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(int 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 int 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(int m_idx, int dam, bool *fear, cptr note, int 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);
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 int mon_will_run(int m_idx)
398 monster_type *m_ptr = &m_list[m_idx];
402 monster_race *r_ptr = &r_info[m_ptr->r_idx];
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(int 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(int 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(int 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(int 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(int 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(int 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(int m_idx, int 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;
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);
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(int 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];
2112 int i, d, oy, ox, ny, nx;
2117 feature_type *f_ptr;
2119 monster_type *y_ptr;
2124 bool must_alter_to_move;
2133 bool gets_angry = FALSE;
2139 bool is_riding_mon = (m_idx == p_ptr->riding);
2141 bool see_m = is_seen(m_ptr);
2143 if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
2145 if (rakuba(0, TRUE))
2148 msg_print("地面に落とされた。");
2151 monster_desc(m_name, &m_list[p_ptr->riding], 0);
2152 msg_format("You have fallen from %s.", m_name);
2157 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
2159 choose_new_monster(m_idx, FALSE, 0);
2160 r_ptr = &r_info[m_ptr->r_idx];
2163 /* Players hidden in shadow are almost imperceptable. -LM- */
2164 if (p_ptr->special_defense & NINJA_S_STEALTH)
2166 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2167 if (p_ptr->monlite) tmp /= 3;
2168 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2169 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2170 /* Low-level monsters will find it difficult to locate the player. */
2171 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
2174 /* Are there its parent? */
2175 if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
2177 /* Its parent have gone, it also goes away. */
2183 /* Acquire the monster name */
2184 monster_desc(m_name, m_ptr, 0);
2185 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2188 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2192 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2193 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
2196 /* Delete the monster */
2197 delete_monster_idx(m_idx);
2202 /* Quantum monsters are odd */
2203 if (r_ptr->flags2 & (RF2_QUANTUM))
2205 /* Sometimes skip move */
2206 if (!randint0(2)) return;
2209 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2213 if (is_pet(m_ptr) && !(m_ptr->ml))
2220 /* Acquire the monster name */
2221 monster_desc(m_name, m_ptr, 0);
2224 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2227 /* Generate treasure, etc */
2228 monster_death(m_idx, FALSE);
2230 /* Delete the monster */
2231 delete_monster_idx(m_idx);
2235 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2242 if (m_ptr->r_idx == MON_SHURYUUDAN)
2243 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);
2245 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2247 static int riding_pinch = 0;
2249 if (m_ptr->hp < m_ptr->maxhp/3)
2252 monster_desc(m_name, m_ptr, 0);
2254 if (is_riding_mon && riding_pinch < 2)
2256 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。",
2257 "%^s seems to be in so much pain, and trying to escape from your restriction."), m_name);
2265 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);
2266 if (rakuba(-1, FALSE))
2268 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2274 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) &&
2275 player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))
2277 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);
2279 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);
2280 msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
2283 if (is_riding_mon && rakuba(-1, FALSE))
2285 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2288 /* Check for quest completion */
2289 check_quest_completion(m_ptr);
2291 delete_monster_idx(m_idx);
2298 /* Reset the counter */
2299 if (is_riding_mon) riding_pinch = 0;
2303 /* Handle "sleep" */
2304 if (MON_CSLEEP(m_ptr))
2306 /* Handle non-aggravation - Still sleeping */
2307 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2309 /* Handle aggravation */
2311 /* Reset sleep counter */
2312 (void)set_monster_csleep(m_idx, 0);
2314 /* Notice the "waking up" */
2319 /* Acquire the monster name */
2320 monster_desc(m_name, m_ptr, 0);
2322 /* Dump a message */
2323 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2326 /* Hack -- Count the wakings */
2327 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2334 if (MON_STUNNED(m_ptr))
2336 /* Sometimes skip move */
2337 if (one_in_(2)) return;
2342 p_ptr->update |= (PU_BONUS);
2345 /* No one wants to be your friend if you're aggravating */
2346 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2349 /* Paranoia... no pet uniques outside wizard mode -- TY */
2350 if (is_pet(m_ptr) &&
2351 ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2352 monster_has_hostile_align(NULL, 10, -10, r_ptr))
2353 || (r_ptr->flagsr & RFR_RES_ALL)))
2358 if (p_ptr->inside_battle) gets_angry = FALSE;
2362 if (is_pet(m_ptr) || see_m)
2365 monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
2366 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
2372 /* Get the origin */
2377 /* Attempt to "multiply" if able and allowed */
2378 if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2382 /* Count the adjacent monsters */
2383 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2385 for (x = ox - 1; x <= ox + 1; x++)
2387 /* Ignore locations off of edge */
2388 if (!in_bounds2(y, x)) continue;
2390 if (cave[y][x].m_idx) k++;
2395 if (multiply_barrier(m_idx)) k = 8;
2397 /* Hack -- multiply slower in crowded areas */
2398 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2400 /* Try to multiply */
2401 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2403 /* Take note if visible */
2404 if (m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2406 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2409 /* Multiplying takes energy */
2416 if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
2418 /* Hack -- Ohmu scatters molds! */
2419 if (m_ptr->r_idx == MON_OHMU)
2421 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2423 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2426 int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2427 u32b p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2429 for (k = 0; k < 6; k++)
2431 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
2433 if (m_list[hack_m_idx_ii].ml) count++;
2437 if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2444 if (!p_ptr->inside_battle)
2446 /* Hack! "Cyber" monster makes noise... */
2447 if (m_ptr->ap_r_idx == MON_CYBER &&
2448 one_in_(CYBERNOISE) &&
2449 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2451 if (disturb_minor) disturb(FALSE, FALSE);
2452 msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
2455 /* Some monsters can speak */
2456 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2457 one_in_(SPEAK_CHANCE) &&
2458 player_has_los_bold(oy, ox) &&
2459 projectable(oy, ox, p_ptr->y, p_ptr->x))
2462 char monmessage[1024];
2465 /* Acquire the monster name/poss */
2467 monster_desc(m_name, m_ptr, 0);
2469 strcpy(m_name, _("それ", "It"));
2471 /* Select the file for monster quotes */
2472 if (MON_MONFEAR(m_ptr))
2473 filename = _("monfear_j.txt", "monfear.txt");
2474 else if (is_pet(m_ptr))
2475 filename = _("monpet_j.txt", "monpet.txt");
2476 else if (is_friendly(m_ptr))
2477 filename = _("monfrien_j.txt", "monfrien.txt");
2479 filename = _("monspeak_j.txt", "monspeak.txt");
2480 /* Get the monster line */
2481 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2484 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2489 /* Try to cast spell occasionally */
2490 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2492 bool counterattack = FALSE;
2494 /* Give priority to counter attack? */
2495 if (m_ptr->target_y)
2497 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
2499 /* The monster must be an enemy, and projectable */
2501 are_enemies(m_ptr, &m_list[t_m_idx]) &&
2502 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2504 counterattack = TRUE;
2510 /* Attempt to cast a spell */
2511 if (aware && make_attack_spell(m_idx)) return;
2514 * Attempt to cast a spell at an enemy other than the player
2515 * (may slow the game a smidgeon, but I haven't noticed.)
2517 if (monst_spell_monst(m_idx)) return;
2521 /* Attempt to do counter attack at first */
2522 if (monst_spell_monst(m_idx)) return;
2524 if (aware && make_attack_spell(m_idx)) return;
2528 /* Hack -- Assume no movement */
2529 mm[0] = mm[1] = mm[2] = mm[3] = 0;
2530 mm[4] = mm[5] = mm[6] = mm[7] = 0;
2533 /* Confused -- 100% random */
2534 if (MON_CONFUSED(m_ptr) || !aware)
2536 /* Try four "random" directions */
2537 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2540 /* 75% random movement */
2541 else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2542 (randint0(100) < 75))
2544 /* Memorize flags */
2545 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2547 /* Try four "random" directions */
2548 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2551 /* 50% random movement */
2552 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2553 (randint0(100) < 50))
2555 /* Memorize flags */
2556 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2558 /* Try four "random" directions */
2559 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2562 /* 25% random movement */
2563 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2564 (randint0(100) < 25))
2566 /* Memorize flags */
2567 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2569 /* Try four "random" directions */
2570 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2573 /* Can't reach player - find something else to hit */
2574 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2576 /* Try four "random" directions */
2577 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2579 /* Look for an enemy */
2580 #if 0 /* Hack - Too slow. Mimic pits are horrible with this on. */
2581 get_enemy_dir(m_idx, mm);
2585 /* Pets will follow the player */
2586 else if (is_pet(m_ptr))
2588 /* Are we trying to avoid the player? */
2589 bool avoid = ((p_ptr->pet_follow_distance < 0) &&
2590 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2592 /* Do we want to find the player? */
2593 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2595 /* Should we find the player if we can't find a monster? */
2596 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2598 /* by default, move randomly */
2599 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2601 /* Look for an enemy */
2602 if (!get_enemy_dir(m_idx, mm))
2604 /* Find the player if necessary */
2605 if (avoid || lonely || distant)
2607 /* Remember the leash length */
2608 int dis = p_ptr->pet_follow_distance;
2610 /* Hack -- adjust follow distance temporarily */
2611 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2613 p_ptr->pet_follow_distance = PET_SEEK_DIST;
2616 /* Find the player */
2617 (void)get_moves(m_idx, mm);
2619 /* Restore the leash */
2620 p_ptr->pet_follow_distance = dis;
2625 /* Friendly monster movement */
2626 else if (!is_hostile(m_ptr))
2628 /* by default, move randomly */
2629 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2631 /* Look for an enemy */
2632 get_enemy_dir(m_idx, mm);
2634 /* Normal movement */
2637 /* Logical moves, may do nothing */
2638 if (!get_moves(m_idx, mm)) return;
2641 /* Assume nothing */
2645 must_alter_to_move = FALSE;
2647 /* Assume nothing */
2648 did_open_door = FALSE;
2649 did_bash_door = FALSE;
2650 did_take_item = FALSE;
2651 did_kill_item = FALSE;
2652 did_move_body = FALSE;
2653 did_pass_wall = FALSE;
2654 did_kill_wall = FALSE;
2657 /* Take a zero-terminated array of "directions" */
2658 for (i = 0; mm[i]; i++)
2660 /* Get the direction */
2663 /* Hack -- allow "randomized" motion */
2664 if (d == 5) d = ddd[randint0(8)];
2666 /* Get the destination */
2670 /* Ignore locations off of edge */
2671 if (!in_bounds2(ny, nx)) continue;
2673 /* Access that cave grid */
2674 c_ptr = &cave[ny][nx];
2675 f_ptr = &f_info[c_ptr->feat];
2676 can_cross = monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2678 /* Access that cave grid's contents */
2679 y_ptr = &m_list[c_ptr->m_idx];
2681 /* Hack -- player 'in' wall */
2682 if (player_bold(ny, nx))
2687 /* Possibly a monster to attack */
2688 else if (c_ptr->m_idx)
2693 /* Monster destroys walls (and doors) */
2694 else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
2695 (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
2696 have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
2697 check_hp_for_feat_destruction(f_ptr, m_ptr))
2699 /* Eat through walls/doors/rubble */
2701 if (!can_cross) must_alter_to_move = TRUE;
2703 /* Monster destroyed a wall (later) */
2704 did_kill_wall = TRUE;
2707 /* Floor is open? */
2710 /* Go ahead and move */
2713 /* Monster moves through walls (and doors) */
2714 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2715 have_flag(f_ptr->flags, FF_CAN_PASS))
2717 /* Monster went through a wall */
2718 did_pass_wall = TRUE;
2722 /* Handle doors and secret doors */
2723 else if (is_closed_door(c_ptr->feat))
2725 bool may_bash = TRUE;
2727 /* Assume no move allowed */
2730 /* Creature can open doors. */
2731 if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2732 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2737 /* The door is open */
2738 did_open_door = TRUE;
2740 /* Do not bash the door */
2747 /* Locked doors (not jammed) */
2750 /* Try to unlock it XXX XXX XXX */
2751 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2753 /* Unlock the door */
2754 cave_alter_feat(ny, nx, FF_DISARM);
2756 /* Do not bash the door */
2765 /* Stuck doors -- attempt to bash them down if allowed */
2766 if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2767 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2769 /* Attempt to Bash XXX XXX XXX */
2770 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
2773 if (have_flag(f_ptr->flags, FF_GLASS))
2774 msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
2776 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2778 /* Disturb (sometimes) */
2779 if (disturb_minor) disturb(0, 0);
2781 /* The door was bashed open */
2782 did_bash_door = TRUE;
2784 /* Hack -- fall into doorway */
2786 must_alter_to_move = TRUE;
2791 /* Deal with doors in the way */
2792 if (did_open_door || did_bash_door)
2794 /* Break down the door */
2795 if (did_bash_door && ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
2797 cave_alter_feat(ny, nx, FF_BASH);
2799 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2801 /* Update some things */
2802 p_ptr->update |= (PU_FLOW);
2803 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2804 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2813 cave_alter_feat(ny, nx, FF_OPEN);
2816 f_ptr = &f_info[c_ptr->feat];
2818 /* Handle viewable doors */
2823 /* Hack -- check for Glyph of Warding */
2824 if (do_move && is_glyph_grid(c_ptr) &&
2825 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2827 /* Assume no move allowed */
2830 /* Break the ward */
2831 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2833 /* Describe observable breakage */
2834 if (c_ptr->info & CAVE_MARK)
2836 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2839 /* Forget the rune */
2840 c_ptr->info &= ~(CAVE_MARK);
2842 /* Break the rune */
2843 c_ptr->info &= ~(CAVE_OBJECT);
2846 /* Allow movement */
2853 else if (do_move && is_explosive_rune_grid(c_ptr) &&
2854 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2856 /* Assume no move allowed */
2859 /* Break the ward */
2862 /* Break the ward */
2863 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2865 /* Describe observable breakage */
2866 if (c_ptr->info & CAVE_MARK)
2868 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2869 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);
2874 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2877 /* Forget the rune */
2878 c_ptr->info &= ~(CAVE_MARK);
2880 /* Break the rune */
2881 c_ptr->info &= ~(CAVE_OBJECT);
2887 if (!m_ptr->r_idx) return;
2888 /* Allow movement */
2893 /* The player is in the way */
2894 if (do_move && player_bold(ny, nx))
2896 /* Some monsters never attack */
2897 if (r_ptr->flags1 & RF1_NEVER_BLOW)
2899 /* Hack -- memorize lack of attacks */
2900 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
2906 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2907 if (do_move && (d_info[dungeon_type].flags1 & DF1_NO_MELEE))
2909 if (!MON_CONFUSED(m_ptr))
2911 if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2914 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2919 /* The player is in the way. Attack him. */
2922 if (!p_ptr->riding || one_in_(2))
2925 (void)make_attack_normal(m_idx);
2936 /* A monster is in the way */
2937 if (do_move && c_ptr->m_idx)
2939 monster_race *z_ptr = &r_info[y_ptr->r_idx];
2941 /* Assume no movement */
2944 /* Attack 'enemies' */
2945 if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
2946 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
2947 can_cross && (c_ptr->m_idx != p_ptr->riding)) ||
2948 are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
2950 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2952 if (r_ptr->flags2 & RF2_KILL_BODY)
2954 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2958 if (y_ptr->r_idx && (y_ptr->hp >= 0))
2960 if (monst_attack_monst(m_idx, c_ptr->m_idx)) return;
2962 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2963 else if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2965 if (MON_CONFUSED(m_ptr)) return;
2966 else if (r_ptr->flags2 & RF2_STUPID)
2968 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2976 /* Push past weaker monsters (unless leaving a wall) */
2977 else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
2978 (r_ptr->mexp > z_ptr->mexp) &&
2979 can_cross && (c_ptr->m_idx != p_ptr->riding) &&
2980 monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
2982 /* Allow movement */
2985 /* Monster pushed past another monster */
2986 did_move_body = TRUE;
2988 /* Wake up the moved monster */
2989 (void)set_monster_csleep(c_ptr->m_idx, 0);
2991 /* XXX XXX XXX Message */
2997 if (!p_ptr->riding_ryoute && !MON_MONFEAR(&m_list[p_ptr->riding])) do_move = FALSE;
3000 if (did_kill_wall && do_move)
3002 if (one_in_(GRINDNOISE))
3004 if (have_flag(f_ptr->flags, FF_GLASS))
3005 msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
3007 msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
3010 cave_alter_feat(ny, nx, FF_HURT_DISI);
3012 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
3014 /* Update some things */
3015 p_ptr->update |= (PU_FLOW);
3016 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3017 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3022 f_ptr = &f_info[c_ptr->feat];
3024 /* Note changes to viewable region */
3031 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
3033 if (!monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
3035 /* Assume no move allowed */
3041 * Check if monster can cross terrain
3042 * This is checked after the normal attacks
3043 * to allow monsters to attack an enemy,
3044 * even if it can't enter the terrain.
3046 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
3048 /* Assume no move allowed */
3052 /* Some monsters never move */
3053 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
3055 /* Hack -- memorize lack of moves */
3056 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3062 /* Creature has been allowed move */
3068 if (have_flag(f_ptr->flags, FF_TREE))
3070 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3072 m_ptr->energy_need += ENERGY_NEED();
3078 /* Hack -- Update the old location */
3079 cave[oy][ox].m_idx = c_ptr->m_idx;
3081 /* Mega-Hack -- move the old monster, if any */
3084 /* Move the old monster */
3088 /* Update the old monster */
3089 update_mon(c_ptr->m_idx, TRUE);
3092 /* Hack -- Update the new location */
3093 c_ptr->m_idx = m_idx;
3095 /* Move the monster */
3099 /* Update the monster */
3100 update_mon(m_idx, TRUE);
3102 /* Redraw the old grid */
3105 /* Redraw the new grid */
3111 /* sound(SOUND_WALK); */
3113 /* Move the player */
3114 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
3117 /* Possible disturb */
3120 (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
3121 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3124 if (is_hostile(m_ptr))
3128 /* Take or Kill objects on the floor */
3129 if (c_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3130 (!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
3132 s16b this_o_idx, next_o_idx;
3133 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
3135 /* Scan all objects in the grid */
3136 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3138 u32b flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
3139 char m_name[80], o_name[MAX_NLEN];
3141 /* Acquire object */
3142 object_type *o_ptr = &o_list[this_o_idx];
3144 /* Acquire next object */
3145 next_o_idx = o_ptr->next_o_idx;
3150 if (o_ptr->tval == TV_GOLD) continue;
3153 * Skip "real" corpses and statues, to avoid extreme
3154 * silliness like a novice rogue pockets full of statues
3157 if ((o_ptr->tval == TV_CORPSE) ||
3158 (o_ptr->tval == TV_STATUE)) continue;
3161 /* Extract some flags */
3162 object_flags(o_ptr, flgs);
3164 /* Acquire the object name */
3165 object_desc(o_name, o_ptr, 0);
3167 /* Acquire the monster name */
3168 monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
3170 /* React to objects that hurt the monster */
3171 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3172 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3173 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
3174 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
3175 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
3176 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
3177 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
3178 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
3179 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
3180 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
3181 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3182 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3183 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3184 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3185 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
3186 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
3187 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
3188 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
3189 if (have_flag(flgs, TR_BRAND_ACID)) flgr |= (RFR_IM_ACID);
3190 if (have_flag(flgs, TR_BRAND_ELEC)) flgr |= (RFR_IM_ELEC);
3191 if (have_flag(flgs, TR_BRAND_FIRE)) flgr |= (RFR_IM_FIRE);
3192 if (have_flag(flgs, TR_BRAND_COLD)) flgr |= (RFR_IM_COLD);
3193 if (have_flag(flgs, TR_BRAND_POIS)) flgr |= (RFR_IM_POIS);
3195 /* The object cannot be picked up by the monster */
3196 if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
3197 ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
3199 /* Only give a message for "take_item" */
3200 if (do_take && (r_ptr->flags2 & RF2_STUPID))
3203 did_take_item = TRUE;
3205 /* Describe observable situations */
3206 if (m_ptr->ml && player_can_see_bold(ny, nx))
3208 /* Dump a message */
3209 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);
3214 /* Pick up the item */
3218 did_take_item = TRUE;
3220 /* Describe observable situations */
3221 if (player_can_see_bold(ny, nx))
3223 /* Dump a message */
3224 msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
3227 /* Excise the object */
3228 excise_object_idx(this_o_idx);
3231 o_ptr->marked &= OM_TOUCHED;
3233 /* Forget location */
3234 o_ptr->iy = o_ptr->ix = 0;
3236 /* Memorize monster */
3237 o_ptr->held_m_idx = m_idx;
3240 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3243 m_ptr->hold_o_idx = this_o_idx;
3246 /* Destroy the item if not a pet */
3247 else if (!is_pet(m_ptr))
3250 did_kill_item = TRUE;
3252 /* Describe observable situations */
3253 if (player_has_los_bold(ny, nx))
3255 /* Dump a message */
3256 msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
3259 /* Delete the object */
3260 delete_object_idx(this_o_idx);
3266 /* Stop when done */
3271 * Forward movements failed, but now received LOS attack!
3272 * Try to flow by smell.
3274 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3275 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3277 /* If we haven't done anything, try casting a spell again */
3278 if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
3280 /* Try to cast spell again */
3281 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3283 if (make_attack_spell(m_idx)) return;
3288 /* Notice changes in view */
3291 /* Update some things */
3292 p_ptr->update |= (PU_FLOW);
3295 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3298 /* Notice changes in view */
3299 if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3300 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3302 /* Update some things */
3303 p_ptr->update |= (PU_MON_LITE);
3306 /* Learn things from observable monster */
3307 if (is_original_ap_and_seen(m_ptr))
3309 /* Monster opened a door */
3310 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3312 /* Monster bashed a door */
3313 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3315 /* Monster tried to pick something up */
3316 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3318 /* Monster tried to crush something */
3319 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3321 /* Monster pushed past another monster */
3322 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3324 /* Monster passed through a wall */
3325 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3327 /* Monster destroyed a wall */
3328 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3332 /* Hack -- get "bold" if out of options */
3333 if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3335 /* No longer afraid */
3336 (void)set_monster_monfear(m_idx, 0);
3338 /* Message if seen */
3343 /* Acquire the monster name */
3344 monster_desc(m_name, m_ptr, 0);
3346 /* Dump a message */
3347 msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
3350 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3352 /* XXX XXX XXX Actually do something now (?) */
3357 * @brief 全モンスターのターン管理メインルーチン /
3358 * Process all the "live" monsters, once per game turn.
3361 * During each game turn, we scan through the list of all the "live" monsters,\n
3362 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
3363 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
3365 * Note that monsters can never move in the monster array (except when the\n
3366 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
3368 * This function is responsible for at least half of the processor time\n
3369 * on a normal system with a "normal" amount of monsters and a player doing\n
3372 * When the player is resting, virtually 90% of the processor time is spent\n
3373 * in this function, and its children, "process_monster()" and "make_move()".\n
3375 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
3376 * especially when the player is running.\n
3378 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
3379 * monsters while they are still being "born". A monster is "fresh" only\n
3380 * during the turn in which it is created, and we use the "hack_m_idx" to\n
3381 * determine if the monster is yet to be processed during the current turn.\n
3383 * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
3384 * move before any "nasty" monsters get to use their spell attacks.\n
3386 * Note that when the "knowledge" about the currently tracked monster\n
3387 * changes (flags, attacks, spells), we induce a redraw of the monster\n
3390 void process_monsters(void)
3397 monster_type *m_ptr;
3398 monster_race *r_ptr;
3400 int old_monster_race_idx;
3402 u32b old_r_flags1 = 0L;
3403 u32b old_r_flags2 = 0L;
3404 u32b old_r_flags3 = 0L;
3405 u32b old_r_flags4 = 0L;
3406 u32b old_r_flags5 = 0L;
3407 u32b old_r_flags6 = 0L;
3408 u32b old_r_flagsr = 0L;
3410 byte old_r_blows0 = 0;
3411 byte old_r_blows1 = 0;
3412 byte old_r_blows2 = 0;
3413 byte old_r_blows3 = 0;
3415 byte old_r_cast_spell = 0;
3419 /* Clear monster fighting indicator */
3422 /* Memorize old race */
3423 old_monster_race_idx = p_ptr->monster_race_idx;
3425 /* Acquire knowledge */
3426 if (p_ptr->monster_race_idx)
3428 /* Acquire current monster */
3429 r_ptr = &r_info[p_ptr->monster_race_idx];
3431 /* Memorize flags */
3432 old_r_flags1 = r_ptr->r_flags1;
3433 old_r_flags2 = r_ptr->r_flags2;
3434 old_r_flags3 = r_ptr->r_flags3;
3435 old_r_flags4 = r_ptr->r_flags4;
3436 old_r_flags5 = r_ptr->r_flags5;
3437 old_r_flags6 = r_ptr->r_flags6;
3438 old_r_flagsr = r_ptr->r_flagsr;
3440 /* Memorize blows */
3441 old_r_blows0 = r_ptr->r_blows[0];
3442 old_r_blows1 = r_ptr->r_blows[1];
3443 old_r_blows2 = r_ptr->r_blows[2];
3444 old_r_blows3 = r_ptr->r_blows[3];
3446 /* Memorize castings */
3447 old_r_cast_spell = r_ptr->r_cast_spell;
3451 /* Process the monsters (backwards) */
3452 for (i = m_max - 1; i >= 1; i--)
3454 /* Access the monster */
3456 r_ptr = &r_info[m_ptr->r_idx];
3458 /* Handle "leaving" */
3459 if (p_ptr->leaving) break;
3461 /* Ignore "dead" monsters */
3462 if (!m_ptr->r_idx) continue;
3464 if (p_ptr->wild_mode) continue;
3467 /* Handle "fresh" monsters */
3468 if (m_ptr->mflag & MFLAG_BORN)
3470 /* No longer "fresh" */
3471 m_ptr->mflag &= ~(MFLAG_BORN);
3477 /* Hack -- Require proximity */
3478 if (m_ptr->cdis >= AAF_LIMIT) continue;
3481 /* Access the location */
3485 /* Flow by smell is allowed */
3486 if (!p_ptr->no_flowed)
3488 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3491 /* Assume no move */
3494 /* Handle "sensing radius" */
3495 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3497 /* We can "sense" the player */
3501 /* Handle "sight" and "aggravation" */
3502 else if ((m_ptr->cdis <= MAX_SIGHT || p_ptr->inside_battle) &&
3503 (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3505 /* We can "see" or "feel" the player */
3509 #if 0 /* (cave[p_ptr->y][p_ptr->x].when == cave[fy][fx].when) is always FALSE... */
3510 /* Hack -- Monsters can "smell" the player from far away */
3511 /* Note that most monsters have "aaf" of "20" or so */
3512 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3513 cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_MOVE) &&
3514 (cave[p_ptr->y][p_ptr->x].when == cave[fy][fx].when) &&
3515 (cave[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3516 (cave[fy][fx].dist < r_ptr->aaf))
3518 /* We can "smell" the player */
3522 else if (m_ptr->target_y) test = TRUE;
3525 if (!test) continue;
3528 if (p_ptr->riding == i)
3529 speed = p_ptr->pspeed;
3532 speed = m_ptr->mspeed;
3534 /* Monsters move quickly in Nightmare mode */
3535 if (ironman_nightmare) speed += 5;
3537 if (MON_FAST(m_ptr)) speed += 10;
3538 if (MON_SLOW(m_ptr)) speed -= 10;
3541 /* Give this monster some energy */
3542 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3544 /* Not enough energy to move */
3545 if (m_ptr->energy_need > 0) continue;
3547 /* Use up "some" energy */
3548 m_ptr->energy_need += ENERGY_NEED();
3551 /* Save global index */
3554 /* Process the monster */
3557 reset_target(m_ptr);
3559 /* Give up flow_by_smell when it might useless */
3560 if (p_ptr->no_flowed && one_in_(3))
3561 m_ptr->mflag2 |= MFLAG2_NOFLOW;
3563 /* Hack -- notice death or departure */
3564 if (!p_ptr->playing || p_ptr->is_dead) break;
3566 /* Notice leaving */
3567 if (p_ptr->leaving) break;
3570 /* Reset global index */
3574 /* Tracking a monster race (the same one we were before) */
3575 if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3577 /* Acquire monster race */
3578 r_ptr = &r_info[p_ptr->monster_race_idx];
3580 /* Check for knowledge change */
3581 if ((old_r_flags1 != r_ptr->r_flags1) ||
3582 (old_r_flags2 != r_ptr->r_flags2) ||
3583 (old_r_flags3 != r_ptr->r_flags3) ||
3584 (old_r_flags4 != r_ptr->r_flags4) ||
3585 (old_r_flags5 != r_ptr->r_flags5) ||
3586 (old_r_flags6 != r_ptr->r_flags6) ||
3587 (old_r_flagsr != r_ptr->r_flagsr) ||
3588 (old_r_blows0 != r_ptr->r_blows[0]) ||
3589 (old_r_blows1 != r_ptr->r_blows[1]) ||
3590 (old_r_blows2 != r_ptr->r_blows[2]) ||
3591 (old_r_blows3 != r_ptr->r_blows[3]) ||
3592 (old_r_cast_spell != r_ptr->r_cast_spell))
3595 p_ptr->window |= (PW_MONSTER);
3601 * @brief モンスターの時限ステータスを取得する
3602 * @return m_idx モンスターの参照ID
3603 * @return mproc_type モンスターの時限ステータスID
3606 int get_mproc_idx(int m_idx, int mproc_type)
3608 s16b *cur_mproc_list = mproc_list[mproc_type];
3611 for (i = mproc_max[mproc_type] - 1; i >= 0; i--)
3613 if (cur_mproc_list[i] == m_idx) return i;
3620 * @brief モンスターの時限ステータスリストを追加する
3621 * @return m_idx モンスターの参照ID
3622 * @return mproc_type 追加したいモンスターの時限ステータスID
3625 static void mproc_add(int m_idx, int mproc_type)
3627 if (mproc_max[mproc_type] < max_m_idx) mproc_list[mproc_type][mproc_max[mproc_type]++] = m_idx;
3632 * @brief モンスターの時限ステータスリストを削除
3633 * @return m_idx モンスターの参照ID
3634 * @return mproc_type 削除したいモンスターの時限ステータスID
3637 static void mproc_remove(int m_idx, int mproc_type)
3639 int mproc_idx = get_mproc_idx(m_idx, mproc_type);
3640 if (mproc_idx >= 0) mproc_list[mproc_type][mproc_idx] = mproc_list[mproc_type][--mproc_max[mproc_type]];
3645 * @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
3648 void mproc_init(void)
3650 monster_type *m_ptr;
3653 /* Reset "mproc_max[]" */
3654 for (cmi = 0; cmi < MAX_MTIMED; cmi++) mproc_max[cmi] = 0;
3656 /* Process the monsters (backwards) */
3657 for (i = m_max - 1; i >= 1; i--)
3659 /* Access the monster */
3662 /* Ignore "dead" monsters */
3663 if (!m_ptr->r_idx) continue;
3665 for (cmi = 0; cmi < MAX_MTIMED; cmi++)
3667 if (m_ptr->mtimed[cmi]) mproc_add(i, cmi);
3674 * @brief モンスターの睡眠状態値をセットする /
3675 * Set "m_ptr->mtimed[MTIMED_CSLEEP]", notice observable changes
3676 * @param m_idx モンスター参照ID
3678 * @return 別途更新処理が必要な場合TRUEを返す
3680 bool set_monster_csleep(int m_idx, int v)
3682 monster_type *m_ptr = &m_list[m_idx];
3683 bool notice = FALSE;
3685 /* Hack -- Force good values */
3686 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
3691 if (!MON_CSLEEP(m_ptr))
3693 mproc_add(m_idx, MTIMED_CSLEEP);
3701 if (MON_CSLEEP(m_ptr))
3703 mproc_remove(m_idx, MTIMED_CSLEEP);
3709 m_ptr->mtimed[MTIMED_CSLEEP] = v;
3711 if (!notice) return FALSE;
3715 /* Update health bar as needed */
3716 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3717 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3720 if (r_info[m_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3727 * @brief モンスターの加速状態値をセット /
3728 * Set "m_ptr->mtimed[MTIMED_FAST]", notice observable changes
3729 * @param m_idx モンスター参照ID
3731 * @return 別途更新処理が必要な場合TRUEを返す
3733 bool set_monster_fast(int m_idx, int v)
3735 monster_type *m_ptr = &m_list[m_idx];
3736 bool notice = FALSE;
3738 /* Hack -- Force good values */
3739 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3744 if (!MON_FAST(m_ptr))
3746 mproc_add(m_idx, MTIMED_FAST);
3754 if (MON_FAST(m_ptr))
3756 mproc_remove(m_idx, MTIMED_FAST);
3762 m_ptr->mtimed[MTIMED_FAST] = v;
3764 if (!notice) return FALSE;
3766 if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
3773 * Set "m_ptr->mtimed[MTIMED_SLOW]", notice observable changes
3775 bool set_monster_slow(int m_idx, int v)
3777 monster_type *m_ptr = &m_list[m_idx];
3778 bool notice = FALSE;
3780 /* Hack -- Force good values */
3781 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3786 if (!MON_SLOW(m_ptr))
3788 mproc_add(m_idx, MTIMED_SLOW);
3796 if (MON_SLOW(m_ptr))
3798 mproc_remove(m_idx, MTIMED_SLOW);
3804 m_ptr->mtimed[MTIMED_SLOW] = v;
3806 if (!notice) return FALSE;
3808 if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
3815 * @brief モンスターの朦朧状態値をセット /
3816 * Set "m_ptr->mtimed[MTIMED_STUNNED]", notice observable changes
3817 * @param m_idx モンスター参照ID
3819 * @return 別途更新処理が必要な場合TRUEを返す
3821 bool set_monster_stunned(int m_idx, int v)
3823 monster_type *m_ptr = &m_list[m_idx];
3824 bool notice = FALSE;
3826 /* Hack -- Force good values */
3827 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3832 if (!MON_STUNNED(m_ptr))
3834 mproc_add(m_idx, MTIMED_STUNNED);
3842 if (MON_STUNNED(m_ptr))
3844 mproc_remove(m_idx, MTIMED_STUNNED);
3850 m_ptr->mtimed[MTIMED_STUNNED] = v;
3857 * @brief モンスターの混乱状態値をセット /
3858 * Set "m_ptr->mtimed[MTIMED_CONFUSED]", notice observable changes
3859 * @param m_idx モンスター参照ID
3861 * @return 別途更新処理が必要な場合TRUEを返す
3863 bool set_monster_confused(int m_idx, int v)
3865 monster_type *m_ptr = &m_list[m_idx];
3866 bool notice = FALSE;
3868 /* Hack -- Force good values */
3869 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3874 if (!MON_CONFUSED(m_ptr))
3876 mproc_add(m_idx, MTIMED_CONFUSED);
3884 if (MON_CONFUSED(m_ptr))
3886 mproc_remove(m_idx, MTIMED_CONFUSED);
3892 m_ptr->mtimed[MTIMED_CONFUSED] = v;
3899 * @brief モンスターの恐慌状態値をセット /
3900 * Set "m_ptr->mtimed[MTIMED_MONFEAR]", notice observable changes
3901 * @param m_idx モンスター参照ID
3903 * @return 別途更新処理が必要な場合TRUEを返す
3905 bool set_monster_monfear(int m_idx, int v)
3907 monster_type *m_ptr = &m_list[m_idx];
3908 bool notice = FALSE;
3910 /* Hack -- Force good values */
3911 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3916 if (!MON_MONFEAR(m_ptr))
3918 mproc_add(m_idx, MTIMED_MONFEAR);
3926 if (MON_MONFEAR(m_ptr))
3928 mproc_remove(m_idx, MTIMED_MONFEAR);
3934 m_ptr->mtimed[MTIMED_MONFEAR] = v;
3936 if (!notice) return FALSE;
3940 /* Update health bar as needed */
3941 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3942 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3950 * @brief モンスターの無敵状態値をセット /
3951 * Set "m_ptr->mtimed[MTIMED_INVULNER]", notice observable changes
3952 * @param m_idx モンスター参照ID
3954 * @param energy_need TRUEならば無敵解除時に行動ターン消費を行う
3955 * @return 別途更新処理が必要な場合TRUEを返す
3957 bool set_monster_invulner(int m_idx, int v, bool energy_need)
3959 monster_type *m_ptr = &m_list[m_idx];
3960 bool notice = FALSE;
3962 /* Hack -- Force good values */
3963 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3968 if (!MON_INVULNER(m_ptr))
3970 mproc_add(m_idx, MTIMED_INVULNER);
3978 if (MON_INVULNER(m_ptr))
3980 mproc_remove(m_idx, MTIMED_INVULNER);
3981 if (energy_need && !p_ptr->wild_mode) m_ptr->energy_need += ENERGY_NEED();
3987 m_ptr->mtimed[MTIMED_INVULNER] = v;
3989 if (!notice) return FALSE;
3993 /* Update health bar as needed */
3994 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3995 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
4002 static u32b csleep_noise;
4005 * @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
4006 * @param m_idx モンスター参照ID
4007 * @param mtimed_idx 更新するモンスターの時限ステータスID
4010 static void process_monsters_mtimed_aux(int m_idx, int mtimed_idx)
4012 monster_type *m_ptr = &m_list[m_idx];
4018 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4020 /* Assume does not wake up */
4023 /* Hack -- Require proximity */
4024 if (m_ptr->cdis < AAF_LIMIT)
4026 /* Handle "sensing radius" */
4027 if (m_ptr->cdis <= (is_pet(m_ptr) ? ((r_ptr->aaf > MAX_SIGHT) ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
4029 /* We may wake up */
4033 /* Handle "sight" and "aggravation" */
4034 else if ((m_ptr->cdis <= MAX_SIGHT) && (player_has_los_bold(m_ptr->fy, m_ptr->fx)))
4036 /* We may wake up */
4043 u32b notice = randint0(1024);
4045 /* Nightmare monsters are more alert */
4046 if (ironman_nightmare) notice /= 2;
4048 /* Hack -- See if monster "notices" player */
4049 if ((notice * notice * notice) <= csleep_noise)
4051 /* Hack -- amount of "waking" */
4052 /* Wake up faster near the player */
4053 int d = (m_ptr->cdis < AAF_LIMIT / 2) ? (AAF_LIMIT / m_ptr->cdis) : 1;
4055 /* Hack -- amount of "waking" is affected by speed of player */
4056 d = (d * SPEED_TO_ENERGY(p_ptr->pspeed)) / 10;
4059 /* Monster wakes up "a little bit" */
4062 if (!set_monster_csleep(m_idx, MON_CSLEEP(m_ptr) - d))
4064 /* Notice the "not waking up" */
4065 if (is_original_ap_and_seen(m_ptr))
4067 /* Hack -- Count the ignores */
4068 if (r_ptr->r_ignore < MAX_UCHAR) r_ptr->r_ignore++;
4075 /* Notice the "waking up" */
4080 /* Acquire the monster name */
4081 monster_desc(m_name, m_ptr, 0);
4083 /* Dump a message */
4084 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
4087 if (is_original_ap_and_seen(m_ptr))
4089 /* Hack -- Count the wakings */
4090 if (r_ptr->r_wake < MAX_UCHAR) r_ptr->r_wake++;
4099 /* Reduce by one, note if expires */
4100 if (set_monster_fast(m_idx, MON_FAST(m_ptr) - 1))
4106 /* Acquire the monster name */
4107 monster_desc(m_name, m_ptr, 0);
4109 /* Dump a message */
4110 msg_format(_("%^sはもう加速されていない。", "%^s is no longer fast."), m_name);
4116 /* Reduce by one, note if expires */
4117 if (set_monster_slow(m_idx, MON_SLOW(m_ptr) - 1))
4123 /* Acquire the monster name */
4124 monster_desc(m_name, m_ptr, 0);
4126 /* Dump a message */
4127 msg_format(_("%^sはもう減速されていない。", "%^s is no longer slow."), m_name);
4132 case MTIMED_STUNNED:
4134 int rlev = r_info[m_ptr->r_idx].level;
4136 /* Recover from stun */
4137 if (set_monster_stunned(m_idx, (randint0(10000) <= rlev * rlev) ? 0 : (MON_STUNNED(m_ptr) - 1)))
4139 /* Message if visible */
4144 /* Acquire the monster name */
4145 monster_desc(m_name, m_ptr, 0);
4147 /* Dump a message */
4148 msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), m_name);
4154 case MTIMED_CONFUSED:
4155 /* Reduce the confusion */
4156 if (set_monster_confused(m_idx, MON_CONFUSED(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
4158 /* Message if visible */
4163 /* Acquire the monster name */
4164 monster_desc(m_name, m_ptr, 0);
4166 /* Dump a message */
4167 msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), m_name);
4172 case MTIMED_MONFEAR:
4173 /* Reduce the fear */
4174 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
4183 /* Acquire the monster possessive */
4184 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
4187 /* Acquire the monster name */
4188 monster_desc(m_name, m_ptr, 0);
4190 /* Dump a message */
4192 msg_format("%^sは勇気を取り戻した。", m_name);
4194 msg_format("%^s recovers %s courage.", m_name, m_poss);
4200 case MTIMED_INVULNER:
4201 /* Reduce by one, note if expires */
4202 if (set_monster_invulner(m_idx, MON_INVULNER(m_ptr) - 1, TRUE))
4208 /* Acquire the monster name */
4209 monster_desc(m_name, m_ptr, 0);
4211 /* Dump a message */
4212 msg_format(_("%^sはもう無敵でない。", "%^s is no longer invulnerable."), m_name);
4221 * @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
4222 * @param mtimed_idx 更新するモンスターの時限ステータスID
4225 * Process the counters of monsters (once per 10 game turns)\n
4226 * These functions are to process monsters' counters same as player's.
4228 void process_monsters_mtimed(int mtimed_idx)
4231 s16b *cur_mproc_list = mproc_list[mtimed_idx];
4233 /* Hack -- calculate the "player noise" */
4234 if (mtimed_idx == MTIMED_CSLEEP) csleep_noise = (1L << (30 - p_ptr->skill_stl));
4236 /* Process the monsters (backwards) */
4237 for (i = mproc_max[mtimed_idx] - 1; i >= 0; i--)
4239 /* Access the monster */
4240 process_monsters_mtimed_aux(cur_mproc_list[i], mtimed_idx);
4245 * @brief モンスターへの魔力消去処理
4246 * @param m_idx 魔力消去を受けるモンスターの参照ID
4249 void dispel_monster_status(int m_idx)
4251 monster_type *m_ptr = &m_list[m_idx];
4254 monster_desc(m_name, m_ptr, 0);
4255 if (set_monster_invulner(m_idx, 0, TRUE))
4257 if (m_ptr->ml) msg_format(_("%sはもう無敵ではない。", "%^s is no longer invulnerable."), m_name);
4259 if (set_monster_fast(m_idx, 0))
4261 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);
4263 if (set_monster_slow(m_idx, 0))
4265 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);
4270 * @brief モンスターの時間停止処理
4271 * @param num 時間停止を行った敵が行動できる回数
4272 * @param who 時間停止処理の主体ID
4273 * @param vs_player TRUEならば時間停止開始処理を行う
4274 * @return 時間停止が行われている状態ならばTRUEを返す
4276 bool process_the_world(int num, int who, bool vs_player)
4278 monster_type *m_ptr = &m_list[hack_m_idx]; /* the world monster */
4280 if(world_monster) return (FALSE);
4285 monster_desc(m_name, m_ptr, 0);
4288 msg_format(_("「『ザ・ワールド』!時は止まった!」", "%s yells 'The World! Time has stopped!'"), m_name);
4290 msg_format(_("「時よ!」", "%s yells 'Time!'"), m_name);
4291 else msg_print("hek!");
4296 /* This monster cast spells */
4297 world_monster = hack_m_idx;
4299 if (vs_player) do_cmd_redraw();
4303 if(!m_ptr->r_idx) break;
4304 process_monster(world_monster);
4306 reset_target(m_ptr);
4309 if (p_ptr->notice) notice_stuff();
4312 if (p_ptr->update) update_stuff();
4315 if (p_ptr->redraw) redraw_stuff();
4318 if (p_ptr->window) window_stuff();
4321 if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
4325 p_ptr->redraw |= (PR_MAP);
4327 /* Update monsters */
4328 p_ptr->update |= (PU_MONSTERS);
4331 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4334 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)))
4336 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
4346 * @brief モンスターの経験値取得処理
4347 * @param m_idx 経験値を得るモンスターの参照ID
4348 * @param s_idx 撃破されたモンスター種族の参照ID
4351 void monster_gain_exp(int m_idx, int s_idx)
4353 monster_type *m_ptr;
4354 monster_race *r_ptr;
4355 monster_race *s_ptr;
4359 if (m_idx <= 0 || s_idx <= 0) return;
4361 m_ptr = &m_list[m_idx];
4363 /* Paranoia -- Skip dead monsters */
4364 if (!m_ptr->r_idx) return;
4366 r_ptr = &r_info[m_ptr->r_idx];
4367 s_ptr = &r_info[s_idx];
4369 if (p_ptr->inside_battle) return;
4371 if (!r_ptr->next_exp) return;
4373 new_exp = s_ptr->mexp * s_ptr->level / (r_ptr->level + 2);
4374 if (m_idx == p_ptr->riding) new_exp = (new_exp + 1) / 2;
4375 if (!dun_level) new_exp /= 5;
4376 m_ptr->exp += new_exp;
4377 if (m_ptr->mflag2 & MFLAG2_CHAMELEON) return;
4379 if (m_ptr->exp >= r_ptr->next_exp)
4382 int old_hp = m_ptr->hp;
4383 int old_maxhp = m_ptr->max_maxhp;
4384 int old_r_idx = m_ptr->r_idx;
4385 byte old_sub_align = m_ptr->sub_align;
4387 /* Hack -- Reduce the racial counter of previous monster */
4388 real_r_ptr(m_ptr)->cur_num--;
4390 monster_desc(m_name, m_ptr, 0);
4391 m_ptr->r_idx = r_ptr->next_r_idx;
4393 /* Count the monsters on the level */
4394 real_r_ptr(m_ptr)->cur_num++;
4396 m_ptr->ap_r_idx = m_ptr->r_idx;
4397 r_ptr = &r_info[m_ptr->r_idx];
4399 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
4401 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
4405 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
4407 if (ironman_nightmare)
4409 u32b hp = m_ptr->max_maxhp * 2L;
4411 m_ptr->max_maxhp = (s16b)MIN(30000, hp);
4413 m_ptr->maxhp = m_ptr->max_maxhp;
4414 m_ptr->hp = old_hp * m_ptr->maxhp / old_maxhp;
4416 /* dealt damage is 0 at initial*/
4417 m_ptr->dealt_damage = 0;
4419 /* Extract the monster base speed */
4420 m_ptr->mspeed = get_mspeed(r_ptr);
4422 /* Sub-alignment of a monster */
4423 if (!is_pet(m_ptr) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
4424 m_ptr->sub_align = old_sub_align;
4427 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
4428 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
4429 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
4434 if (is_pet(m_ptr) || m_ptr->ml)
4436 if (!ignore_unview || player_can_see_bold(m_ptr->fy, m_ptr->fx))
4440 monster_race *hallu_race;
4444 hallu_race = &r_info[randint1(max_r_idx - 1)];
4446 while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
4447 msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_name + hallu_race->name);
4451 msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_name + r_ptr->name);
4455 if (!p_ptr->image) r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
4457 /* Now you feel very close to this pet. */
4458 m_ptr->parent_m_idx = 0;
4460 update_mon(m_idx, FALSE);
4461 lite_spot(m_ptr->fy, m_ptr->fx);
4463 if (m_idx == p_ptr->riding) p_ptr->update |= PU_BONUS;