & RF1_FRIENDS) &&
1111 ((los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) ||
1112 (cave[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1115 * Animal packs try to get the player out of corridors
1116 * (...unless they can move through walls -- TY)
1118 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1119 !(r_ptr->flags2 & RF2_KILL_WALL))
1123 /* Count room grids next to player */
1124 for (i = 0; i < 8; i++)
1126 int xx = p_ptr->x + ddx_ddd[i];
1127 int yy = p_ptr->y + ddy_ddd[i];
1129 if (!in_bounds2(yy, xx)) continue;
1131 c_ptr = &cave[yy][xx];
1134 if (monster_can_cross_terrain(c_ptr->feat, r_ptr, 0))
1136 /* One more room grid */
1140 if (cave[p_ptr->y][p_ptr->x].info & CAVE_ROOM) room -= 2;
1141 if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
1143 /* Not in a room and strong player */
1144 if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1145 (p_ptr->mhp + p_ptr->msp))
1147 /* Find hiding place */
1148 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1152 /* Monster groups try to surround the player */
1153 if (!done && (cave[m_ptr->fy][m_ptr->fx].dist < 3))
1157 /* Find an empty square near the player to fill */
1158 for (i = 0; i < 8; i++)
1160 /* Pick squares near player (semi-randomly) */
1161 y2 = p_ptr->y + ddy_ddd[(m_idx + i) & 7];
1162 x2 = p_ptr->x + ddx_ddd[(m_idx + i) & 7];
1164 /* Already there? */
1165 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1167 /* Attack the player */
1174 if (!in_bounds2(y2, x2)) continue;
1176 /* Ignore filled grids */
1177 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
1179 /* Try to fill this hole */
1183 /* Extract the new "pseudo-direction" */
1194 /* Flow towards the player */
1195 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1197 /* Extract the "pseudo-direction" */
1204 /* Apply fear if possible and necessary */
1205 if (is_pet(m_ptr) && will_run)
1207 /* XXX XXX Not very "smart" */
1212 if (!done && will_run)
1217 /* Try to find safe place */
1218 if (find_safety(m_idx, &y, &x))
1220 /* Attempt to avoid the player */
1223 /* Adjust movement */
1224 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1230 /* This is not a very "smart" method XXX XXX */
1238 /* Check for no move */
1239 if (!x && !y) return (FALSE);
1242 /* Extract the "absolute distances" */
1246 /* Do something weird */
1247 if (y < 0) move_val += 8;
1248 if (x > 0) move_val += 4;
1250 /* Prevent the diamond maneuvre */
1251 if (ay > (ax << 1)) move_val += 2;
1252 else if (ax > (ay << 1)) move_val++;
1254 /* Extract some directions */
1399 /* Wants to move... */
1405 * @brief モンスターから敵モンスターへの命中判定
1406 * @param power 打撃属性による基本命中値
1407 * @param level 攻撃側モンスターのレベル
1408 * @param ac 目標モンスターのAC
1409 * @param stun 攻撃側モンスターが朦朧状態ならTRUEを返す
1410 * @return 命中ならばTRUEを返す
1412 static int check_hit2(int power, int level, int ac, int stun)
1416 /* Percentile dice */
1419 if (stun && one_in_(2)) return FALSE;
1421 /* Hack -- Always miss or hit */
1422 if (k < 10) return (k < 5);
1424 /* Calculate the "attack quality" */
1425 i = (power + (level * 3));
1427 /* Power and Level compete against Armor */
1428 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1435 #define BLOW_EFFECT_TYPE_NONE 0
1436 #define BLOW_EFFECT_TYPE_FEAR 1
1437 #define BLOW_EFFECT_TYPE_SLEEP 2
1438 #define BLOW_EFFECT_TYPE_HEAL 3
1442 * @brief モンスターから敵モンスターへの打撃攻撃処理
1443 * @param m_idx 攻撃側モンスターの参照ID
1444 * @param t_idx 目標側モンスターの参照ID
1445 * @return 実際に打撃処理が行われた場合TRUEを返す
1447 static bool monst_attack_monst(MONSTER_IDX m_idx, IDX t_idx)
1449 monster_type *m_ptr = &m_list[m_idx];
1450 monster_type *t_ptr = &m_list[t_idx];
1452 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1453 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1457 char m_name[80], t_name[80];
1458 char temp[MAX_NLEN];
1460 bool explode = FALSE, touched = FALSE, fear = FALSE;
1461 int y_saver = t_ptr->fy;
1462 int x_saver = t_ptr->fx;
1465 bool see_m = is_seen(m_ptr);
1466 bool see_t = is_seen(t_ptr);
1467 bool see_either = see_m || see_t;
1469 /* Can the player be aware of this attack? */
1470 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1471 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1473 /* Cannot attack self */
1474 if (m_idx == t_idx) return FALSE;
1476 /* Not allowed to attack */
1477 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1479 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1484 /* Extract the effective monster level */
1485 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1487 /* Get the monster name (or "it") */
1488 monster_desc(m_name, m_ptr, 0);
1490 /* Get the monster name (or "it") */
1491 monster_desc(t_name, t_ptr, 0);
1493 /* Assume no blink */
1496 if (!see_either && known)
1501 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 1);
1503 /* Scan through all four blows */
1504 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1506 bool obvious = FALSE;
1508 HIT_POINT power = 0;
1509 HIT_POINT damage = 0;
1513 /* Extract the attack infomation */
1514 int effect = r_ptr->blow[ap_cnt].effect;
1515 int method = r_ptr->blow[ap_cnt].method;
1516 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1517 int d_side = r_ptr->blow[ap_cnt].d_side;
1519 if (!m_ptr->r_idx) break;
1521 /* Stop attacking if the target dies! */
1522 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1525 /* Hack -- no more attacks */
1528 if (method == RBM_SHOOT) continue;
1530 /* Extract the attack "power" */
1531 power = mbe_info[effect].power;
1534 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1537 (void)set_monster_csleep(t_idx, 0);
1541 /* Redraw the health bar */
1542 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
1543 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
1546 /* Describe the attack method */
1551 act = _("%sを殴った。", "hits %s.");
1558 act = _("%sを触った。", "touches %s.");
1565 act = _("%sをパンチした。", "punches %s.");
1572 act = _("%sを蹴った。", "kicks %s.");
1579 act = _("%sをひっかいた。", "claws %s.");
1586 act = _("%sを噛んだ。", "bites %s.");
1593 act = _("%sを刺した。", "stings %s.");
1600 act = _("%sを斬った。", "slashes %s.");
1606 act = _("%sを角で突いた。", "butts %s.");
1613 act = _("%sに体当りした。", "crushes %s.");
1620 act = _("%sを飲み込んだ。", "engulfs %s.");
1627 act = _("%sに請求書をよこした。", "charges %s.");
1634 act = _("%sの体の上を這い回った。", "crawls on %s.");
1641 act = _("%sによだれをたらした。", "drools on %s.");
1648 act = _("%sに唾を吐いた。", "spits on %s.");
1655 if (see_either) disturb(1, 1);
1656 act = _("爆発した。", "explodes.");
1664 act = _("%sをにらんだ。", "gazes at %s.");
1671 act = _("%sに泣きついた。", "wails at %s.");
1678 act = _("%sに胞子を飛ばした。", "releases spores at %s.");
1685 act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
1692 act = _("%sに金をせがんだ。", "begs %s for money.");
1699 act = _("%sを侮辱した。", "insults %s.");
1706 act = _("%sにむかってうめいた。", "moans at %s.");
1713 act = _("%sにむかって歌った。", "sings to %s.");
1720 if (act && see_either)
1723 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1724 strfmt(temp, act, t_name);
1725 msg_format("%^sは%s", m_name, temp);
1727 if (do_silly_attack)
1729 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1730 strfmt(temp, "%s %s.", act, t_name);
1732 else strfmt(temp, act, t_name);
1733 msg_format("%^s %s", m_name, temp);
1737 /* Hack -- assume all attacks are obvious */
1740 /* Roll out the damage */
1741 damage = damroll(d_dice, d_side);
1743 /* Assume no effect */
1744 effect_type = BLOW_EFFECT_TYPE_NONE;
1748 /* Apply appropriate damage */
1757 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1759 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1760 damage = MAX(damage, tmp_damage * 2);
1767 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1782 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1818 effect_type = BLOW_EFFECT_TYPE_FEAR;
1822 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1826 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1827 if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1842 pt = GF_HYPODYNAMIA;
1843 effect_type = BLOW_EFFECT_TYPE_HEAL;
1861 /* Do damage if not exploding */
1864 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1865 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1868 switch (effect_type)
1870 case BLOW_EFFECT_TYPE_FEAR:
1871 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1872 damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1875 case BLOW_EFFECT_TYPE_SLEEP:
1876 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1877 r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1880 case BLOW_EFFECT_TYPE_HEAL:
1881 if ((monster_living(tr_ptr)) && (damage > 2))
1883 bool did_heal = FALSE;
1885 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1888 m_ptr->hp += damroll(4, damage / 6);
1889 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1891 /* Redraw (later) if needed */
1892 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1893 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1895 /* Special message */
1896 if (see_m && did_heal)
1898 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1907 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
1909 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1913 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
1915 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
1916 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1917 damroll (1 + ((tr_ptr->level) / 26),
1918 1 + ((tr_ptr->level) / 17)),
1919 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1923 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1928 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
1930 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1934 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
1936 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
1937 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1938 damroll (1 + ((tr_ptr->level) / 26),
1939 1 + ((tr_ptr->level) / 17)),
1940 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1944 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1949 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
1951 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1955 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
1957 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
1958 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1959 damroll (1 + ((tr_ptr->level) / 26),
1960 1 + ((tr_ptr->level) / 17)),
1961 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1965 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1972 /* Monster missed player */
1975 /* Analyze failed attacks */
1992 (void)set_monster_csleep(t_idx, 0);
1994 /* Visible monsters */
1999 msg_format("%sは%^sの攻撃をかわした。", t_name,m_name);
2001 msg_format("%^s misses %s.", m_name, t_name);
2011 /* Analyze "visible" monsters only */
2012 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
2014 /* Count "obvious" attacks (and ones that cause damage) */
2015 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
2017 /* Count attacks of this type */
2018 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
2020 r_ptr->r_blows[ap_cnt]++;
2028 sound(SOUND_EXPLODE);
2030 /* Cancel Invulnerability */
2031 (void)set_monster_invulner(m_idx, 0, FALSE);
2032 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
2037 if (blinked && m_ptr->r_idx)
2039 if (teleport_barrier(m_idx))
2043 msg_print(_("泥棒は笑って逃げ...ようとしたがバリアに防がれた。", "The thief flees laughing...? But magic barrier obstructs it."));
2054 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
2061 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
2069 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
2071 return !have_flag(f_ptr->flags, FF_GLASS) ||
2072 (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
2073 (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
2078 * @brief モンスター単体の1ターン行動処理メインルーチン /
2080 * @param m_idx 行動モンスターの参照ID
2083 * The monster is known to be within 100 grids of the player\n
2085 * In several cases, we directly update the monster lore\n
2087 * Note that a monster is only allowed to "reproduce" if there\n
2088 * are a limited number of "reproducing" monsters on the current\n
2089 * level. This should prevent the level from being "swamped" by\n
2090 * reproducing monsters. It also allows a large mass of mice to\n
2091 * prevent a louse from multiplying, but this is a small price to\n
2092 * pay for a simple multiplication method.\n
2094 * XXX Monster fear is slightly odd, in particular, monsters will\n
2095 * fixate on opening a door even if they cannot open it. Actually,\n
2096 * the same thing happens to normal monsters when they hit a door\n
2098 * XXX XXX XXX In addition, monsters which *cannot* open or bash\n
2099 * down a door will still stand there trying to open it...\n
2101 * XXX Technically, need to check for monster in the way\n
2102 * combined with that monster being in a wall (or door?)\n
2104 * A "direction" of "5" means "pick a random direction".\n
2106 static void process_monster(MONSTER_IDX m_idx)
2108 monster_type *m_ptr = &m_list[m_idx];
2109 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2110 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2113 POSITION oy, ox, ny, nx;
2118 feature_type *f_ptr;
2120 monster_type *y_ptr;
2125 bool must_alter_to_move;
2134 bool gets_angry = FALSE;
2140 bool is_riding_mon = (m_idx == p_ptr->riding);
2142 bool see_m = is_seen(m_ptr);
2144 if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
2146 if (rakuba(0, TRUE))
2149 msg_print("地面に落とされた。");
2152 monster_desc(m_name, &m_list[p_ptr->riding], 0);
2153 msg_format("You have fallen from %s.", m_name);
2158 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
2160 choose_new_monster(m_idx, FALSE, 0);
2161 r_ptr = &r_info[m_ptr->r_idx];
2164 /* Players hidden in shadow are almost imperceptable. -LM- */
2165 if (p_ptr->special_defense & NINJA_S_STEALTH)
2167 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2168 if (p_ptr->monlite) tmp /= 3;
2169 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2170 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2171 /* Low-level monsters will find it difficult to locate the player. */
2172 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
2175 /* Are there its parent? */
2176 if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
2178 /* Its parent have gone, it also goes away. */
2184 /* Acquire the monster name */
2185 monster_desc(m_name, m_ptr, 0);
2186 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2189 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2193 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2194 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
2197 /* Delete the monster */
2198 delete_monster_idx(m_idx);
2203 /* Quantum monsters are odd */
2204 if (r_ptr->flags2 & (RF2_QUANTUM))
2206 /* Sometimes skip move */
2207 if (!randint0(2)) return;
2210 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2214 if (is_pet(m_ptr) && !(m_ptr->ml))
2221 /* Acquire the monster name */
2222 monster_desc(m_name, m_ptr, 0);
2225 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2228 /* Generate treasure, etc */
2229 monster_death(m_idx, FALSE);
2231 /* Delete the monster */
2232 delete_monster_idx(m_idx);
2236 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2243 if (m_ptr->r_idx == MON_SHURYUUDAN)
2244 mon_take_hit_mon(m_idx, 1, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
2246 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2248 static int riding_pinch = 0;
2250 if (m_ptr->hp < m_ptr->maxhp/3)
2253 monster_desc(m_name, m_ptr, 0);
2255 if (is_riding_mon && riding_pinch < 2)
2257 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。",
2258 "%^s seems to be in so much pain, and trying to escape from your restriction."), m_name);
2266 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);
2267 if (rakuba(-1, FALSE))
2269 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2275 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) &&
2276 player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))
2278 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);
2280 msg_format(_("%^sがテレポート・レベルの巻物を読んだ。", "%^s read a scroll of teleport level."), m_name);
2281 msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
2284 if (is_riding_mon && rakuba(-1, FALSE))
2286 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2289 /* Check for quest completion */
2290 check_quest_completion(m_ptr);
2292 delete_monster_idx(m_idx);
2299 /* Reset the counter */
2300 if (is_riding_mon) riding_pinch = 0;
2304 /* Handle "sleep" */
2305 if (MON_CSLEEP(m_ptr))
2307 /* Handle non-aggravation - Still sleeping */
2308 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2310 /* Handle aggravation */
2312 /* Reset sleep counter */
2313 (void)set_monster_csleep(m_idx, 0);
2315 /* Notice the "waking up" */
2320 /* Acquire the monster name */
2321 monster_desc(m_name, m_ptr, 0);
2323 /* Dump a message */
2324 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2327 /* Hack -- Count the wakings */
2328 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2335 if (MON_STUNNED(m_ptr))
2337 /* Sometimes skip move */
2338 if (one_in_(2)) return;
2343 p_ptr->update |= (PU_BONUS);
2346 /* No one wants to be your friend if you're aggravating */
2347 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2350 /* Paranoia... no pet uniques outside wizard mode -- TY */
2351 if (is_pet(m_ptr) &&
2352 ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2353 monster_has_hostile_align(NULL, 10, -10, r_ptr))
2354 || (r_ptr->flagsr & RFR_RES_ALL)))
2359 if (p_ptr->inside_battle) gets_angry = FALSE;
2363 if (is_pet(m_ptr) || see_m)
2366 monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
2367 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
2373 /* Get the origin */
2378 /* Attempt to "multiply" if able and allowed */
2379 if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2383 /* Count the adjacent monsters */
2384 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2386 for (x = ox - 1; x <= ox + 1; x++)
2388 /* Ignore locations off of edge */
2389 if (!in_bounds2(y, x)) continue;
2391 if (cave[y][x].m_idx) k++;
2396 if (multiply_barrier(m_idx)) k = 8;
2398 /* Hack -- multiply slower in crowded areas */
2399 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2401 /* Try to multiply */
2402 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2404 /* Take note if visible */
2405 if (m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2407 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2410 /* Multiplying takes energy */
2417 if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
2419 /* Hack -- Ohmu scatters molds! */
2420 if (m_ptr->r_idx == MON_OHMU)
2422 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2424 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2427 int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2428 u32b p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2430 for (k = 0; k < 6; k++)
2432 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
2434 if (m_list[hack_m_idx_ii].ml) count++;
2438 if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2445 if (!p_ptr->inside_battle)
2447 /* Hack! "Cyber" monster makes noise... */
2448 if (m_ptr->ap_r_idx == MON_CYBER &&
2449 one_in_(CYBERNOISE) &&
2450 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2452 if (disturb_minor) disturb(FALSE, FALSE);
2453 msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
2456 /* Some monsters can speak */
2457 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2458 one_in_(SPEAK_CHANCE) &&
2459 player_has_los_bold(oy, ox) &&
2460 projectable(oy, ox, p_ptr->y, p_ptr->x))
2463 char monmessage[1024];
2466 /* Acquire the monster name/poss */
2468 monster_desc(m_name, m_ptr, 0);
2470 strcpy(m_name, _("それ", "It"));
2472 /* Select the file for monster quotes */
2473 if (MON_MONFEAR(m_ptr))
2474 filename = _("monfear_j.txt", "monfear.txt");
2475 else if (is_pet(m_ptr))
2476 filename = _("monpet_j.txt", "monpet.txt");
2477 else if (is_friendly(m_ptr))
2478 filename = _("monfrien_j.txt", "monfrien.txt");
2480 filename = _("monspeak_j.txt", "monspeak.txt");
2481 /* Get the monster line */
2482 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2485 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2490 /* Try to cast spell occasionally */
2491 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2493 bool counterattack = FALSE;
2495 /* Give priority to counter attack? */
2496 if (m_ptr->target_y)
2498 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
2500 /* The monster must be an enemy, and projectable */
2502 are_enemies(m_ptr, &m_list[t_m_idx]) &&
2503 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2505 counterattack = TRUE;
2511 /* Attempt to cast a spell */
2512 if (aware && make_attack_spell(m_idx)) return;
2515 * Attempt to cast a spell at an enemy other than the player
2516 * (may slow the game a smidgeon, but I haven't noticed.)
2518 if (monst_spell_monst(m_idx)) return;
2522 /* Attempt to do counter attack at first */
2523 if (monst_spell_monst(m_idx)) return;
2525 if (aware && make_attack_spell(m_idx)) return;
2529 /* Hack -- Assume no movement */
2530 mm[0] = mm[1] = mm[2] = mm[3] = 0;
2531 mm[4] = mm[5] = mm[6] = mm[7] = 0;
2534 /* Confused -- 100% random */
2535 if (MON_CONFUSED(m_ptr) || !aware)
2537 /* Try four "random" directions */
2538 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2541 /* 75% random movement */
2542 else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2543 (randint0(100) < 75))
2545 /* Memorize flags */
2546 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2548 /* Try four "random" directions */
2549 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2552 /* 50% random movement */
2553 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2554 (randint0(100) < 50))
2556 /* Memorize flags */
2557 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2559 /* Try four "random" directions */
2560 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2563 /* 25% random movement */
2564 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2565 (randint0(100) < 25))
2567 /* Memorize flags */
2568 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2570 /* Try four "random" directions */
2571 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2574 /* Can't reach player - find something else to hit */
2575 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2577 /* Try four "random" directions */
2578 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2580 /* Look for an enemy */
2581 #if 0 /* Hack - Too slow. Mimic pits are horrible with this on. */
2582 get_enemy_dir(m_idx, mm);
2586 /* Pets will follow the player */
2587 else if (is_pet(m_ptr))
2589 /* Are we trying to avoid the player? */
2590 bool avoid = ((p_ptr->pet_follow_distance < 0) &&
2591 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2593 /* Do we want to find the player? */
2594 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2596 /* Should we find the player if we can't find a monster? */
2597 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2599 /* by default, move randomly */
2600 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2602 /* Look for an enemy */
2603 if (!get_enemy_dir(m_idx, mm))
2605 /* Find the player if necessary */
2606 if (avoid || lonely || distant)
2608 /* Remember the leash length */
2609 int dis = p_ptr->pet_follow_distance;
2611 /* Hack -- adjust follow distance temporarily */
2612 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2614 p_ptr->pet_follow_distance = PET_SEEK_DIST;
2617 /* Find the player */
2618 (void)get_moves(m_idx, mm);
2620 /* Restore the leash */
2621 p_ptr->pet_follow_distance = (s16b)dis;
2626 /* Friendly monster movement */
2627 else if (!is_hostile(m_ptr))
2629 /* by default, move randomly */
2630 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2632 /* Look for an enemy */
2633 get_enemy_dir(m_idx, mm);
2635 /* Normal movement */
2638 /* Logical moves, may do nothing */
2639 if (!get_moves(m_idx, mm)) return;
2642 /* Assume nothing */
2646 must_alter_to_move = FALSE;
2648 /* Assume nothing */
2649 did_open_door = FALSE;
2650 did_bash_door = FALSE;
2651 did_take_item = FALSE;
2652 did_kill_item = FALSE;
2653 did_move_body = FALSE;
2654 did_pass_wall = FALSE;
2655 did_kill_wall = FALSE;
2658 /* Take a zero-terminated array of "directions" */
2659 for (i = 0; mm[i]; i++)
2661 /* Get the direction */
2664 /* Hack -- allow "randomized" motion */
2665 if (d == 5) d = ddd[randint0(8)];
2667 /* Get the destination */
2671 /* Ignore locations off of edge */
2672 if (!in_bounds2(ny, nx)) continue;
2674 /* Access that cave grid */
2675 c_ptr = &cave[ny][nx];
2676 f_ptr = &f_info[c_ptr->feat];
2677 can_cross = monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2679 /* Access that cave grid's contents */
2680 y_ptr = &m_list[c_ptr->m_idx];
2682 /* Hack -- player 'in' wall */
2683 if (player_bold(ny, nx))
2688 /* Possibly a monster to attack */
2689 else if (c_ptr->m_idx)
2694 /* Monster destroys walls (and doors) */
2695 else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
2696 (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
2697 have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
2698 check_hp_for_feat_destruction(f_ptr, m_ptr))
2700 /* Eat through walls/doors/rubble */
2702 if (!can_cross) must_alter_to_move = TRUE;
2704 /* Monster destroyed a wall (later) */
2705 did_kill_wall = TRUE;
2708 /* Floor is open? */
2711 /* Go ahead and move */
2714 /* Monster moves through walls (and doors) */
2715 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2716 have_flag(f_ptr->flags, FF_CAN_PASS))
2718 /* Monster went through a wall */
2719 did_pass_wall = TRUE;
2723 /* Handle doors and secret doors */
2724 else if (is_closed_door(c_ptr->feat))
2726 bool may_bash = TRUE;
2728 /* Assume no move allowed */
2731 /* Creature can open doors. */
2732 if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2733 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2738 /* The door is open */
2739 did_open_door = TRUE;
2741 /* Do not bash the door */
2748 /* Locked doors (not jammed) */
2751 /* Try to unlock it XXX XXX XXX */
2752 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2754 /* Unlock the door */
2755 cave_alter_feat(ny, nx, FF_DISARM);
2757 /* Do not bash the door */
2766 /* Stuck doors -- attempt to bash them down if allowed */
2767 if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2768 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2770 /* Attempt to Bash XXX XXX XXX */
2771 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
2774 if (have_flag(f_ptr->flags, FF_GLASS))
2775 msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
2777 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2779 /* Disturb (sometimes) */
2780 if (disturb_minor) disturb(0, 0);
2782 /* The door was bashed open */
2783 did_bash_door = TRUE;
2785 /* Hack -- fall into doorway */
2787 must_alter_to_move = TRUE;
2792 /* Deal with doors in the way */
2793 if (did_open_door || did_bash_door)
2795 /* Break down the door */
2796 if (did_bash_door && ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
2798 cave_alter_feat(ny, nx, FF_BASH);
2800 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2802 /* Update some things */
2803 p_ptr->update |= (PU_FLOW);
2804 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2805 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2814 cave_alter_feat(ny, nx, FF_OPEN);
2817 f_ptr = &f_info[c_ptr->feat];
2819 /* Handle viewable doors */
2824 /* Hack -- check for Glyph of Warding */
2825 if (do_move && is_glyph_grid(c_ptr) &&
2826 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2828 /* Assume no move allowed */
2831 /* Break the ward */
2832 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2834 /* Describe observable breakage */
2835 if (c_ptr->info & CAVE_MARK)
2837 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2840 /* Forget the rune */
2841 c_ptr->info &= ~(CAVE_MARK);
2843 /* Break the rune */
2844 c_ptr->info &= ~(CAVE_OBJECT);
2847 /* Allow movement */
2854 else if (do_move && is_explosive_rune_grid(c_ptr) &&
2855 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2857 /* Assume no move allowed */
2860 /* Break the ward */
2863 /* Break the ward */
2864 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2866 /* Describe observable breakage */
2867 if (c_ptr->info & CAVE_MARK)
2869 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2870 project(0, 2, ny, nx, 2 * (p_ptr->lev + damroll(7, 7)), GF_MANA, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
2875 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2878 /* Forget the rune */
2879 c_ptr->info &= ~(CAVE_MARK);
2881 /* Break the rune */
2882 c_ptr->info &= ~(CAVE_OBJECT);
2888 if (!m_ptr->r_idx) return;
2889 /* Allow movement */
2894 /* The player is in the way */
2895 if (do_move && player_bold(ny, nx))
2897 /* Some monsters never attack */
2898 if (r_ptr->flags1 & RF1_NEVER_BLOW)
2900 /* Hack -- memorize lack of attacks */
2901 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
2907 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2908 if (do_move && (d_info[dungeon_type].flags1 & DF1_NO_MELEE))
2910 if (!MON_CONFUSED(m_ptr))
2912 if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2915 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2920 /* The player is in the way. Attack him. */
2923 if (!p_ptr->riding || one_in_(2))
2926 (void)make_attack_normal(m_idx);
2937 /* A monster is in the way */
2938 if (do_move && c_ptr->m_idx)
2940 monster_race *z_ptr = &r_info[y_ptr->r_idx];
2942 /* Assume no movement */
2945 /* Attack 'enemies' */
2946 if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
2947 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
2948 can_cross && (c_ptr->m_idx != p_ptr->riding)) ||
2949 are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
2951 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2953 if (r_ptr->flags2 & RF2_KILL_BODY)
2955 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2959 if (y_ptr->r_idx && (y_ptr->hp >= 0))
2961 if (monst_attack_monst(m_idx, c_ptr->m_idx)) return;
2963 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2964 else if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2966 if (MON_CONFUSED(m_ptr)) return;
2967 else if (r_ptr->flags2 & RF2_STUPID)
2969 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2977 /* Push past weaker monsters (unless leaving a wall) */
2978 else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
2979 (r_ptr->mexp > z_ptr->mexp) &&
2980 can_cross && (c_ptr->m_idx != p_ptr->riding) &&
2981 monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
2983 /* Allow movement */
2986 /* Monster pushed past another monster */
2987 did_move_body = TRUE;
2989 /* Wake up the moved monster */
2990 (void)set_monster_csleep(c_ptr->m_idx, 0);
2992 /* XXX XXX XXX Message */
2998 if (!p_ptr->riding_ryoute && !MON_MONFEAR(&m_list[p_ptr->riding])) do_move = FALSE;
3001 if (did_kill_wall && do_move)
3003 if (one_in_(GRINDNOISE))
3005 if (have_flag(f_ptr->flags, FF_GLASS))
3006 msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
3008 msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
3011 cave_alter_feat(ny, nx, FF_HURT_DISI);
3013 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
3015 /* Update some things */
3016 p_ptr->update |= (PU_FLOW);
3017 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3018 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3023 f_ptr = &f_info[c_ptr->feat];
3025 /* Note changes to viewable region */
3032 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
3034 if (!monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
3036 /* Assume no move allowed */
3042 * Check if monster can cross terrain
3043 * This is checked after the normal attacks
3044 * to allow monsters to attack an enemy,
3045 * even if it can't enter the terrain.
3047 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
3049 /* Assume no move allowed */
3053 /* Some monsters never move */
3054 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
3056 /* Hack -- memorize lack of moves */
3057 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3063 /* Creature has been allowed move */
3069 if (have_flag(f_ptr->flags, FF_TREE))
3071 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3073 m_ptr->energy_need += ENERGY_NEED();
3079 /* Hack -- Update the old location */
3080 cave[oy][ox].m_idx = c_ptr->m_idx;
3082 /* Mega-Hack -- move the old monster, if any */
3085 /* Move the old monster */
3089 /* Update the old monster */
3090 update_mon(c_ptr->m_idx, TRUE);
3093 /* Hack -- Update the new location */
3094 c_ptr->m_idx = (s16b)m_idx;
3096 /* Move the monster */
3100 /* Update the monster */
3101 update_mon(m_idx, TRUE);
3103 /* Redraw the old grid */
3106 /* Redraw the new grid */
3112 /* sound(SOUND_WALK); */
3114 /* Move the player */
3115 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
3118 /* Possible disturb */
3121 (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
3122 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3125 if (is_hostile(m_ptr))
3129 /* Take or Kill objects on the floor */
3130 if (c_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3131 (!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
3133 s16b this_o_idx, next_o_idx;
3134 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
3136 /* Scan all objects in the grid */
3137 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3139 u32b flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
3140 char m_name[80], o_name[MAX_NLEN];
3142 /* Acquire object */
3143 object_type *o_ptr = &o_list[this_o_idx];
3145 /* Acquire next object */
3146 next_o_idx = o_ptr->next_o_idx;
3151 if (o_ptr->tval == TV_GOLD) continue;
3154 * Skip "real" corpses and statues, to avoid extreme
3155 * silliness like a novice rogue pockets full of statues
3158 if ((o_ptr->tval == TV_CORPSE) ||
3159 (o_ptr->tval == TV_STATUE)) continue;
3162 /* Extract some flags */
3163 object_flags(o_ptr, flgs);
3165 /* Acquire the object name */
3166 object_desc(o_name, o_ptr, 0);
3168 /* Acquire the monster name */
3169 monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
3171 /* React to objects that hurt the monster */
3172 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3173 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3174 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
3175 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
3176 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
3177 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
3178 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
3179 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
3180 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
3181 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
3182 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3183 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3184 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3185 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3186 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
3187 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
3188 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
3189 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
3190 if (have_flag(flgs, TR_BRAND_ACID)) flgr |= (RFR_IM_ACID);
3191 if (have_flag(flgs, TR_BRAND_ELEC)) flgr |= (RFR_IM_ELEC);
3192 if (have_flag(flgs, TR_BRAND_FIRE)) flgr |= (RFR_IM_FIRE);
3193 if (have_flag(flgs, TR_BRAND_COLD)) flgr |= (RFR_IM_COLD);
3194 if (have_flag(flgs, TR_BRAND_POIS)) flgr |= (RFR_IM_POIS);
3196 /* The object cannot be picked up by the monster */
3197 if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
3198 ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
3200 /* Only give a message for "take_item" */
3201 if (do_take && (r_ptr->flags2 & RF2_STUPID))
3204 did_take_item = TRUE;
3206 /* Describe observable situations */
3207 if (m_ptr->ml && player_can_see_bold(ny, nx))
3209 /* Dump a message */
3210 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);
3215 /* Pick up the item */
3219 did_take_item = TRUE;
3221 /* Describe observable situations */
3222 if (player_can_see_bold(ny, nx))
3224 /* Dump a message */
3225 msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
3228 /* Excise the object */
3229 excise_object_idx(this_o_idx);
3232 o_ptr->marked &= OM_TOUCHED;
3234 /* Forget location */
3235 o_ptr->iy = o_ptr->ix = 0;
3237 /* Memorize monster */
3238 o_ptr->held_m_idx = (s16b)m_idx;
3241 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3244 m_ptr->hold_o_idx = this_o_idx;
3247 /* Destroy the item if not a pet */
3248 else if (!is_pet(m_ptr))
3251 did_kill_item = TRUE;
3253 /* Describe observable situations */
3254 if (player_has_los_bold(ny, nx))
3256 /* Dump a message */
3257 msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
3260 /* Delete the object */
3261 delete_object_idx(this_o_idx);
3267 /* Stop when done */
3272 * Forward movements failed, but now received LOS attack!
3273 * Try to flow by smell.
3275 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3276 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3278 /* If we haven't done anything, try casting a spell again */
3279 if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
3281 /* Try to cast spell again */
3282 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3284 if (make_attack_spell(m_idx)) return;
3289 /* Notice changes in view */
3292 /* Update some things */
3293 p_ptr->update |= (PU_FLOW);
3296 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3299 /* Notice changes in view */
3300 if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3301 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3303 /* Update some things */
3304 p_ptr->update |= (PU_MON_LITE);
3307 /* Learn things from observable monster */
3308 if (is_original_ap_and_seen(m_ptr))
3310 /* Monster opened a door */
3311 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3313 /* Monster bashed a door */
3314 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3316 /* Monster tried to pick something up */
3317 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3319 /* Monster tried to crush something */
3320 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3322 /* Monster pushed past another monster */
3323 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3325 /* Monster passed through a wall */
3326 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3328 /* Monster destroyed a wall */
3329 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3333 /* Hack -- get "bold" if out of options */
3334 if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3336 /* No longer afraid */
3337 (void)set_monster_monfear(m_idx, 0);
3339 /* Message if seen */
3344 /* Acquire the monster name */
3345 monster_desc(m_name, m_ptr, 0);
3347 /* Dump a message */
3348 msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
3351 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3353 /* XXX XXX XXX Actually do something now (?) */
3358 * @brief 全モンスターのターン管理メインルーチン /
3359 * Process all the "live" monsters, once per game turn.
3362 * During each game turn, we scan through the list of all the "live" monsters,\n
3363 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
3364 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
3366 * Note that monsters can never move in the monster array (except when the\n
3367 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
3369 * This function is responsible for at least half of the processor time\n
3370 * on a normal system with a "normal" amount of monsters and a player doing\n
3373 * When the player is resting, virtually 90% of the processor time is spent\n
3374 * in this function, and its children, "process_monster()" and "make_move()".\n
3376 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
3377 * especially when the player is running.\n
3379 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
3380 * monsters while they are still being "born". A monster is "fresh" only\n
3381 * during the turn in which it is created, and we use the "hack_m_idx" to\n
3382 * determine if the monster is yet to be processed during the current turn.\n
3384 * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
3385 * move before any "nasty" monsters get to use their spell attacks.\n
3387 * Note that when the "knowledge" about the currently tracked monster\n
3388 * changes (flags, attacks, spells), we induce a redraw of the monster\n
3391 void process_monsters(void)
3398 monster_type *m_ptr;
3399 monster_race *r_ptr;
3401 int old_monster_race_idx;
3403 u32b old_r_flags1 = 0L;
3404 u32b old_r_flags2 = 0L;
3405 u32b old_r_flags3 = 0L;
3406 u32b old_r_flags4 = 0L;
3407 u32b old_r_flags5 = 0L;
3408 u32b old_r_flags6 = 0L;
3409 u32b old_r_flagsr = 0L;
3411 byte old_r_blows0 = 0;
3412 byte old_r_blows1 = 0;
3413 byte old_r_blows2 = 0;
3414 byte old_r_blows3 = 0;
3416 byte old_r_cast_spell = 0;
3420 /* Clear monster fighting indicator */
3423 /* Memorize old race */
3424 old_monster_race_idx = p_ptr->monster_race_idx;
3426 /* Acquire knowledge */
3427 if (p_ptr->monster_race_idx)
3429 /* Acquire current monster */
3430 r_ptr = &r_info[p_ptr->monster_race_idx];
3432 /* Memorize flags */
3433 old_r_flags1 = r_ptr->r_flags1;
3434 old_r_flags2 = r_ptr->r_flags2;
3435 old_r_flags3 = r_ptr->r_flags3;
3436 old_r_flags4 = r_ptr->r_flags4;
3437 old_r_flags5 = r_ptr->r_flags5;
3438 old_r_flags6 = r_ptr->r_flags6;
3439 old_r_flagsr = r_ptr->r_flagsr;
3441 /* Memorize blows */
3442 old_r_blows0 = r_ptr->r_blows[0];
3443 old_r_blows1 = r_ptr->r_blows[1];
3444 old_r_blows2 = r_ptr->r_blows[2];
3445 old_r_blows3 = r_ptr->r_blows[3];
3447 /* Memorize castings */
3448 old_r_cast_spell = r_ptr->r_cast_spell;
3452 /* Process the monsters (backwards) */
3453 for (i = m_max - 1; i >= 1; i--)
3455 /* Access the monster */
3457 r_ptr = &r_info[m_ptr->r_idx];
3459 /* Handle "leaving" */
3460 if (p_ptr->leaving) break;
3462 /* Ignore "dead" monsters */
3463 if (!m_ptr->r_idx) continue;
3465 if (p_ptr->wild_mode) continue;
3468 /* Handle "fresh" monsters */
3469 if (m_ptr->mflag & MFLAG_BORN)
3471 /* No longer "fresh" */
3472 m_ptr->mflag &= ~(MFLAG_BORN);
3478 /* Hack -- Require proximity */
3479 if (m_ptr->cdis >= AAF_LIMIT) continue;
3482 /* Access the location */
3486 /* Flow by smell is allowed */
3487 if (!p_ptr->no_flowed)
3489 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3492 /* Assume no move */
3495 /* Handle "sensing radius" */
3496 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3498 /* We can "sense" the player */
3502 /* Handle "sight" and "aggravation" */
3503 else if ((m_ptr->cdis <= MAX_SIGHT || p_ptr->inside_battle) &&
3504 (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3506 /* We can "see" or "feel" the player */
3510 #if 0 /* (cave[p_ptr->y][p_ptr->x].when == cave[fy][fx].when) is always FALSE... */
3511 /* Hack -- Monsters can "smell" the player from far away */
3512 /* Note that most monsters have "aaf" of "20" or so */
3513 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3514 cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_MOVE) &&
3515 (cave[p_ptr->y][p_ptr->x].when == cave[fy][fx].when) &&
3516 (cave[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3517 (cave[fy][fx].dist < r_ptr->aaf))
3519 /* We can "smell" the player */
3523 else if (m_ptr->target_y) test = TRUE;
3526 if (!test) continue;
3529 if (p_ptr->riding == i)
3530 speed = p_ptr->pspeed;
3533 speed = m_ptr->mspeed;
3535 /* Monsters move quickly in Nightmare mode */
3536 if (ironman_nightmare) speed += 5;
3538 if (MON_FAST(m_ptr)) speed += 10;
3539 if (MON_SLOW(m_ptr)) speed -= 10;
3542 /* Give this monster some energy */
3543 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3545 /* Not enough energy to move */
3546 if (m_ptr->energy_need > 0) continue;
3548 /* Use up "some" energy */
3549 m_ptr->energy_need += ENERGY_NEED();
3552 /* Save global index */
3555 /* Process the monster */
3558 reset_target(m_ptr);
3560 /* Give up flow_by_smell when it might useless */
3561 if (p_ptr->no_flowed && one_in_(3))
3562 m_ptr->mflag2 |= MFLAG2_NOFLOW;
3564 /* Hack -- notice death or departure */
3565 if (!p_ptr->playing || p_ptr->is_dead) break;
3567 /* Notice leaving */
3568 if (p_ptr->leaving) break;
3571 /* Reset global index */
3575 /* Tracking a monster race (the same one we were before) */
3576 if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3578 /* Acquire monster race */
3579 r_ptr = &r_info[p_ptr->monster_race_idx];
3581 /* Check for knowledge change */
3582 if ((old_r_flags1 != r_ptr->r_flags1) ||
3583 (old_r_flags2 != r_ptr->r_flags2) ||
3584 (old_r_flags3 != r_ptr->r_flags3) ||
3585 (old_r_flags4 != r_ptr->r_flags4) ||
3586 (old_r_flags5 != r_ptr->r_flags5) ||
3587 (old_r_flags6 != r_ptr->r_flags6) ||
3588 (old_r_flagsr != r_ptr->r_flagsr) ||
3589 (old_r_blows0 != r_ptr->r_blows[0]) ||
3590 (old_r_blows1 != r_ptr->r_blows[1]) ||
3591 (old_r_blows2 != r_ptr->r_blows[2]) ||
3592 (old_r_blows3 != r_ptr->r_blows[3]) ||
3593 (old_r_cast_spell != r_ptr->r_cast_spell))
3596 p_ptr->window |= (PW_MONSTER);
3602 * @brief モンスターの時限ステータスを取得する
3603 * @return m_idx モンスターの参照ID
3604 * @return mproc_type モンスターの時限ステータスID
3607 int get_mproc_idx(MONSTER_IDX m_idx, int mproc_type)
3609 s16b *cur_mproc_list = mproc_list[mproc_type];
3612 for (i = mproc_max[mproc_type] - 1; i >= 0; i--)
3614 if (cur_mproc_list[i] == m_idx) return i;
3621 * @brief モンスターの時限ステータスリストを追加する
3622 * @return m_idx モンスターの参照ID
3623 * @return mproc_type 追加したいモンスターの時限ステータスID
3626 static void mproc_add(MONSTER_IDX m_idx, int mproc_type)
3628 if (mproc_max[mproc_type] < max_m_idx) mproc_list[mproc_type][mproc_max[mproc_type]++] = (s16b)m_idx;
3633 * @brief モンスターの時限ステータスリストを削除
3634 * @return m_idx モンスターの参照ID
3635 * @return mproc_type 削除したいモンスターの時限ステータスID
3638 static void mproc_remove(MONSTER_IDX m_idx, int mproc_type)
3640 int mproc_idx = get_mproc_idx(m_idx, mproc_type);
3641 if (mproc_idx >= 0) mproc_list[mproc_type][mproc_idx] = mproc_list[mproc_type][--mproc_max[mproc_type]];
3646 * @brief モンスターの時限ステータスリストを初期化する / Initialize monster process
3649 void mproc_init(void)
3651 monster_type *m_ptr;
3655 /* Reset "mproc_max[]" */
3656 for (cmi = 0; cmi < MAX_MTIMED; cmi++) mproc_max[cmi] = 0;
3658 /* Process the monsters (backwards) */
3659 for (i = m_max - 1; i >= 1; i--)
3661 /* Access the monster */
3664 /* Ignore "dead" monsters */
3665 if (!m_ptr->r_idx) continue;
3667 for (cmi = 0; cmi < MAX_MTIMED; cmi++)
3669 if (m_ptr->mtimed[cmi]) mproc_add(i, cmi);
3676 * @brief モンスターの睡眠状態値をセットする /
3677 * Set "m_ptr->mtimed[MTIMED_CSLEEP]", notice observable changes
3678 * @param m_idx モンスター参照ID
3680 * @return 別途更新処理が必要な場合TRUEを返す
3682 bool set_monster_csleep(MONSTER_IDX m_idx, int v)
3684 monster_type *m_ptr = &m_list[m_idx];
3685 bool notice = FALSE;
3687 /* Hack -- Force good values */
3688 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
3693 if (!MON_CSLEEP(m_ptr))
3695 mproc_add(m_idx, MTIMED_CSLEEP);
3703 if (MON_CSLEEP(m_ptr))
3705 mproc_remove(m_idx, MTIMED_CSLEEP);
3711 m_ptr->mtimed[MTIMED_CSLEEP] = (s16b)v;
3713 if (!notice) return FALSE;
3717 /* Update health bar as needed */
3718 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3719 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3722 if (r_info[m_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3729 * @brief モンスターの加速状態値をセット /
3730 * Set "m_ptr->mtimed[MTIMED_FAST]", notice observable changes
3731 * @param m_idx モンスター参照ID
3733 * @return 別途更新処理が必要な場合TRUEを返す
3735 bool set_monster_fast(MONSTER_IDX m_idx, int v)
3737 monster_type *m_ptr = &m_list[m_idx];
3738 bool notice = FALSE;
3740 /* Hack -- Force good values */
3741 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3746 if (!MON_FAST(m_ptr))
3748 mproc_add(m_idx, MTIMED_FAST);
3756 if (MON_FAST(m_ptr))
3758 mproc_remove(m_idx, MTIMED_FAST);
3764 m_ptr->mtimed[MTIMED_FAST] = (s16b)v;
3766 if (!notice) return FALSE;
3768 if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
3775 * Set "m_ptr->mtimed[MTIMED_SLOW]", notice observable changes
3777 bool set_monster_slow(MONSTER_IDX m_idx, int v)
3779 monster_type *m_ptr = &m_list[m_idx];
3780 bool notice = FALSE;
3782 /* Hack -- Force good values */
3783 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3788 if (!MON_SLOW(m_ptr))
3790 mproc_add(m_idx, MTIMED_SLOW);
3798 if (MON_SLOW(m_ptr))
3800 mproc_remove(m_idx, MTIMED_SLOW);
3806 m_ptr->mtimed[MTIMED_SLOW] = (s16b)v;
3808 if (!notice) return FALSE;
3810 if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
3817 * @brief モンスターの朦朧状態値をセット /
3818 * Set "m_ptr->mtimed[MTIMED_STUNNED]", notice observable changes
3819 * @param m_idx モンスター参照ID
3821 * @return 別途更新処理が必要な場合TRUEを返す
3823 bool set_monster_stunned(MONSTER_IDX m_idx, int v)
3825 monster_type *m_ptr = &m_list[m_idx];
3826 bool notice = FALSE;
3828 /* Hack -- Force good values */
3829 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3834 if (!MON_STUNNED(m_ptr))
3836 mproc_add(m_idx, MTIMED_STUNNED);
3844 if (MON_STUNNED(m_ptr))
3846 mproc_remove(m_idx, MTIMED_STUNNED);
3852 m_ptr->mtimed[MTIMED_STUNNED] = (s16b)v;
3859 * @brief モンスターの混乱状態値をセット /
3860 * Set "m_ptr->mtimed[MTIMED_CONFUSED]", notice observable changes
3861 * @param m_idx モンスター参照ID
3863 * @return 別途更新処理が必要な場合TRUEを返す
3865 bool set_monster_confused(MONSTER_IDX m_idx, int v)
3867 monster_type *m_ptr = &m_list[m_idx];
3868 bool notice = FALSE;
3870 /* Hack -- Force good values */
3871 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3876 if (!MON_CONFUSED(m_ptr))
3878 mproc_add(m_idx, MTIMED_CONFUSED);
3886 if (MON_CONFUSED(m_ptr))
3888 mproc_remove(m_idx, MTIMED_CONFUSED);
3894 m_ptr->mtimed[MTIMED_CONFUSED] = (s16b)v;
3901 * @brief モンスターの恐慌状態値をセット /
3902 * Set "m_ptr->mtimed[MTIMED_MONFEAR]", notice observable changes
3903 * @param m_idx モンスター参照ID
3905 * @return 別途更新処理が必要な場合TRUEを返す
3907 bool set_monster_monfear(MONSTER_IDX m_idx, int v)
3909 monster_type *m_ptr = &m_list[m_idx];
3910 bool notice = FALSE;
3912 /* Hack -- Force good values */
3913 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3918 if (!MON_MONFEAR(m_ptr))
3920 mproc_add(m_idx, MTIMED_MONFEAR);
3928 if (MON_MONFEAR(m_ptr))
3930 mproc_remove(m_idx, MTIMED_MONFEAR);
3936 m_ptr->mtimed[MTIMED_MONFEAR] = (s16b)v;
3938 if (!notice) return FALSE;
3942 /* Update health bar as needed */
3943 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3944 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3952 * @brief モンスターの無敵状態値をセット /
3953 * Set "m_ptr->mtimed[MTIMED_INVULNER]", notice observable changes
3954 * @param m_idx モンスター参照ID
3956 * @param energy_need TRUEならば無敵解除時に行動ターン消費を行う
3957 * @return 別途更新処理が必要な場合TRUEを返す
3959 bool set_monster_invulner(MONSTER_IDX m_idx, int v, bool energy_need)
3961 monster_type *m_ptr = &m_list[m_idx];
3962 bool notice = FALSE;
3964 /* Hack -- Force good values */
3965 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3970 if (!MON_INVULNER(m_ptr))
3972 mproc_add(m_idx, MTIMED_INVULNER);
3980 if (MON_INVULNER(m_ptr))
3982 mproc_remove(m_idx, MTIMED_INVULNER);
3983 if (energy_need && !p_ptr->wild_mode) m_ptr->energy_need += ENERGY_NEED();
3989 m_ptr->mtimed[MTIMED_INVULNER] = (s16b)v;
3991 if (!notice) return FALSE;
3995 /* Update health bar as needed */
3996 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3997 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
4004 static u32b csleep_noise;
4007 * @brief モンスターの各種状態値を時間経過により更新するサブルーチン
4008 * @param m_idx モンスター参照ID
4009 * @param mtimed_idx 更新するモンスターの時限ステータスID
4012 static void process_monsters_mtimed_aux(MONSTER_IDX m_idx, int mtimed_idx)
4014 monster_type *m_ptr = &m_list[m_idx];
4020 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4022 /* Assume does not wake up */
4025 /* Hack -- Require proximity */
4026 if (m_ptr->cdis < AAF_LIMIT)
4028 /* Handle "sensing radius" */
4029 if (m_ptr->cdis <= (is_pet(m_ptr) ? ((r_ptr->aaf > MAX_SIGHT) ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
4031 /* We may wake up */
4035 /* Handle "sight" and "aggravation" */
4036 else if ((m_ptr->cdis <= MAX_SIGHT) && (player_has_los_bold(m_ptr->fy, m_ptr->fx)))
4038 /* We may wake up */
4045 u32b notice = randint0(1024);
4047 /* Nightmare monsters are more alert */
4048 if (ironman_nightmare) notice /= 2;
4050 /* Hack -- See if monster "notices" player */
4051 if ((notice * notice * notice) <= csleep_noise)
4053 /* Hack -- amount of "waking" */
4054 /* Wake up faster near the player */
4055 int d = (m_ptr->cdis < AAF_LIMIT / 2) ? (AAF_LIMIT / m_ptr->cdis) : 1;
4057 /* Hack -- amount of "waking" is affected by speed of player */
4058 d = (d * SPEED_TO_ENERGY(p_ptr->pspeed)) / 10;
4061 /* Monster wakes up "a little bit" */
4064 if (!set_monster_csleep(m_idx, MON_CSLEEP(m_ptr) - d))
4066 /* Notice the "not waking up" */
4067 if (is_original_ap_and_seen(m_ptr))
4069 /* Hack -- Count the ignores */
4070 if (r_ptr->r_ignore < MAX_UCHAR) r_ptr->r_ignore++;
4077 /* Notice the "waking up" */
4082 /* Acquire the monster name */
4083 monster_desc(m_name, m_ptr, 0);
4085 /* Dump a message */
4086 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
4089 if (is_original_ap_and_seen(m_ptr))
4091 /* Hack -- Count the wakings */
4092 if (r_ptr->r_wake < MAX_UCHAR) r_ptr->r_wake++;
4101 /* Reduce by one, note if expires */
4102 if (set_monster_fast(m_idx, MON_FAST(m_ptr) - 1))
4108 /* Acquire the monster name */
4109 monster_desc(m_name, m_ptr, 0);
4111 /* Dump a message */
4112 msg_format(_("%^sはもう加速されていない。", "%^s is no longer fast."), m_name);
4118 /* Reduce by one, note if expires */
4119 if (set_monster_slow(m_idx, MON_SLOW(m_ptr) - 1))
4125 /* Acquire the monster name */
4126 monster_desc(m_name, m_ptr, 0);
4128 /* Dump a message */
4129 msg_format(_("%^sはもう減速されていない。", "%^s is no longer slow."), m_name);
4134 case MTIMED_STUNNED:
4136 int rlev = r_info[m_ptr->r_idx].level;
4138 /* Recover from stun */
4139 if (set_monster_stunned(m_idx, (randint0(10000) <= rlev * rlev) ? 0 : (MON_STUNNED(m_ptr) - 1)))
4141 /* Message if visible */
4146 /* Acquire the monster name */
4147 monster_desc(m_name, m_ptr, 0);
4149 /* Dump a message */
4150 msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), m_name);
4156 case MTIMED_CONFUSED:
4157 /* Reduce the confusion */
4158 if (set_monster_confused(m_idx, MON_CONFUSED(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
4160 /* Message if visible */
4165 /* Acquire the monster name */
4166 monster_desc(m_name, m_ptr, 0);
4168 /* Dump a message */
4169 msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), m_name);
4174 case MTIMED_MONFEAR:
4175 /* Reduce the fear */
4176 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
4185 /* Acquire the monster possessive */
4186 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
4189 /* Acquire the monster name */
4190 monster_desc(m_name, m_ptr, 0);
4192 /* Dump a message */
4194 msg_format("%^sは勇気を取り戻した。", m_name);
4196 msg_format("%^s recovers %s courage.", m_name, m_poss);
4202 case MTIMED_INVULNER:
4203 /* Reduce by one, note if expires */
4204 if (set_monster_invulner(m_idx, MON_INVULNER(m_ptr) - 1, TRUE))
4210 /* Acquire the monster name */
4211 monster_desc(m_name, m_ptr, 0);
4213 /* Dump a message */
4214 msg_format(_("%^sはもう無敵でない。", "%^s is no longer invulnerable."), m_name);
4223 * @brief 全モンスターの各種状態値を時間経過により更新するメインルーチン
4224 * @param mtimed_idx 更新するモンスターの時限ステータスID
4227 * Process the counters of monsters (once per 10 game turns)\n
4228 * These functions are to process monsters' counters same as player's.
4230 void process_monsters_mtimed(int mtimed_idx)
4233 s16b *cur_mproc_list = mproc_list[mtimed_idx];
4235 /* Hack -- calculate the "player noise" */
4236 if (mtimed_idx == MTIMED_CSLEEP) csleep_noise = (1L << (30 - p_ptr->skill_stl));
4238 /* Process the monsters (backwards) */
4239 for (i = mproc_max[mtimed_idx] - 1; i >= 0; i--)
4241 /* Access the monster */
4242 process_monsters_mtimed_aux(cur_mproc_list[i], mtimed_idx);
4247 * @brief モンスターへの魔力消去処理
4248 * @param m_idx 魔力消去を受けるモンスターの参照ID
4251 void dispel_monster_status(MONSTER_IDX m_idx)
4253 monster_type *m_ptr = &m_list[m_idx];
4256 monster_desc(m_name, m_ptr, 0);
4257 if (set_monster_invulner(m_idx, 0, TRUE))
4259 if (m_ptr->ml) msg_format(_("%sはもう無敵ではない。", "%^s is no longer invulnerable."), m_name);
4261 if (set_monster_fast(m_idx, 0))
4263 if (m_ptr->ml) msg_format(_("%sはもう加速されていない。", "%^s is no longer fast."), m_name);
4265 if (set_monster_slow(m_idx, 0))
4267 if (m_ptr->ml) msg_format(_("%sはもう減速されていない。", "%^s is no longer slow."), m_name);
4272 * @brief モンスターの時間停止処理
4273 * @param num 時間停止を行った敵が行動できる回数
4274 * @param who 時間停止処理の主体ID
4275 * @param vs_player TRUEならば時間停止開始処理を行う
4276 * @return 時間停止が行われている状態ならばTRUEを返す
4278 bool process_the_world(int num, int who, bool vs_player)
4280 monster_type *m_ptr = &m_list[hack_m_idx]; /* the world monster */
4282 if(world_monster) return (FALSE);
4287 monster_desc(m_name, m_ptr, 0);
4290 msg_format(_("「『ザ・ワールド』!時は止まった!」", "%s yells 'The World! Time has stopped!'"), m_name);
4292 msg_format(_("「時よ!」", "%s yells 'Time!'"), m_name);
4293 else msg_print("hek!");
4298 /* This monster cast spells */
4299 world_monster = hack_m_idx;
4301 if (vs_player) do_cmd_redraw();
4305 if(!m_ptr->r_idx) break;
4306 process_monster(world_monster);
4308 reset_target(m_ptr);
4311 if (p_ptr->notice) notice_stuff();
4314 if (p_ptr->update) update_stuff();
4317 if (p_ptr->redraw) redraw_stuff();
4320 if (p_ptr->window) window_stuff();
4323 if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
4327 p_ptr->redraw |= (PR_MAP);
4329 /* Update monsters */
4330 p_ptr->update |= (PU_MONSTERS);
4333 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4336 if (vs_player || (player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)))
4338 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
4348 * @brief モンスターの経験値取得処理
4349 * @param m_idx 経験値を得るモンスターの参照ID
4350 * @param s_idx 撃破されたモンスター種族の参照ID
4353 void monster_gain_exp(MONSTER_IDX m_idx, IDX s_idx)
4355 monster_type *m_ptr;
4356 monster_race *r_ptr;
4357 monster_race *s_ptr;
4361 if (m_idx <= 0 || s_idx <= 0) return;
4363 m_ptr = &m_list[m_idx];
4365 /* Paranoia -- Skip dead monsters */
4366 if (!m_ptr->r_idx) return;
4368 r_ptr = &r_info[m_ptr->r_idx];
4369 s_ptr = &r_info[s_idx];
4371 if (p_ptr->inside_battle) return;
4373 if (!r_ptr->next_exp) return;
4375 new_exp = s_ptr->mexp * s_ptr->level / (r_ptr->level + 2);
4376 if (m_idx == p_ptr->riding) new_exp = (new_exp + 1) / 2;
4377 if (!dun_level) new_exp /= 5;
4378 m_ptr->exp += new_exp;
4379 if (m_ptr->mflag2 & MFLAG2_CHAMELEON) return;
4381 if (m_ptr->exp >= r_ptr->next_exp)
4384 int old_hp = m_ptr->hp;
4385 int old_maxhp = m_ptr->max_maxhp;
4386 int old_r_idx = m_ptr->r_idx;
4387 byte old_sub_align = m_ptr->sub_align;
4389 /* Hack -- Reduce the racial counter of previous monster */
4390 real_r_ptr(m_ptr)->cur_num--;
4392 monster_desc(m_name, m_ptr, 0);
4393 m_ptr->r_idx = r_ptr->next_r_idx;
4395 /* Count the monsters on the level */
4396 real_r_ptr(m_ptr)->cur_num++;
4398 m_ptr->ap_r_idx = m_ptr->r_idx;
4399 r_ptr = &r_info[m_ptr->r_idx];
4401 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
4403 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
4407 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
4409 if (ironman_nightmare)
4411 u32b hp = m_ptr->max_maxhp * 2L;
4413 m_ptr->max_maxhp = (s16b)MIN(30000, hp);
4415 m_ptr->maxhp = m_ptr->max_maxhp;
4416 m_ptr->hp = old_hp * m_ptr->maxhp / old_maxhp;
4418 /* dealt damage is 0 at initial*/
4419 m_ptr->dealt_damage = 0;
4421 /* Extract the monster base speed */
4422 m_ptr->mspeed = get_mspeed(r_ptr);
4424 /* Sub-alignment of a monster */
4425 if (!is_pet(m_ptr) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
4426 m_ptr->sub_align = old_sub_align;
4429 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
4430 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
4431 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
4436 if (is_pet(m_ptr) || m_ptr->ml)
4438 if (!ignore_unview || player_can_see_bold(m_ptr->fy, m_ptr->fx))
4442 monster_race *hallu_race;
4446 hallu_race = &r_info[randint1(max_r_idx - 1)];
4448 while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
4449 msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_name + hallu_race->name);
4453 msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_name + r_ptr->name);
4457 if (!p_ptr->image) r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
4459 /* Now you feel very close to this pet. */
4460 m_ptr->parent_m_idx = 0;
4462 update_mon(m_idx, FALSE);
4463 lite_spot(m_ptr->fy, m_ptr->fx);
4465 if (m_idx == p_ptr->riding) p_ptr->update |= PU_BONUS;