OSDN Git Service

b5855f521e9cc2cae5500efa544b03cc237c805d
[hengband/hengband.git] / src / melee2.c
1 /* File: melee2.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Monster spells and movement */
12
13 /*
14 * This file has several additions to it by Keldon Jones (keldon@umr.edu)
15 * to improve the general quality of the AI (version 0.1.1).
16 */
17
18 #include "angband.h"
19
20 #define SPEAK_CHANCE 8
21 #define GRINDNOISE 20
22 #define CYBERNOISE 20
23
24 /*
25  * Calculate the direction to the next enemy
26  */
27 static bool get_enemy_dir(int m_idx, int *mm)
28 {
29         int i;
30         int x = 0, y = 0;
31         int t_idx;
32         int start;
33         int plus = 1;
34
35         monster_type *m_ptr = &m_list[m_idx];
36         monster_race *r_ptr = &r_info[m_ptr->r_idx];
37
38         monster_type *t_ptr;
39
40         if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
41         {
42                 y = m_list[riding_t_m_idx].fy;
43                 x = m_list[riding_t_m_idx].fx;
44         }
45         else if (is_pet(m_ptr) && pet_t_m_idx)
46         {
47                 y = m_list[pet_t_m_idx].fy;
48                 x = m_list[pet_t_m_idx].fx;
49         }
50         else
51         {
52                 if (p_ptr->inside_battle)
53                 {
54                         start = randint1(m_max-1)+m_max;
55                         if(randint0(2)) plus = -1;
56                 }
57                 else start = m_max + 1;
58
59                 /* Scan thru all monsters */
60                 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
61                 {
62                         int dummy = (i % m_max);
63
64                         if (!dummy) continue;
65
66                         t_idx = dummy;
67                         t_ptr = &m_list[t_idx];
68
69                         /* The monster itself isn't a target */
70                         if (t_ptr == m_ptr) continue;
71
72                         /* Paranoia -- Skip dead monsters */
73                         if (!t_ptr->r_idx) continue;
74
75                         if (is_pet(m_ptr))
76                         {
77                                 /* Hack -- only fight away from player */
78                                 if (p_ptr->pet_follow_distance < 0)
79                                 {
80                                         /* No fighting near player */
81                                         if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
82                                         {
83                                                 continue;
84                                         }
85                                 }
86                                 /* Hack -- no fighting away from player */
87                                 else if ((m_ptr->cdis < t_ptr->cdis) &&
88                                                         (t_ptr->cdis > p_ptr->pet_follow_distance))
89                                 {
90                                         continue;
91                                 }
92
93                                 if (r_ptr->aaf < t_ptr->cdis) continue;
94                         }
95
96                         /* Monster must be 'an enemy' */
97                         if (!are_enemies(m_ptr, t_ptr)) continue;
98
99                         /* Monster must be projectable if we can't pass through walls */
100                         if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
101                             ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
102                         {
103                                 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
104                         }
105                         else
106                         {
107                                 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
108                         }
109
110                         /* OK -- we've got a target */
111                         y = t_ptr->fy;
112                         x = t_ptr->fx;
113
114                         break;
115                 }
116                 if (!x && !y) return FALSE;
117         }
118
119         /* Extract the direction */
120         x -= m_ptr->fx;
121         y -= m_ptr->fy;
122
123         /* North */
124         if ((y < 0) && (x == 0))
125         {
126                 mm[0] = 8;
127                 mm[1] = 7;
128                 mm[2] = 9;
129         }
130         /* South */
131         else if ((y > 0) && (x == 0))
132         {
133                 mm[0] = 2;
134                 mm[1] = 1;
135                 mm[2] = 3;
136         }
137         /* East */
138         else if ((x > 0) && (y == 0))
139         {
140                 mm[0] = 6;
141                 mm[1] = 9;
142                 mm[2] = 3;
143         }
144         /* West */
145         else if ((x < 0) && (y == 0))
146         {
147                 mm[0] = 4;
148                 mm[1] = 7;
149                 mm[2] = 1;
150         }
151         /* North-West */
152         else if ((y < 0) && (x < 0))
153         {
154                 mm[0] = 7;
155                 mm[1] = 4;
156                 mm[2] = 8;
157         }
158         /* North-East */
159         else if ((y < 0) && (x > 0))
160         {
161                 mm[0] = 9;
162                 mm[1] = 6;
163                 mm[2] = 8;
164         }
165         /* South-West */
166         else if ((y > 0) && (x < 0))
167         {
168                 mm[0] = 1;
169                 mm[1] = 4;
170                 mm[2] = 2;
171         }
172         /* South-East */
173         else if ((y > 0) && (x > 0))
174         {
175                 mm[0] = 3;
176                 mm[1] = 6;
177                 mm[2] = 2;
178         }
179
180         /* Found a monster */
181         return TRUE;
182 }
183
184
185 /*
186  * Hack, based on mon_take_hit... perhaps all monster attacks on
187  * other monsters should use this?
188  */
189 void mon_take_hit_mon(int m_idx, int dam, bool *fear, cptr note, int who)
190 {
191         monster_type    *m_ptr = &m_list[m_idx];
192
193         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
194
195         char m_name[160];
196
197         bool seen = is_seen(m_ptr);
198
199         /* Can the player be aware of this attack? */
200         bool known = (m_ptr->cdis <= MAX_SIGHT);
201
202         /* Extract monster name */
203         monster_desc(m_name, m_ptr, 0);
204
205         /* Redraw (later) if needed */
206         if (m_ptr->ml)
207         {
208                 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
209                 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
210         }
211
212         /* Wake it up */
213         (void)set_monster_csleep(m_idx, 0);
214
215         if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 1);
216
217         if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
218         {
219                 if (seen)
220                 {
221 #ifdef JP
222 msg_format("%^s¤Ï¥À¥á¡¼¥¸¤ò¼õ¤±¤Ê¤¤¡£", m_name);
223 #else
224                         msg_format("%^s is unharmed.", m_name);
225 #endif
226
227                 }
228
229                 return;
230         }
231
232         if (r_ptr->flagsr & RFR_RES_ALL)
233         {
234                 if(dam > 0)
235                 {
236                         dam /= 100;
237                         if((dam == 0) && one_in_(3)) dam = 1;
238                 }
239                 if (dam==0)
240                 {
241                         if (seen)
242                         {
243 #ifdef JP
244 msg_format("%^s¤Ï¥À¥á¡¼¥¸¤ò¼õ¤±¤Ê¤¤¡£", m_name);
245 #else
246                                 msg_format("%^s is unharmed.", m_name);
247 #endif
248
249                         }
250                         return;
251                 }
252         }
253
254         /* Hurt it */
255         m_ptr->hp -= dam;
256
257         /* It is dead now... or is it? */
258         if (m_ptr->hp < 0)
259         {
260                 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
261                     (r_ptr->flags7 & RF7_NAZGUL)) &&
262                     !p_ptr->inside_battle)
263                 {
264                         m_ptr->hp = 1;
265                 }
266                 else
267                 {
268                         /* Make a sound */
269                         if (!monster_living(r_ptr))
270                         {
271                                 sound(SOUND_N_KILL);
272                         }
273                         else
274                         {
275                                 sound(SOUND_KILL);
276                         }
277
278                         if (known)
279                         {
280                                 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
281                                 /* Unseen death by normal attack */
282                                 if (!seen)
283                                 {
284                                         mon_fight = TRUE;
285                                 }
286                                 /* Death by special attack */
287                                 else if (note)
288                                 {
289 #ifdef JP
290 msg_format("%^s%s", m_name, note);
291 #else
292                                         msg_format("%^s%s", m_name, note);
293 #endif
294
295                                 }
296                                 /* Death by normal attack -- nonliving monster */
297                                 else if (!monster_living(r_ptr))
298                                 {
299 #ifdef JP
300 msg_format("%^s¤ÏÇ˲õ¤µ¤ì¤¿¡£", m_name);
301 #else
302                                         msg_format("%^s is destroyed.", m_name);
303 #endif
304
305                                 }
306                                 /* Death by normal attack -- living monster */
307                                 else
308                                 {
309 #ifdef JP
310 msg_format("%^s¤Ï»¦¤µ¤ì¤¿¡£", m_name);
311 #else
312                                         msg_format("%^s is killed.", m_name);
313 #endif
314
315                                 }
316                         }
317
318                         monster_gain_exp(who, m_ptr->r_idx);
319
320                         /* Generate treasure */
321                         monster_death(m_idx, FALSE);
322
323                         /* Delete the monster */
324                         delete_monster_idx(m_idx);
325
326                         /* Not afraid */
327                         (*fear) = FALSE;
328
329                         /* Monster is dead */
330                         return;
331                 }
332         }
333
334 #ifdef ALLOW_FEAR
335
336         /* Mega-Hack -- Pain cancels fear */
337         if (MON_MONFEAR(m_ptr) && (dam > 0))
338         {
339                 /* Cure fear */
340                 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
341                 {
342                         /* No more fear */
343                         (*fear) = FALSE;
344                 }
345         }
346
347         /* Sometimes a monster gets scared by damage */
348         if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
349         {
350                 /* Percentage of fully healthy */
351                 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
352
353                 /*
354                 * Run (sometimes) if at 10% or less of max hit points,
355                 * or (usually) when hit for half its current hit points
356                  */
357                 if (((percentage <= 10) && (randint0(10) < percentage)) ||
358                         ((dam >= m_ptr->hp) && (randint0(100) < 80)))
359                 {
360                         /* Hack -- note fear */
361                         (*fear) = TRUE;
362
363                         /* XXX XXX XXX Hack -- Add some timed fear */
364                         (void)set_monster_monfear(m_idx, (randint1(10) +
365                                 (((dam >= m_ptr->hp) && (percentage > 7)) ?
366                                 20 : ((11 - percentage) * 5))));
367                 }
368         }
369
370 #endif /* ALLOW_FEAR */
371
372         if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
373         {
374                 if (is_pet(&m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
375                 {
376                         set_target(m_ptr, m_list[who].fy, m_list[who].fx);
377                 }
378         }
379
380         if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
381         {
382                 char m_name[80];
383
384                 /* Extract monster name */
385                 monster_desc(m_name, m_ptr, 0);
386
387                 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
388                 if (rakuba((dam > 200) ? 200 : dam, FALSE))
389                 {
390 #ifdef JP
391 msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name);
392 #else
393                                 msg_format("You have thrown off from %s!", m_name);
394 #endif
395                 }
396         }
397
398         /* Not dead yet */
399         return;
400 }
401
402
403 /*
404  * Returns whether a given monster will try to run from the player.
405  *
406  * Monsters will attempt to avoid very powerful players.  See below.
407  *
408  * Because this function is called so often, little details are important
409  * for efficiency.  Like not using "mod" or "div" when possible.  And
410  * attempting to check the conditions in an optimal order.  Note that
411  * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.
412  *
413  * Note that this function is responsible for about one to five percent
414  * of the processor use in normal conditions...
415  */
416 static int mon_will_run(int m_idx)
417 {
418         monster_type *m_ptr = &m_list[m_idx];
419
420 #ifdef ALLOW_TERROR
421
422         monster_race *r_ptr = &r_info[m_ptr->r_idx];
423
424         u16b p_lev, m_lev;
425         u16b p_chp, p_mhp;
426         u16b m_chp, m_mhp;
427         u32b p_val, m_val;
428
429 #endif
430
431         /* Friends can be commanded to avoid the player */
432         if (is_pet(m_ptr))
433         {
434                 /* Are we trying to avoid the player? */
435                 return ((p_ptr->pet_follow_distance < 0) &&
436                                   (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
437         }
438
439         /* Keep monsters from running too far away */
440         if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
441
442         /* All "afraid" monsters will run away */
443         if (MON_MONFEAR(m_ptr)) return (TRUE);
444
445 #ifdef ALLOW_TERROR
446
447         /* Nearby monsters will not become terrified */
448         if (m_ptr->cdis <= 5) return (FALSE);
449
450         /* Examine player power (level) */
451         p_lev = p_ptr->lev;
452
453         /* Examine monster power (level plus morale) */
454         m_lev = r_ptr->level + (m_idx & 0x08) + 25;
455
456         /* Optimize extreme cases below */
457         if (m_lev > p_lev + 4) return (FALSE);
458         if (m_lev + 4 <= p_lev) return (TRUE);
459
460         /* Examine player health */
461         p_chp = p_ptr->chp;
462         p_mhp = p_ptr->mhp;
463
464         /* Examine monster health */
465         m_chp = m_ptr->hp;
466         m_mhp = m_ptr->maxhp;
467
468         /* Prepare to optimize the calculation */
469         p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
470         m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
471
472         /* Strong players scare strong monsters */
473         if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
474
475 #endif
476
477         /* Assume no terror */
478         return (FALSE);
479 }
480
481
482
483
484 /*
485  * Search spell castable grid
486  */
487 static bool get_moves_aux2(int m_idx, int *yp, int *xp)
488 {
489         int i, y, x, y1, x1, best = 999;
490
491         cave_type *c_ptr;
492         bool can_open_door = FALSE;
493         int now_cost;
494
495         monster_type *m_ptr = &m_list[m_idx];
496         monster_race *r_ptr = &r_info[m_ptr->r_idx];
497
498         /* Monster location */
499         y1 = m_ptr->fy;
500         x1 = m_ptr->fx;
501
502         /* Monster can already cast spell to player */
503         if (projectable(y1, x1, py, px)) return (FALSE);
504
505         /* Set current grid cost */
506         now_cost = cave[y1][x1].cost;
507         if (now_cost == 0) now_cost = 999;
508
509         /* Can monster bash or open doors? */
510         if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
511         {
512                 can_open_door = TRUE;
513         }
514
515         /* Check nearby grids, diagonals first */
516         for (i = 7; i >= 0; i--)
517         {
518                 int cost;
519
520                 /* Get the location */
521                 y = y1 + ddy_ddd[i];
522                 x = x1 + ddx_ddd[i];
523
524                 /* Ignore locations off of edge */
525                 if (!in_bounds2(y, x)) continue;
526
527                 /* Simply move to player */
528                 if (player_bold(y, x)) return (FALSE);
529
530                 c_ptr = &cave[y][x];
531
532                 cost = c_ptr->cost;
533
534                 /* Monster cannot kill or pass walls */
535                 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))))
536                 {
537                         if (cost == 0) continue;
538                         if (!can_open_door && is_closed_door(c_ptr->feat)) continue;
539                 }
540
541                 /* Hack -- for kill or pass wall monster.. */
542                 if (cost == 0) cost = 998;
543
544                 if (now_cost < cost) continue;
545
546                 if (!projectable(y, x, py, px)) continue;
547
548                 /* Accept louder sounds */
549                 if (best < cost) continue;
550                 best = cost;
551
552                 (*yp) = y1 + ddy_ddd[i];
553                 (*xp) = x1 + ddx_ddd[i];
554         }
555
556         /* No legal move (?) */
557         if (best == 999) return (FALSE);
558
559         /* Success */
560         return (TRUE);
561 }
562
563
564 /*
565  * Choose the "best" direction for "flowing"
566  *
567  * Note that ghosts and rock-eaters are never allowed to "flow",
568  * since they should move directly towards the player.
569  *
570  * Prefer "non-diagonal" directions, but twiddle them a little
571  * to angle slightly towards the player's actual location.
572  *
573  * Allow very perceptive monsters to track old "spoor" left by
574  * previous locations occupied by the player.  This will tend
575  * to have monsters end up either near the player or on a grid
576  * recently occupied by the player (and left via "teleport").
577  *
578  * Note that if "smell" is turned on, all monsters get vicious.
579  *
580  * Also note that teleporting away from a location will cause
581  * the monsters who were chasing you to converge on that location
582  * as long as you are still near enough to "annoy" them without
583  * being close enough to chase directly.  I have no idea what will
584  * happen if you combine "smell" with low "aaf" values.
585  */
586 static bool get_moves_aux(int m_idx, int *yp, int *xp, bool no_flow)
587 {
588         int i, y, x, y1, x1, best;
589
590         cave_type *c_ptr;
591         bool use_scent = FALSE;
592
593         monster_type *m_ptr = &m_list[m_idx];
594         monster_race *r_ptr = &r_info[m_ptr->r_idx];
595
596         /* Can monster cast attack spell? */
597         if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
598             r_ptr->flags5 & (RF5_ATTACK_MASK) ||
599             r_ptr->flags6 & (RF6_ATTACK_MASK))
600         {
601                 /* Can move spell castable grid? */
602                 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
603         }
604
605         /* Monster can't flow */
606         if (no_flow) return (FALSE);
607
608         /* Monster can go through rocks */
609         if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
610         if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
611
612         /* Monster location */
613         y1 = m_ptr->fy;
614         x1 = m_ptr->fx;
615
616         /* Hack -- Player can see us, run towards him */
617         if (player_has_los_bold(y1, x1) && projectable(py, px, y1, x1)) return (FALSE);
618
619         /* Monster grid */
620         c_ptr = &cave[y1][x1];
621
622         /* If we can hear noises, advance towards them */
623         if (c_ptr->cost)
624         {
625                 best = 999;
626         }
627
628         /* Otherwise, try to follow a scent trail */
629         else if (c_ptr->when)
630         {
631                 /* Too old smell */
632                 if (cave[py][px].when - c_ptr->when > 127) return (FALSE);
633
634                 use_scent = TRUE;
635                 best = 0;
636         }
637
638         /* Otherwise, advance blindly */
639         else
640         {
641                 return (FALSE);
642         }
643
644         /* Check nearby grids, diagonals first */
645         for (i = 7; i >= 0; i--)
646         {
647                 /* Get the location */
648                 y = y1 + ddy_ddd[i];
649                 x = x1 + ddx_ddd[i];
650
651                 /* Ignore locations off of edge */
652                 if (!in_bounds2(y, x)) continue;
653
654                 c_ptr = &cave[y][x];
655
656                 /* We're following a scent trail */
657                 if (use_scent)
658                 {
659                         int when = c_ptr->when;
660
661                         /* Accept younger scent */
662                         if (best > when) continue;
663                         best = when;
664                 }
665
666                 /* We're using sound */
667                 else
668                 {
669                         int cost;
670
671                         if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
672                                 cost = c_ptr->dist;
673                         else cost = c_ptr->cost;
674
675                         /* Accept louder sounds */
676                         if ((cost == 0) || (best < cost)) continue;
677                         best = cost;
678                 }
679
680                 /* Hack -- Save the "twiddled" location */
681                 (*yp) = py + 16 * ddy_ddd[i];
682                 (*xp) = px + 16 * ddx_ddd[i];
683         }
684
685         /* No legal move (?) */
686         if (best == 999 || best == 0) return (FALSE);
687
688         /* Success */
689         return (TRUE);
690 }
691
692
693 /*
694 * Provide a location to flee to, but give the player a wide berth.
695 *
696 * A monster may wish to flee to a location that is behind the player,
697 * but instead of heading directly for it, the monster should "swerve"
698 * around the player so that he has a smaller chance of getting hit.
699 */
700 static bool get_fear_moves_aux(int m_idx, int *yp, int *xp)
701 {
702         int y, x, y1, x1, fy, fx, gy = 0, gx = 0;
703         int score = -1;
704         int i;
705
706         monster_type *m_ptr = &m_list[m_idx];
707
708         /* Monster location */
709         fy = m_ptr->fy;
710         fx = m_ptr->fx;
711
712         /* Desired destination */
713         y1 = fy - (*yp);
714         x1 = fx - (*xp);
715
716         /* Check nearby grids, diagonals first */
717         for (i = 7; i >= 0; i--)
718         {
719                 int dis, s;
720
721                 /* Get the location */
722                 y = fy + ddy_ddd[i];
723                 x = fx + ddx_ddd[i];
724
725                 /* Ignore locations off of edge */
726                 if (!in_bounds2(y, x)) continue;
727
728                 /* Don't move toward player */
729                 /* if (cave[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
730
731                 /* Calculate distance of this grid from our destination */
732                 dis = distance(y, x, y1, x1);
733
734                 /* Score this grid */
735                 s = 5000 / (dis + 3) - 500 / (cave[y][x].dist + 1);
736
737                 /* No negative scores */
738                 if (s < 0) s = 0;
739
740                 /* Ignore lower scores */
741                 if (s < score) continue;
742
743                 /* Save the score and time */
744                 score = s;
745
746                 /* Save the location */
747                 gy = y;
748                 gx = x;
749         }
750
751         /* No legal move (?) */
752         if (score == -1) return (FALSE);
753
754         /* Find deltas */
755         (*yp) = fy - gy;
756         (*xp) = fx - gx;
757
758         /* Success */
759         return (TRUE);
760 }
761
762 /*
763  * Hack -- Precompute a bunch of calls to distance() in find_safety() and
764  * find_hiding().
765  *
766  * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
767  * offsets of all the locations with a distance of n from a central point,
768  * with an offset of (0,0) indicating no more offsets at this distance.
769  *
770  * This is, of course, fairly unreadable, but it eliminates multiple loops
771  * from the previous version.
772  *
773  * It is probably better to replace these arrays with code to compute
774  * the relevant arrays, even if the storage is pre-allocated in hard
775  * coded sizes.  At the very least, code should be included which is
776  * able to generate and dump these arrays (ala "los()").  XXX XXX XXX
777  *
778  * Also, the storage needs could be halved by using bytes.  XXX XXX XXX
779  *
780  * These arrays could be combined into two big arrays, using sub-arrays
781  * to hold the offsets and lengths of each portion of the sub-arrays, and
782  * this could perhaps also be used somehow in the "look" code.  XXX XXX XXX
783  */
784
785
786 static sint d_off_y_0[] =
787 { 0 };
788
789 static sint d_off_x_0[] =
790 { 0 };
791
792
793 static sint d_off_y_1[] =
794 { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
795
796 static sint d_off_x_1[] =
797 { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
798
799
800 static sint d_off_y_2[] =
801 { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
802
803 static sint d_off_x_2[] =
804 { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
805
806
807 static sint d_off_y_3[] =
808 { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2,
809   3, 3, 3, 0 };
810
811 static sint d_off_x_3[] =
812 { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2,
813   -1, 0, 1, 0 };
814
815
816 static sint d_off_y_4[] =
817 { -1, -1, -2, -2, -3, -3, -3, -3, -4, -4, -4, 0,
818   0, 1, 1, 2, 2, 3, 3, 3, 3, 4, 4, 4, 0 };
819
820 static sint d_off_x_4[] =
821 { -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, -4, 4,
822   -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, 0 };
823
824
825 static sint d_off_y_5[] =
826 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
827   -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
828   5, 0 };
829
830 static sint d_off_x_5[] =
831 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
832   -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
833   0, 1, 0 };
834
835
836 static sint d_off_y_6[] =
837 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
838   -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
839   5, 5, 6, 6, 6, 0 };
840
841 static sint d_off_x_6[] =
842 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
843   0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
844   -3, 2, 3, -1, 0, 1, 0 };
845
846
847 static sint d_off_y_7[] =
848 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
849   -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
850   3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
851
852 static sint d_off_x_7[] =
853 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
854   -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
855   6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
856   1, 0 };
857
858
859 static sint d_off_y_8[] =
860 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
861   -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
862   2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
863   8, 8, 8, 0 };
864
865 static sint d_off_x_8[] =
866 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
867   5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
868   7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
869   2, 3, -1, 0, 1, 0 };
870
871
872 static sint d_off_y_9[] =
873 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
874   -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
875   0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
876   7, 8, 8, 8, 8, 9, 9, 9, 0 };
877
878 static sint d_off_x_9[] =
879 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
880   -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
881   9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
882   4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
883
884
885 static sint *dist_offsets_y[10] =
886 {
887         d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
888         d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
889 };
890
891 static sint *dist_offsets_x[10] =
892 {
893         d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
894         d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
895 };
896
897 /*
898 * Choose a "safe" location near a monster for it to run toward.
899 *
900 * A location is "safe" if it can be reached quickly and the player
901 * is not able to fire into it (it isn't a "clean shot").  So, this will
902 * cause monsters to "duck" behind walls.  Hopefully, monsters will also
903 * try to run towards corridor openings if they are in a room.
904 *
905 * This function may take lots of CPU time if lots of monsters are
906 * fleeing.
907 *
908 * Return TRUE if a safe location is available.
909 */
910 static bool find_safety(int m_idx, int *yp, int *xp)
911 {
912         monster_type *m_ptr = &m_list[m_idx];
913
914         int fy = m_ptr->fy;
915         int fx = m_ptr->fx;
916
917         int y, x, dy, dx, d, dis, i;
918         int gy = 0, gx = 0, gdis = 0;
919
920         sint *y_offsets;
921         sint *x_offsets;
922
923         cave_type *c_ptr;
924
925         /* Start with adjacent locations, spread further */
926         for (d = 1; d < 10; d++)
927         {
928                 /* Get the lists of points with a distance d from (fx, fy) */
929                 y_offsets = dist_offsets_y[d];
930                 x_offsets = dist_offsets_x[d];
931
932                 /* Check the locations */
933                 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
934                      dx != 0 || dy != 0;
935                      i++, dx = x_offsets[i], dy = y_offsets[i])
936                 {
937                         y = fy + dy;
938                         x = fx + dx;
939
940                         /* Skip illegal locations */
941                         if (!in_bounds(y, x)) continue;
942
943                         c_ptr = &cave[y][x];
944
945                         /* Skip locations in a wall */
946                         if (!monster_can_cross_terrain(c_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
947
948                         /* Check for "availability" (if monsters can flow) */
949                         if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
950                         {
951                                 /* Ignore grids very far from the player */
952                                 if (c_ptr->dist == 0) continue;
953
954                                 /* Ignore too-distant grids */
955                                 if (c_ptr->dist > cave[fy][fx].dist + 2 * d) continue;
956                         }
957
958                         /* Check for absence of shot (more or less) */
959                         if (!projectable(py, px, y, x))
960                         {
961                                 /* Calculate distance from player */
962                                 dis = distance(y, x, py, px);
963
964                                 /* Remember if further than previous */
965                                 if (dis > gdis)
966                                 {
967                                         gy = y;
968                                         gx = x;
969                                         gdis = dis;
970                                 }
971                         }
972                 }
973
974                 /* Check for success */
975                 if (gdis > 0)
976                 {
977                         /* Good location */
978                         (*yp) = fy - gy;
979                         (*xp) = fx - gx;
980
981                         /* Found safe place */
982                         return (TRUE);
983                 }
984         }
985
986         /* No safe place */
987         return (FALSE);
988 }
989
990
991 /*
992  * Choose a good hiding place near a monster for it to run toward.
993  *
994  * Pack monsters will use this to "ambush" the player and lure him out
995  * of corridors into open space so they can swarm him.
996  *
997  * Return TRUE if a good location is available.
998  */
999 static bool find_hiding(int m_idx, int *yp, int *xp)
1000 {
1001         monster_type *m_ptr = &m_list[m_idx];
1002         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1003
1004         int fy = m_ptr->fy;
1005         int fx = m_ptr->fx;
1006
1007         int y, x, dy, dx, d, dis, i;
1008         int gy = 0, gx = 0, gdis = 999;
1009
1010         sint *y_offsets, *x_offsets;
1011
1012         /* Start with adjacent locations, spread further */
1013         for (d = 1; d < 10; d++)
1014         {
1015                 /* Get the lists of points with a distance d from (fx, fy) */
1016                 y_offsets = dist_offsets_y[d];
1017                 x_offsets = dist_offsets_x[d];
1018
1019                 /* Check the locations */
1020                 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
1021                      dx != 0 || dy != 0;
1022                      i++, dx = x_offsets[i], dy = y_offsets[i])
1023                 {
1024                         y = fy + dy;
1025                         x = fx + dx;
1026
1027                         /* Skip illegal locations */
1028                         if (!in_bounds(y, x)) continue;
1029
1030                         /* Skip occupied locations */
1031                         if (!monster_can_enter(y, x, r_ptr, 0)) continue;
1032
1033                         /* Check for hidden, available grid */
1034                         if (!projectable(py, px, y, x) && clean_shot(fy, fx, y, x, FALSE))
1035                         {
1036                                 /* Calculate distance from player */
1037                                 dis = distance(y, x, py, px);
1038
1039                                 /* Remember if closer than previous */
1040                                 if (dis < gdis && dis >= 2)
1041                                 {
1042                                         gy = y;
1043                                         gx = x;
1044                                         gdis = dis;
1045                                 }
1046                         }
1047                 }
1048
1049                 /* Check for success */
1050                 if (gdis < 999)
1051                 {
1052                         /* Good location */
1053                         (*yp) = fy - gy;
1054                         (*xp) = fx - gx;
1055
1056                         /* Found good place */
1057                         return (TRUE);
1058                 }
1059         }
1060
1061         /* No good place */
1062         return (FALSE);
1063 }
1064
1065
1066 /*
1067  * Choose "logical" directions for monster movement
1068  */
1069 static bool get_moves(int m_idx, int *mm)
1070 {
1071         monster_type *m_ptr = &m_list[m_idx];
1072         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1073         int          y, ay, x, ax;
1074         int          move_val = 0;
1075         int          y2 = py;
1076         int          x2 = px;
1077         bool         done = FALSE;
1078         bool         will_run = mon_will_run(m_idx);
1079         cave_type    *c_ptr;
1080         bool         no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (cave[m_ptr->fy][m_ptr->fx].cost > 2));
1081         bool         can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
1082
1083         /* Counter attack to an enemy monster */
1084         if (!will_run && m_ptr->target_y)
1085         {
1086                 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
1087
1088                 /* The monster must be an enemy, and in LOS */
1089                 if (t_m_idx &&
1090                     are_enemies(m_ptr, &m_list[t_m_idx]) &&
1091                     los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
1092                     projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1093                 {
1094                         /* Extract the "pseudo-direction" */
1095                         y = m_ptr->fy - m_ptr->target_y;
1096                         x = m_ptr->fx - m_ptr->target_x;
1097                         done = TRUE;
1098                 }
1099         }
1100
1101         if (!done && !will_run && is_hostile(m_ptr) &&
1102             (r_ptr->flags1 & RF1_FRIENDS) &&
1103             ((los(m_ptr->fy, m_ptr->fx, py, px) && projectable(m_ptr->fy, m_ptr->fx, py, px)) ||
1104             (cave[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1105         {
1106         /*
1107          * Animal packs try to get the player out of corridors
1108          * (...unless they can move through walls -- TY)
1109          */
1110                 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1111                          !(r_ptr->flags2 & RF2_KILL_WALL))
1112                 {
1113                         int i, room = 0;
1114
1115                         /* Count room grids next to player */
1116                         for (i = 0; i < 8; i++)
1117                         {
1118                                 int xx = px + ddx_ddd[i];
1119                                 int yy = py + ddy_ddd[i];
1120
1121                                 if (!in_bounds2(yy, xx)) continue;
1122
1123                                 c_ptr = &cave[yy][xx];
1124
1125                                 /* Check grid */
1126                                 if (monster_can_cross_terrain(c_ptr->feat, r_ptr, 0))
1127                                 {
1128                                         /* One more room grid */
1129                                         room++;
1130                                 }
1131                         }
1132                         if (cave[py][px].info & CAVE_ROOM) room -= 2;
1133                         if (!r_ptr->flags4 && !r_ptr->flags5 && !r_ptr->flags6) room -= 2;
1134
1135                         /* Not in a room and strong player */
1136                         if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1137                             (p_ptr->mhp + p_ptr->msp))
1138                         {
1139                                 /* Find hiding place */
1140                                 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1141                         }
1142                 }
1143
1144                 /* Monster groups try to surround the player */
1145                 if (!done && (cave[m_ptr->fy][m_ptr->fx].dist < 3))
1146                 {
1147                         int i;
1148
1149                         /* Find an empty square near the player to fill */
1150                         for (i = 0; i < 8; i++)
1151                         {
1152                                 /* Pick squares near player (semi-randomly) */
1153                                 y2 = py + ddy_ddd[(m_idx + i) & 7];
1154                                 x2 = px + ddx_ddd[(m_idx + i) & 7];
1155
1156                                 /* Already there? */
1157                                 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1158                                 {
1159                                         /* Attack the player */
1160                                         y2 = py;
1161                                         x2 = px;
1162
1163                                         break;
1164                                 }
1165
1166                                 if (!in_bounds2(y2, x2)) continue;
1167
1168                                 /* Ignore filled grids */
1169                                 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
1170
1171                                 /* Try to fill this hole */
1172                                 break;
1173                         }
1174
1175                         /* Extract the new "pseudo-direction" */
1176                         y = m_ptr->fy - y2;
1177                         x = m_ptr->fx - x2;
1178
1179                         /* Done */
1180                         done = TRUE;
1181                 }
1182         }
1183
1184         if (!done)
1185         {
1186                 /* Flow towards the player */
1187                 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1188
1189                 /* Extract the "pseudo-direction" */
1190                 y = m_ptr->fy - y2;
1191                 x = m_ptr->fx - x2;
1192
1193                 /* Not done */
1194         }
1195
1196         /* Apply fear if possible and necessary */
1197         if (is_pet(m_ptr) && will_run)
1198         {
1199                 /* XXX XXX Not very "smart" */
1200                 y = (-y), x = (-x);
1201         }
1202         else
1203         {
1204                 if (!done && will_run)
1205                 {
1206                         int tmp_x = (-x);
1207                         int tmp_y = (-y);
1208
1209                         /* Try to find safe place */
1210                         if (find_safety(m_idx, &y, &x))
1211                         {
1212                                 /* Attempt to avoid the player */
1213                                 if (!no_flow)
1214                                 {
1215                                         /* Adjust movement */
1216                                         if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1217                                 }
1218                         }
1219
1220                         if (!done)
1221                         {
1222                                 /* This is not a very "smart" method XXX XXX */
1223                                 y = tmp_y;
1224                                 x = tmp_x;
1225                         }
1226                 }
1227         }
1228
1229
1230         /* Check for no move */
1231         if (!x && !y) return (FALSE);
1232
1233
1234         /* Extract the "absolute distances" */
1235         ax = ABS(x);
1236         ay = ABS(y);
1237
1238         /* Do something weird */
1239         if (y < 0) move_val += 8;
1240         if (x > 0) move_val += 4;
1241
1242         /* Prevent the diamond maneuvre */
1243         if (ay > (ax << 1)) move_val += 2;
1244         else if (ax > (ay << 1)) move_val++;
1245
1246         /* Extract some directions */
1247         switch (move_val)
1248         {
1249         case 0:
1250                 mm[0] = 9;
1251                 if (ay > ax)
1252                 {
1253                         mm[1] = 8;
1254                         mm[2] = 6;
1255                         mm[3] = 7;
1256                         mm[4] = 3;
1257                 }
1258                 else
1259                 {
1260                         mm[1] = 6;
1261                         mm[2] = 8;
1262                         mm[3] = 3;
1263                         mm[4] = 7;
1264                 }
1265                 break;
1266         case 1:
1267         case 9:
1268                 mm[0] = 6;
1269                 if (y < 0)
1270                 {
1271                         mm[1] = 3;
1272                         mm[2] = 9;
1273                         mm[3] = 2;
1274                         mm[4] = 8;
1275                 }
1276                 else
1277                 {
1278                         mm[1] = 9;
1279                         mm[2] = 3;
1280                         mm[3] = 8;
1281                         mm[4] = 2;
1282                 }
1283                 break;
1284         case 2:
1285         case 6:
1286                 mm[0] = 8;
1287                 if (x < 0)
1288                 {
1289                         mm[1] = 9;
1290                         mm[2] = 7;
1291                         mm[3] = 6;
1292                         mm[4] = 4;
1293                 }
1294                 else
1295                 {
1296                         mm[1] = 7;
1297                         mm[2] = 9;
1298                         mm[3] = 4;
1299                         mm[4] = 6;
1300                 }
1301                 break;
1302         case 4:
1303                 mm[0] = 7;
1304                 if (ay > ax)
1305                 {
1306                         mm[1] = 8;
1307                         mm[2] = 4;
1308                         mm[3] = 9;
1309                         mm[4] = 1;
1310                 }
1311                 else
1312                 {
1313                         mm[1] = 4;
1314                         mm[2] = 8;
1315                         mm[3] = 1;
1316                         mm[4] = 9;
1317                 }
1318                 break;
1319         case 5:
1320         case 13:
1321                 mm[0] = 4;
1322                 if (y < 0)
1323                 {
1324                         mm[1] = 1;
1325                         mm[2] = 7;
1326                         mm[3] = 2;
1327                         mm[4] = 8;
1328                 }
1329                 else
1330                 {
1331                         mm[1] = 7;
1332                         mm[2] = 1;
1333                         mm[3] = 8;
1334                         mm[4] = 2;
1335                 }
1336                 break;
1337         case 8:
1338                 mm[0] = 3;
1339                 if (ay > ax)
1340                 {
1341                         mm[1] = 2;
1342                         mm[2] = 6;
1343                         mm[3] = 1;
1344                         mm[4] = 9;
1345                 }
1346                 else
1347                 {
1348                         mm[1] = 6;
1349                         mm[2] = 2;
1350                         mm[3] = 9;
1351                         mm[4] = 1;
1352                 }
1353                 break;
1354         case 10:
1355         case 14:
1356                 mm[0] = 2;
1357                 if (x < 0)
1358                 {
1359                         mm[1] = 3;
1360                         mm[2] = 1;
1361                         mm[3] = 6;
1362                         mm[4] = 4;
1363                 }
1364                 else
1365                 {
1366                         mm[1] = 1;
1367                         mm[2] = 3;
1368                         mm[3] = 4;
1369                         mm[4] = 6;
1370                 }
1371                 break;
1372         case 12:
1373                 mm[0] = 1;
1374                 if (ay > ax)
1375                 {
1376                         mm[1] = 2;
1377                         mm[2] = 4;
1378                         mm[3] = 3;
1379                         mm[4] = 7;
1380                 }
1381                 else
1382                 {
1383                         mm[1] = 4;
1384                         mm[2] = 2;
1385                         mm[3] = 7;
1386                         mm[4] = 3;
1387                 }
1388                 break;
1389         }
1390
1391         /* Wants to move... */
1392         return (TRUE);
1393 }
1394
1395
1396 static int check_hit2(int power, int level, int ac, int stun)
1397 {
1398         int i, k;
1399
1400         /* Percentile dice */
1401         k = randint0(100);
1402
1403         if (stun && one_in_(2)) return FALSE;
1404
1405         /* Hack -- Always miss or hit */
1406         if (k < 10) return (k < 5);
1407
1408         /* Calculate the "attack quality" */
1409         i = (power + (level * 3));
1410
1411         /* Power and Level compete against Armor */
1412         if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1413
1414         /* Assume miss */
1415         return (FALSE);
1416 }
1417
1418
1419 #define BLOW_EFFECT_TYPE_NONE  0
1420 #define BLOW_EFFECT_TYPE_FEAR  1
1421 #define BLOW_EFFECT_TYPE_SLEEP 2
1422 #define BLOW_EFFECT_TYPE_HEAL  3
1423
1424
1425 /* Monster attacks monster */
1426 static bool monst_attack_monst(int m_idx, int t_idx)
1427 {
1428         monster_type    *m_ptr = &m_list[m_idx];
1429         monster_type    *t_ptr = &m_list[t_idx];
1430
1431         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1432         monster_race    *tr_ptr = &r_info[t_ptr->r_idx];
1433
1434         int             ap_cnt;
1435         int             ac, rlev, pt;
1436         char            m_name[80], t_name[80];
1437         char            temp[MAX_NLEN];
1438         bool            blinked;
1439         bool            explode = FALSE, touched = FALSE, fear = FALSE;
1440         int             y_saver = t_ptr->fy;
1441         int             x_saver = t_ptr->fx;
1442         int             effect_type;
1443
1444         bool see_m = is_seen(m_ptr);
1445         bool see_t = is_seen(t_ptr);
1446         bool see_either = see_m || see_t;
1447
1448         /* Can the player be aware of this attack? */
1449         bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1450         bool do_silly_attack = (one_in_(2) && p_ptr->image);
1451
1452         /* Cannot attack self */
1453         if (m_idx == t_idx) return FALSE;
1454
1455         /* Not allowed to attack */
1456         if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1457
1458         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1459
1460         /* Total armor */
1461         ac = tr_ptr->ac;
1462
1463         /* Extract the effective monster level */
1464         rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1465
1466         /* Get the monster name (or "it") */
1467         monster_desc(m_name, m_ptr, 0);
1468
1469         /* Get the monster name (or "it") */
1470         monster_desc(t_name, t_ptr, 0);
1471
1472         /* Assume no blink */
1473         blinked = FALSE;
1474
1475         if (!see_either && known)
1476         {
1477                 mon_fight = TRUE;
1478         }
1479
1480         if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 1);
1481
1482         /* Scan through all four blows */
1483         for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1484         {
1485                 bool obvious = FALSE;
1486
1487                 int power = 0;
1488                 int damage = 0;
1489
1490                 cptr act = NULL;
1491
1492                 /* Extract the attack infomation */
1493                 int effect = r_ptr->blow[ap_cnt].effect;
1494                 int method = r_ptr->blow[ap_cnt].method;
1495                 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1496                 int d_side = r_ptr->blow[ap_cnt].d_side;
1497
1498                 if (!m_ptr->r_idx) break;
1499
1500                 /* Stop attacking if the target dies! */
1501                 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1502                         break;
1503
1504                 /* Hack -- no more attacks */
1505                 if (!method) break;
1506
1507                 if (method == RBM_SHOOT) continue;
1508
1509                 /* Extract the attack "power" */
1510                 power = mbe_info[effect].power;
1511
1512                 /* Monster hits */
1513                 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1514                 {
1515                         /* Wake it up */
1516                         (void)set_monster_csleep(t_idx, 0);
1517
1518                         if (t_ptr->ml)
1519                         {
1520                                 /* Redraw the health bar */
1521                                 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
1522                                 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
1523                         }
1524
1525                         /* Describe the attack method */
1526                         switch (method)
1527                         {
1528                         case RBM_HIT:
1529                                 {
1530 #ifdef JP
1531 act = "%s¤ò²¥¤Ã¤¿¡£";
1532 #else
1533                                         act = "hits %s.";
1534 #endif
1535
1536                                         touched = TRUE;
1537                                         break;
1538                                 }
1539
1540                         case RBM_TOUCH:
1541                                 {
1542 #ifdef JP
1543 act = "%s¤ò¿¨¤Ã¤¿¡£";
1544 #else
1545                                         act = "touches %s.";
1546 #endif
1547
1548                                         touched = TRUE;
1549                                         break;
1550                                 }
1551
1552                         case RBM_PUNCH:
1553                                 {
1554 #ifdef JP
1555 act = "%s¤ò¥Ñ¥ó¥Á¤·¤¿¡£";
1556 #else
1557                                         act = "punches %s.";
1558 #endif
1559
1560                                         touched = TRUE;
1561                                         break;
1562                                 }
1563
1564                         case RBM_KICK:
1565                                 {
1566 #ifdef JP
1567 act = "%s¤ò½³¤Ã¤¿¡£";
1568 #else
1569                                         act = "kicks %s.";
1570 #endif
1571
1572                                         touched = TRUE;
1573                                         break;
1574                                 }
1575
1576                         case RBM_CLAW:
1577                                 {
1578 #ifdef JP
1579 act = "%s¤ò¤Ò¤Ã¤«¤¤¤¿¡£";
1580 #else
1581                                         act = "claws %s.";
1582 #endif
1583
1584                                         touched = TRUE;
1585                                         break;
1586                                 }
1587
1588                         case RBM_BITE:
1589                                 {
1590 #ifdef JP
1591 act = "%s¤ò³ú¤ó¤À¡£";
1592 #else
1593                                         act = "bites %s.";
1594 #endif
1595
1596                                         touched = TRUE;
1597                                         break;
1598                                 }
1599
1600                         case RBM_STING:
1601                                 {
1602 #ifdef JP
1603 act = "%s¤ò»É¤·¤¿¡£";
1604 #else
1605                                         act = "stings %s.";
1606 #endif
1607
1608                                         touched = TRUE;
1609                                         break;
1610                                 }
1611
1612                         case RBM_SLASH:
1613                                 {
1614 #ifdef JP
1615 act = "%s¤ò»Â¤Ã¤¿¡£";
1616 #else
1617                                         act = "slashes %s.";
1618 #endif
1619
1620                                         break;
1621                                 }
1622
1623                         case RBM_BUTT:
1624                                 {
1625 #ifdef JP
1626 act = "%s¤ò³Ñ¤ÇÆͤ¤¤¿¡£";
1627 #else
1628                                         act = "butts %s.";
1629 #endif
1630
1631                                         touched = TRUE;
1632                                         break;
1633                                 }
1634
1635                         case RBM_CRUSH:
1636                                 {
1637 #ifdef JP
1638 act = "%s¤ËÂÎÅö¤ê¤·¤¿¡£";
1639 #else
1640                                         act = "crushes %s.";
1641 #endif
1642
1643                                         touched = TRUE;
1644                                         break;
1645                                 }
1646
1647                         case RBM_ENGULF:
1648                                 {
1649 #ifdef JP
1650 act = "%s¤ò°û¤ß¹þ¤ó¤À¡£";
1651 #else
1652                                         act = "engulfs %s.";
1653 #endif
1654
1655                                         touched = TRUE;
1656                                         break;
1657                                 }
1658
1659                         case RBM_CHARGE:
1660                                 {
1661 #ifdef JP
1662 act = "%s¤ËÀÁµá½ñ¤ò¤è¤³¤·¤¿¡£";
1663 #else
1664                                         act = "charges %s.";
1665 #endif
1666
1667                                         touched = TRUE;
1668                                         break;
1669                                 }
1670
1671                         case RBM_CRAWL:
1672                                 {
1673 #ifdef JP
1674 act = "%s¤ÎÂΤξå¤òÇ礤²ó¤Ã¤¿¡£";
1675 #else
1676                                         act = "crawls on %s.";
1677 #endif
1678
1679                                         touched = TRUE;
1680                                         break;
1681                                 }
1682
1683                         case RBM_DROOL:
1684                                 {
1685 #ifdef JP
1686 act = "%s¤Ë¤è¤À¤ì¤ò¤¿¤é¤·¤¿¡£";
1687 #else
1688                                         act = "drools on %s.";
1689 #endif
1690
1691                                         touched = FALSE;
1692                                         break;
1693                                 }
1694
1695                         case RBM_SPIT:
1696                                 {
1697 #ifdef JP
1698 act = "%s¤ËÂäòÅǤ¤¤¿¡£";
1699 #else
1700                                         act = "spits on %s.";
1701 #endif
1702
1703                                         touched = FALSE;
1704                                         break;
1705                                 }
1706
1707                         case RBM_EXPLODE:
1708                                 {
1709                                         if (see_either) disturb(1, 1);
1710 #ifdef JP
1711 act = "Çúȯ¤·¤¿¡£";
1712 #else
1713                                         act = "explodes.";
1714 #endif
1715
1716                                         explode = TRUE;
1717                                         touched = FALSE;
1718                                         break;
1719                                 }
1720
1721                         case RBM_GAZE:
1722                                 {
1723 #ifdef JP
1724 act = "%s¤ò¤Ë¤é¤ó¤À¡£";
1725 #else
1726                                         act = "gazes at %s.";
1727 #endif
1728
1729                                         touched = FALSE;
1730                                         break;
1731                                 }
1732
1733                         case RBM_WAIL:
1734                                 {
1735 #ifdef JP
1736 act = "%s¤Ëµã¤­¤Ä¤¤¤¿¡£";
1737 #else
1738                                         act = "wails at %s.";
1739 #endif
1740
1741                                         touched = FALSE;
1742                                         break;
1743                                 }
1744
1745                         case RBM_SPORE:
1746                                 {
1747 #ifdef JP
1748 act = "%s¤Ë˦»Ò¤òÈô¤Ð¤·¤¿¡£";
1749 #else
1750                                         act = "releases spores at %s.";
1751 #endif
1752
1753                                         touched = FALSE;
1754                                         break;
1755                                 }
1756
1757                         case RBM_XXX4:
1758                                 {
1759 #ifdef JP
1760 act = "%s¤ËXXX4¤òÈô¤Ð¤·¤¿¡£";
1761 #else
1762                                         act = "projects XXX4's at %s.";
1763 #endif
1764
1765                                         touched = FALSE;
1766                                         break;
1767                                 }
1768
1769                         case RBM_BEG:
1770                                 {
1771 #ifdef JP
1772 act = "%s¤Ë¶â¤ò¤»¤¬¤ó¤À¡£";
1773 #else
1774                                         act = "begs %s for money.";
1775 #endif
1776
1777                                         touched = FALSE;
1778                                         break;
1779                                 }
1780
1781                         case RBM_INSULT:
1782                                 {
1783 #ifdef JP
1784 act = "%s¤òÉî¿«¤·¤¿¡£";
1785 #else
1786                                         act = "insults %s.";
1787 #endif
1788
1789                                         touched = FALSE;
1790                                         break;
1791                                 }
1792
1793                         case RBM_MOAN:
1794                                 {
1795 #ifdef JP
1796 act = "%s¤Ë¤à¤«¤Ã¤Æ¤¦¤á¤¤¤¿¡£";
1797 #else
1798                                         act = "moans at %s.";
1799 #endif
1800
1801                                         touched = FALSE;
1802                                         break;
1803                                 }
1804
1805                         case RBM_SHOW:
1806                                 {
1807 #ifdef JP
1808 act = "%s¤Ë¤à¤«¤Ã¤Æ²Î¤Ã¤¿¡£";
1809 #else
1810                                         act = "sings to %s.";
1811 #endif
1812
1813                                         touched = FALSE;
1814                                         break;
1815                                 }
1816                         }
1817
1818                         /* Message */
1819                         if (act && see_either)
1820                         {
1821 #ifdef JP
1822                                 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1823                                 strfmt(temp, act, t_name);
1824                                 msg_format("%^s¤Ï%s", m_name, temp);
1825 #else
1826                                 if (do_silly_attack)
1827                                 {
1828                                         act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1829                                         strfmt(temp, "%s %s.", act, t_name);
1830                                 }
1831                                 else strfmt(temp, act, t_name);
1832                                 msg_format("%^s %s", m_name, temp);
1833 #endif
1834                         }
1835
1836                         /* Hack -- assume all attacks are obvious */
1837                         obvious = TRUE;
1838
1839                         /* Roll out the damage */
1840                         damage = damroll(d_dice, d_side);
1841
1842                         /* Assume no effect */
1843                         effect_type = BLOW_EFFECT_TYPE_NONE;
1844
1845                         pt = GF_MISSILE;
1846
1847                         /* Apply appropriate damage */
1848                         switch (effect)
1849                         {
1850                         case 0:
1851                         case RBE_DR_MANA:
1852                                 damage = pt = 0;
1853                                 break;
1854
1855                         case RBE_SUPERHURT:
1856                                 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1857                                 {
1858                                         int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1859                                         damage = MAX(damage, tmp_damage * 2);
1860                                         break;
1861                                 }
1862
1863                                 /* Fall through */
1864
1865                         case RBE_HURT:
1866                                 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1867                                 break;
1868
1869                         case RBE_POISON:
1870                         case RBE_DISEASE:
1871                                 pt = GF_POIS;
1872                                 break;
1873
1874                         case RBE_UN_BONUS:
1875                         case RBE_UN_POWER:
1876                                 pt = GF_DISENCHANT;
1877                                 break;
1878
1879                         case RBE_EAT_ITEM:
1880                         case RBE_EAT_GOLD:
1881                                 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1882                                 break;
1883
1884                         case RBE_EAT_FOOD:
1885                         case RBE_EAT_LITE:
1886                         case RBE_BLIND:
1887                         case RBE_LOSE_STR:
1888                         case RBE_LOSE_INT:
1889                         case RBE_LOSE_WIS:
1890                         case RBE_LOSE_DEX:
1891                         case RBE_LOSE_CON:
1892                         case RBE_LOSE_CHR:
1893                         case RBE_LOSE_ALL:
1894                                 break;
1895
1896                         case RBE_ACID:
1897                                 pt = GF_ACID;
1898                                 break;
1899
1900                         case RBE_ELEC:
1901                                 pt = GF_ELEC;
1902                                 break;
1903
1904                         case RBE_FIRE:
1905                                 pt = GF_FIRE;
1906                                 break;
1907
1908                         case RBE_COLD:
1909                                 pt = GF_COLD;
1910                                 break;
1911
1912                         case RBE_CONFUSE:
1913                                 pt = GF_CONFUSION;
1914                                 break;
1915
1916                         case RBE_TERRIFY:
1917                                 effect_type = BLOW_EFFECT_TYPE_FEAR;
1918                                 break;
1919
1920                         case RBE_PARALYZE:
1921                                 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1922                                 break;
1923
1924                         case RBE_SHATTER:
1925                                 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1926                                 if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1927                                 break;
1928
1929                         case RBE_EXP_10:
1930                         case RBE_EXP_20:
1931                         case RBE_EXP_40:
1932                         case RBE_EXP_80:
1933                                 pt = GF_NETHER;
1934                                 break;
1935
1936                         case RBE_TIME:
1937                                 pt = GF_TIME;
1938                                 break;
1939
1940                         case RBE_EXP_VAMP:
1941                                 pt = GF_OLD_DRAIN;
1942                                 effect_type = BLOW_EFFECT_TYPE_HEAL;
1943                                 break;
1944
1945                         case RBE_INERTIA:
1946                                 pt = GF_INERTIA;
1947                                 break;
1948
1949                         case RBE_STUN:
1950                                 pt = GF_SOUND;
1951                                 break;
1952
1953                         default:
1954                                 pt = 0;
1955                                 break;
1956                         }
1957
1958                         if (pt)
1959                         {
1960                                 /* Do damage if not exploding */
1961                                 if (!explode)
1962                                 {
1963                                         project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1964                                                 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1965                                 }
1966
1967                                 switch (effect_type)
1968                                 {
1969                                 case BLOW_EFFECT_TYPE_FEAR:
1970                                         project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1971                                                 damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1972                                         break;
1973
1974                                 case BLOW_EFFECT_TYPE_SLEEP:
1975                                         project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1976                                                 r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1977                                         break;
1978
1979                                 case BLOW_EFFECT_TYPE_HEAL:
1980                                         if ((monster_living(tr_ptr)) && (damage > 2))
1981                                         {
1982                                                 bool did_heal = FALSE;
1983
1984                                                 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1985
1986                                                 /* Heal */
1987                                                 m_ptr->hp += damroll(4, damage / 6);
1988                                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1989
1990                                                 /* Redraw (later) if needed */
1991                                                 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1992                                                 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1993
1994                                                 /* Special message */
1995                                                 if (see_m && did_heal)
1996                                                 {
1997 #ifdef JP
1998                                                         msg_format("%s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
1999 #else
2000                                                         msg_format("%^s appears healthier.", m_name);
2001 #endif
2002                                                 }
2003                                         }
2004                                         break;
2005                                 }
2006
2007                                 if (touched)
2008                                 {
2009                                         /* Aura fire */
2010                                         if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
2011                                         {
2012                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
2013                                                 {
2014                                                         if (see_either)
2015                                                         {
2016 #ifdef JP
2017                                                                 msg_format("%^s¤ÏÆÍÁ³Ç®¤¯¤Ê¤Ã¤¿¡ª", m_name);
2018 #else
2019                                                                 msg_format("%^s is suddenly very hot!", m_name);
2020 #endif
2021                                                         }
2022                                                         if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
2023                                                         project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2024                                                                 damroll (1 + ((tr_ptr->level) / 26),
2025                                                                 1 + ((tr_ptr->level) / 17)),
2026                                                                 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
2027                                                 }
2028                                                 else
2029                                                 {
2030                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
2031                                                 }
2032                                         }
2033
2034                                         /* Aura cold */
2035                                         if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
2036                                         {
2037                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
2038                                                 {
2039                                                         if (see_either)
2040                                                         {
2041 #ifdef JP
2042                                                                 msg_format("%^s¤ÏÆÍÁ³´¨¤¯¤Ê¤Ã¤¿¡ª", m_name);
2043 #else
2044                                                                 msg_format("%^s is suddenly very cold!", m_name);
2045 #endif
2046                                                         }
2047                                                         if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
2048                                                         project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2049                                                                 damroll (1 + ((tr_ptr->level) / 26),
2050                                                                 1 + ((tr_ptr->level) / 17)),
2051                                                                 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
2052                                                 }
2053                                                 else
2054                                                 {
2055                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
2056                                                 }
2057                                         }
2058
2059                                         /* Aura elec */
2060                                         if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
2061                                         {
2062                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
2063                                                 {
2064                                                         if (see_either)
2065                                                         {
2066 #ifdef JP
2067                                                                 msg_format("%^s¤ÏÅÅ·â¤ò¿©¤é¤Ã¤¿¡ª", m_name);
2068 #else
2069                                                                 msg_format("%^s gets zapped!", m_name);
2070 #endif
2071                                                         }
2072                                                         if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
2073                                                         project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2074                                                                 damroll (1 + ((tr_ptr->level) / 26),
2075                                                                 1 + ((tr_ptr->level) / 17)),
2076                                                                 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
2077                                                 }
2078                                                 else
2079                                                 {
2080                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
2081                                                 }
2082                                         }
2083                                 }
2084                         }
2085                 }
2086
2087                 /* Monster missed player */
2088                 else
2089                 {
2090                         /* Analyze failed attacks */
2091                         switch (method)
2092                         {
2093                         case RBM_HIT:
2094                         case RBM_TOUCH:
2095                         case RBM_PUNCH:
2096                         case RBM_KICK:
2097                         case RBM_CLAW:
2098                         case RBM_BITE:
2099                         case RBM_STING:
2100                         case RBM_SLASH:
2101                         case RBM_BUTT:
2102                         case RBM_CRUSH:
2103                         case RBM_ENGULF:
2104                         case RBM_CHARGE:
2105                                 {
2106                                         /* Wake it up */
2107                                         (void)set_monster_csleep(t_idx, 0);
2108
2109                                         /* Visible monsters */
2110                                         if (see_m)
2111                                         {
2112                                                 /* Message */
2113 #ifdef JP
2114                                                 msg_format("%s¤Ï%^s¤Î¹¶·â¤ò¤«¤ï¤·¤¿¡£", t_name,m_name);
2115 #else
2116                                                 msg_format("%^s misses %s.", m_name, t_name);
2117 #endif
2118                                         }
2119
2120                                         break;
2121                                 }
2122                         }
2123                 }
2124
2125
2126                 /* Analyze "visible" monsters only */
2127                 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
2128                 {
2129                         /* Count "obvious" attacks (and ones that cause damage) */
2130                         if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
2131                         {
2132                                 /* Count attacks of this type */
2133                                 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
2134                                 {
2135                                         r_ptr->r_blows[ap_cnt]++;
2136                                 }
2137                         }
2138                 }
2139         }
2140
2141         if (explode)
2142         {
2143                 sound(SOUND_EXPLODE);
2144
2145                 /* Cancel Invulnerability */
2146                 (void)set_monster_invulner(m_idx, 0, FALSE);
2147
2148 #ifdef JP
2149                 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_idx);
2150 #else
2151                 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, " explodes into tiny shreds.", m_idx);
2152 #endif
2153
2154                 blinked = FALSE;
2155         }
2156
2157         /* Blink away */
2158         if (blinked && m_ptr->r_idx)
2159         {
2160                 if (teleport_barrier(m_idx))
2161                 {
2162                         if (see_m)
2163                         {
2164 #ifdef JP
2165                                 msg_print("Å¥ËÀ¤Ï¾Ð¤Ã¤Æƨ¤²...¤è¤¦¤È¤·¤¿¤¬¥Ð¥ê¥¢¤ËËɤ¬¤ì¤¿¡£");
2166 #else
2167                                 msg_print("The thief flees laughing...? But magic barrier obstructs it.");
2168 #endif
2169                         }
2170                         else if (known)
2171                         {
2172                                 mon_fight = TRUE;
2173                         }
2174                 }
2175                 else
2176                 {
2177                         if (see_m)
2178                         {
2179 #ifdef JP
2180                                 msg_print("Å¥ËÀ¤Ï¾Ð¤Ã¤Æƨ¤²¤¿¡ª");
2181 #else
2182                                 msg_print("The thief flees laughing!");
2183 #endif
2184                         }
2185                         else if (known)
2186                         {
2187                                 mon_fight = TRUE;
2188                         }
2189
2190                         teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
2191                 }
2192         }
2193
2194         return TRUE;
2195 }
2196
2197
2198 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
2199 {
2200         return !have_flag(f_ptr->flags, FF_GLASS) ||
2201                (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
2202                (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
2203 }
2204
2205
2206 /*
2207  * Process a monster
2208  *
2209  * The monster is known to be within 100 grids of the player
2210  *
2211  * In several cases, we directly update the monster lore
2212  *
2213  * Note that a monster is only allowed to "reproduce" if there
2214  * are a limited number of "reproducing" monsters on the current
2215  * level.  This should prevent the level from being "swamped" by
2216  * reproducing monsters.  It also allows a large mass of mice to
2217  * prevent a louse from multiplying, but this is a small price to
2218  * pay for a simple multiplication method.
2219  *
2220  * XXX Monster fear is slightly odd, in particular, monsters will
2221  * fixate on opening a door even if they cannot open it.  Actually,
2222  * the same thing happens to normal monsters when they hit a door
2223  *
2224  * XXX XXX XXX In addition, monsters which *cannot* open or bash
2225  * down a door will still stand there trying to open it...
2226  *
2227  * XXX Technically, need to check for monster in the way
2228  * combined with that monster being in a wall (or door?)
2229  *
2230  * A "direction" of "5" means "pick a random direction".
2231  */
2232 static void process_monster(int m_idx)
2233 {
2234         monster_type    *m_ptr = &m_list[m_idx];
2235         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
2236         monster_race    *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2237
2238         int             i, d, oy, ox, ny, nx;
2239
2240         int             mm[8];
2241
2242         cave_type       *c_ptr;
2243         feature_type    *f_ptr;
2244
2245         monster_type    *y_ptr;
2246
2247         bool            do_turn;
2248         bool            do_move;
2249         bool            do_view;
2250         bool            must_alter_to_move;
2251
2252         bool            did_open_door;
2253         bool            did_bash_door;
2254         bool            did_take_item;
2255         bool            did_kill_item;
2256         bool            did_move_body;
2257         bool            did_pass_wall;
2258         bool            did_kill_wall;
2259         bool            gets_angry = FALSE;
2260         bool            can_cross;
2261         bool            aware = TRUE;
2262
2263         bool            fear;
2264
2265         bool            is_riding_mon = (m_idx == p_ptr->riding);
2266
2267         bool            see_m = is_seen(m_ptr);
2268
2269         if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
2270         {
2271                 if (rakuba(0, TRUE))
2272                 {
2273 #ifdef JP
2274                         msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2275 #else
2276                         char m_name[80];
2277                         monster_desc(m_name, &m_list[p_ptr->riding], 0);
2278                         msg_format("You have fallen from %s.", m_name);
2279 #endif
2280                 }
2281         }
2282
2283         if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
2284         {
2285                 choose_new_monster(m_idx, FALSE, 0);
2286                 r_ptr = &r_info[m_ptr->r_idx];
2287         }
2288
2289         /* Players hidden in shadow are almost imperceptable. -LM- */
2290         if (p_ptr->special_defense & NINJA_S_STEALTH)
2291         {
2292                 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2293                 if (p_ptr->monlite) tmp /= 3;
2294                 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2295                 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2296                 /* Low-level monsters will find it difficult to locate the player. */
2297                 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
2298         }
2299
2300         /* Are there its parent? */
2301         if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
2302         {
2303                 /* Its parent have gone, it also goes away. */
2304
2305                 if (see_m)
2306                 {
2307                         char m_name[80];
2308
2309                         /* Acquire the monster name */
2310                         monster_desc(m_name, m_ptr, 0);
2311
2312 #ifdef JP
2313                         msg_format("%s¤Ï¾Ã¤¨µî¤Ã¤¿¡ª", m_name);
2314 #else
2315                         msg_format("%^s disappears!", m_name);
2316 #endif
2317                 }
2318
2319                 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2320                 {
2321                         char m_name[80];
2322
2323                         monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2324                         do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
2325                 }
2326
2327                 /* Delete the monster */
2328                 delete_monster_idx(m_idx);
2329
2330                 return;
2331         }
2332
2333         /* Quantum monsters are odd */
2334         if (r_ptr->flags2 & (RF2_QUANTUM))
2335         {
2336                 /* Sometimes skip move */
2337                 if (!randint0(2)) return;
2338
2339                 /* Sometimes die */
2340                 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2341                 {
2342                         bool sad = FALSE;
2343
2344                         if (is_pet(m_ptr) && !(m_ptr->ml))
2345                                 sad = TRUE;
2346
2347                         if (see_m)
2348                         {
2349                                 char m_name[80];
2350
2351                                 /* Acquire the monster name */
2352                                 monster_desc(m_name, m_ptr, 0);
2353
2354                                 /* Oops */
2355 #ifdef JP
2356                                 msg_format("%s¤Ï¾Ã¤¨µî¤Ã¤¿¡ª", m_name);
2357 #else
2358                                 msg_format("%^s disappears!", m_name);
2359 #endif
2360                         }
2361
2362                         /* Generate treasure, etc */
2363                         monster_death(m_idx, FALSE);
2364
2365                         /* Delete the monster */
2366                         delete_monster_idx(m_idx);
2367
2368                         if (sad)
2369                         {
2370 #ifdef JP
2371                                 msg_print("¾¯¤·¤Î´ÖÈᤷ¤¤µ¤Ê¬¤Ë¤Ê¤Ã¤¿¡£");
2372 #else
2373                                 msg_print("You feel sad for a moment.");
2374 #endif
2375                         }
2376
2377                         return;
2378                 }
2379         }
2380
2381         if (m_ptr->r_idx == MON_SHURYUUDAN)
2382 #ifdef JP
2383                 mon_take_hit_mon(m_idx, 1, &fear, "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_idx);
2384 #else
2385                 mon_take_hit_mon(m_idx, 1, &fear, " explodes into tiny shreds.", m_idx);
2386 #endif
2387
2388         if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2389         {
2390                 static int riding_pinch = 0;
2391
2392                 if (m_ptr->hp < m_ptr->maxhp/3)
2393                 {
2394                         char m_name[80];
2395                         monster_desc(m_name, m_ptr, 0);
2396
2397                         if (is_riding_mon && riding_pinch < 2)
2398                         {
2399 #ifdef JP
2400                                 msg_format("%s¤Ï½ý¤ÎÄˤµ¤Î;¤ê¤¢¤Ê¤¿¤Î«Çû¤«¤éƨ¤ì¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", m_name);
2401 #else
2402                                 msg_format("%^s seems to be in so much pain, and trying to escape from your restriction.", m_name);
2403 #endif
2404                                 riding_pinch++;
2405                                 disturb(1, 1);
2406                         }
2407                         else
2408                         {
2409                                 if (is_riding_mon)
2410                                 {
2411 #ifdef JP
2412                                         msg_format("%s¤Ï¤¢¤Ê¤¿¤Î«Çû¤«¤éæ½Ð¤·¤¿¡£", m_name);
2413 #else
2414                                         msg_format("%^s succeeded to escape from your restriction!", m_name);
2415 #endif
2416                                         if (rakuba(-1, FALSE))
2417                                         {
2418 #ifdef JP
2419                                                 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2420 #else
2421                                                 msg_print("You have fallen from riding pet.");
2422 #endif
2423                                         }
2424                                 }
2425
2426                                 if (see_m)
2427                                 {
2428                                         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) &&
2429                                             player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, py, px))
2430                                         {
2431 #ifdef JP
2432                                                 msg_format("%^s¡Ö¥Ô¥ó¥Á¤À¡ªÂàµÑ¤µ¤»¤Æ¤â¤é¤¦¡ª¡×", m_name);
2433 #else
2434                                                 msg_format("%^s says 'It is the pinch! I will retreat'.", m_name);
2435 #endif
2436                                         }
2437 #ifdef JP
2438                                         msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¡¦¥ì¥Ù¥ë¤Î´¬Êª¤òÆɤó¤À¡£", m_name);
2439                                         msg_format("%^s¤¬¾Ã¤¨µî¤Ã¤¿¡£", m_name);
2440 #else
2441                                         msg_format("%^s read a scroll of teleport level.", m_name);
2442                                         msg_format("%^s disappears.", m_name);
2443 #endif
2444                                 }
2445
2446                                 if (is_riding_mon && rakuba(-1, FALSE))
2447                                 {
2448 #ifdef JP
2449                                         msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2450 #else
2451                                         msg_print("You have fallen from riding pet.");
2452 #endif
2453                                 }
2454
2455                                 /* Check for quest completion */
2456                                 check_quest_completion(m_ptr);
2457
2458                                 delete_monster_idx(m_idx);
2459
2460                                 return;
2461                         }
2462                 }
2463                 else
2464                 {
2465                         /* Reset the counter */
2466                         if (is_riding_mon) riding_pinch = 0;
2467                 }
2468         }
2469
2470         /* Handle "sleep" */
2471         if (MON_CSLEEP(m_ptr))
2472         {
2473                 /* Handle non-aggravation - Still sleeping */
2474                 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2475
2476                 /* Handle aggravation */
2477
2478                 /* Reset sleep counter */
2479                 (void)set_monster_csleep(m_idx, 0);
2480
2481                 /* Notice the "waking up" */
2482                 if (m_ptr->ml)
2483                 {
2484                         char m_name[80];
2485
2486                         /* Acquire the monster name */
2487                         monster_desc(m_name, m_ptr, 0);
2488
2489                         /* Dump a message */
2490 #ifdef JP
2491                         msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
2492 #else
2493                         msg_format("%^s wakes up.", m_name);
2494 #endif
2495                 }
2496
2497                 /* Hack -- Count the wakings */
2498                 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2499                 {
2500                         r_ptr->r_wake++;
2501                 }
2502         }
2503
2504         /* Handle "stun" */
2505         if (MON_STUNNED(m_ptr))
2506         {
2507                 /* Sometimes skip move */
2508                 if (one_in_(2)) return;
2509         }
2510
2511         if (is_riding_mon)
2512         {
2513                 p_ptr->update |= (PU_BONUS);
2514         }
2515
2516         /* No one wants to be your friend if you're aggravating */
2517         if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2518                 gets_angry = TRUE;
2519
2520         /* Paranoia... no pet uniques outside wizard mode -- TY */
2521         if (is_pet(m_ptr) &&
2522             ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2523               monster_has_hostile_align(NULL, 10, -10, r_ptr))
2524              || (r_ptr->flagsr & RFR_RES_ALL)))
2525         {
2526                 gets_angry = TRUE;
2527         }
2528
2529         if (p_ptr->inside_battle) gets_angry = FALSE;
2530
2531         if (gets_angry)
2532         {
2533                 if (is_pet(m_ptr) || see_m)
2534                 {
2535                         char m_name[80];
2536                         monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
2537 #ifdef JP
2538                         msg_format("%^s¤ÏÆÍÁ³Å¨¤Ë¤Þ¤ï¤Ã¤¿¡ª", m_name);
2539 #else
2540                         msg_format("%^s suddenly becomes hostile!", m_name);
2541 #endif
2542                 }
2543
2544                 set_hostile(m_ptr);
2545         }
2546
2547         /* Get the origin */
2548         oy = m_ptr->fy;
2549         ox = m_ptr->fx;
2550
2551
2552         /* Attempt to "multiply" if able and allowed */
2553         if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2554         {
2555                 int k, y, x;
2556
2557                 /* Count the adjacent monsters */
2558                 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2559                 {
2560                         for (x = ox - 1; x <= ox + 1; x++)
2561                         {
2562                                 /* Ignore locations off of edge */
2563                                 if (!in_bounds2(y, x)) continue;
2564
2565                                 if (cave[y][x].m_idx) k++;
2566                         }
2567                 }
2568
2569                 /* Hex */
2570                 if (multiply_barrier(m_idx)) k = 8;
2571
2572                 /* Hack -- multiply slower in crowded areas */
2573                 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2574                 {
2575                         /* Try to multiply */
2576                         if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2577                         {
2578                                 /* Take note if visible */
2579                                 if (m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2580                                 {
2581                                         r_ptr->r_flags2 |= (RF2_MULTIPLY);
2582                                 }
2583
2584                                 /* Multiplying takes energy */
2585                                 return;
2586                         }
2587                 }
2588         }
2589
2590
2591         if (r_ptr->flags6 & RF6_SPECIAL)
2592         {
2593                 /* Hack -- Ohmu scatters molds! */
2594                 if (m_ptr->r_idx == MON_OHMU)
2595                 {
2596                         if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2597                         {
2598                                 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2599                                 {
2600                                         int  k, count = 0;
2601                                         int  rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2602                                         u32b p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2603
2604                                         for (k = 0; k < 6; k++)
2605                                         {
2606                                                 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_BIZARRE1, (PM_ALLOW_GROUP | p_mode)))
2607                                                 {
2608                                                         if (m_list[hack_m_idx_ii].ml) count++;
2609                                                 }
2610                                         }
2611
2612                                         if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2613                                 }
2614                         }
2615                 }
2616         }
2617
2618
2619         if (!p_ptr->inside_battle)
2620         {
2621                 /* Hack! "Cyber" monster makes noise... */
2622                 if (m_ptr->ap_r_idx == MON_CYBER &&
2623                     one_in_(CYBERNOISE) &&
2624                     !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2625                 {
2626                         if (disturb_minor) disturb(FALSE, FALSE);
2627 #ifdef JP
2628                         msg_print("½Å¸ü¤Ê­²»¤¬Ê¹¤³¤¨¤¿¡£");
2629 #else
2630                         msg_print("You hear heavy steps.");
2631 #endif
2632                 }
2633
2634                 /* Some monsters can speak */
2635                 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2636                     one_in_(SPEAK_CHANCE) &&
2637                     player_has_los_bold(oy, ox) &&
2638                     projectable(oy, ox, py, px))
2639                 {
2640                         char m_name[80];
2641                         char monmessage[1024];
2642                         cptr filename;
2643
2644                         /* Acquire the monster name/poss */
2645                         if (m_ptr->ml)
2646                                 monster_desc(m_name, m_ptr, 0);
2647                         else
2648 #ifdef JP
2649                                 strcpy(m_name, "¤½¤ì");
2650 #else
2651                                 strcpy(m_name, "It");
2652 #endif
2653
2654                         /* Select the file for monster quotes */
2655                         if (MON_MONFEAR(m_ptr))
2656 #ifdef JP
2657                                 filename = "monfear_j.txt";
2658 #else
2659                                 filename = "monfear.txt";
2660 #endif
2661                         else if (is_pet(m_ptr))
2662 #ifdef JP
2663                                 filename = "monpet_j.txt";
2664 #else
2665                                 filename = "monpet.txt";
2666 #endif
2667                         else if (is_friendly(m_ptr))
2668 #ifdef JP
2669                                 filename = "monfrien_j.txt";
2670 #else
2671                                 filename = "monfrien.txt";
2672 #endif
2673                         else
2674 #ifdef JP
2675                                 filename = "monspeak_j.txt";
2676 #else
2677                                 filename = "monspeak.txt";
2678 #endif
2679                         /* Get the monster line */
2680                         if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2681                         {
2682                                 /* Say something */
2683 #ifdef JP
2684 msg_format("%^s%s", m_name, monmessage);
2685 #else
2686                                 msg_format("%^s %s", m_name, monmessage);
2687 #endif
2688
2689                         }
2690                 }
2691         }
2692
2693         /* Try to cast spell occasionally */
2694         if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2695         {
2696                 bool counterattack = FALSE;
2697
2698                 /* Give priority to counter attack? */
2699                 if (m_ptr->target_y)
2700                 {
2701                         int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
2702
2703                         /* The monster must be an enemy, and projectable */
2704                         if (t_m_idx &&
2705                             are_enemies(m_ptr, &m_list[t_m_idx]) &&
2706                             projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2707                         {
2708                                 counterattack = TRUE;
2709                         }
2710                 }
2711
2712                 if (!counterattack)
2713                 {
2714                         /* Attempt to cast a spell */
2715                         if (aware && make_attack_spell(m_idx)) return;
2716
2717                         /*
2718                          * Attempt to cast a spell at an enemy other than the player
2719                          * (may slow the game a smidgeon, but I haven't noticed.)
2720                          */
2721                         if (monst_spell_monst(m_idx)) return;
2722                 }
2723                 else
2724                 {
2725                         /* Attempt to do counter attack at first */
2726                         if (monst_spell_monst(m_idx)) return;
2727
2728                         if (aware && make_attack_spell(m_idx)) return;
2729                 }
2730         }
2731
2732         /* Hack -- Assume no movement */
2733         mm[0] = mm[1] = mm[2] = mm[3] = 0;
2734         mm[4] = mm[5] = mm[6] = mm[7] = 0;
2735
2736
2737         /* Confused -- 100% random */
2738         if (MON_CONFUSED(m_ptr) || !aware)
2739         {
2740                 /* Try four "random" directions */
2741                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2742         }
2743
2744         /* 75% random movement */
2745         else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2746                  (randint0(100) < 75))
2747         {
2748                 /* Memorize flags */
2749                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2750
2751                 /* Try four "random" directions */
2752                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2753         }
2754
2755         /* 50% random movement */
2756         else if ((r_ptr->flags1 & RF1_RAND_50) &&
2757                                 (randint0(100) < 50))
2758         {
2759                 /* Memorize flags */
2760                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2761
2762                 /* Try four "random" directions */
2763                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2764         }
2765
2766         /* 25% random movement */
2767         else if ((r_ptr->flags1 & RF1_RAND_25) &&
2768                                 (randint0(100) < 25))
2769         {
2770                 /* Memorize flags */
2771                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2772
2773                 /* Try four "random" directions */
2774                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2775         }
2776
2777         /* Can't reach player - find something else to hit */
2778         else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2779         {
2780                 /* Try four "random" directions */
2781                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2782
2783                 /* Look for an enemy */
2784 #if 0  /* Hack - Too slow.  Mimic pits are horrible with this on. */
2785                 get_enemy_dir(m_idx, mm);
2786 #endif /* 0 */
2787         }
2788
2789         /* Pets will follow the player */
2790         else if (is_pet(m_ptr))
2791         {
2792                 /* Are we trying to avoid the player? */
2793                 bool avoid = ((p_ptr->pet_follow_distance < 0) &&
2794                                                   (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2795
2796                 /* Do we want to find the player? */
2797                 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2798
2799                 /* Should we find the player if we can't find a monster? */
2800                 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2801
2802                 /* by default, move randomly */
2803                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2804
2805                 /* Look for an enemy */
2806                 if (!get_enemy_dir(m_idx, mm))
2807                 {
2808                         /* Find the player if necessary */
2809                         if (avoid || lonely || distant)
2810                         {
2811                                 /* Remember the leash length */
2812                                 int dis = p_ptr->pet_follow_distance;
2813
2814                                 /* Hack -- adjust follow distance temporarily */
2815                                 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2816                                 {
2817                                         p_ptr->pet_follow_distance = PET_SEEK_DIST;
2818                                 }
2819
2820                                 /* Find the player */
2821                                 (void)get_moves(m_idx, mm);
2822
2823                                 /* Restore the leash */
2824                                 p_ptr->pet_follow_distance = dis;
2825                         }
2826                 }
2827         }
2828
2829         /* Friendly monster movement */
2830         else if (!is_hostile(m_ptr))
2831         {
2832                 /* by default, move randomly */
2833                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2834
2835                 /* Look for an enemy */
2836                 get_enemy_dir(m_idx, mm);
2837         }
2838         /* Normal movement */
2839         else
2840         {
2841                 /* Logical moves, may do nothing */
2842                 if (!get_moves(m_idx, mm)) return;
2843         }
2844
2845         /* Assume nothing */
2846         do_turn = FALSE;
2847         do_move = FALSE;
2848         do_view = FALSE;
2849         must_alter_to_move = FALSE;
2850
2851         /* Assume nothing */
2852         did_open_door = FALSE;
2853         did_bash_door = FALSE;
2854         did_take_item = FALSE;
2855         did_kill_item = FALSE;
2856         did_move_body = FALSE;
2857         did_pass_wall = FALSE;
2858         did_kill_wall = FALSE;
2859
2860
2861         /* Take a zero-terminated array of "directions" */
2862         for (i = 0; mm[i]; i++)
2863         {
2864                 /* Get the direction */
2865                 d = mm[i];
2866
2867                 /* Hack -- allow "randomized" motion */
2868                 if (d == 5) d = ddd[randint0(8)];
2869
2870                 /* Get the destination */
2871                 ny = oy + ddy[d];
2872                 nx = ox + ddx[d];
2873
2874                 /* Ignore locations off of edge */
2875                 if (!in_bounds2(ny, nx)) continue;
2876
2877                 /* Access that cave grid */
2878                 c_ptr = &cave[ny][nx];
2879                 f_ptr = &f_info[c_ptr->feat];
2880                 can_cross = monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2881
2882                 /* Access that cave grid's contents */
2883                 y_ptr = &m_list[c_ptr->m_idx];
2884
2885                 /* Hack -- player 'in' wall */
2886                 if (player_bold(ny, nx))
2887                 {
2888                         do_move = TRUE;
2889                 }
2890
2891                 /* Possibly a monster to attack */
2892                 else if (c_ptr->m_idx)
2893                 {
2894                         do_move = TRUE;
2895                 }
2896
2897                 /* Monster destroys walls (and doors) */
2898                 else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
2899                          (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
2900                          have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
2901                          check_hp_for_feat_destruction(f_ptr, m_ptr))
2902                 {
2903                         /* Eat through walls/doors/rubble */
2904                         do_move = TRUE;
2905                         if (!can_cross) must_alter_to_move = TRUE;
2906
2907                         /* Monster destroyed a wall (later) */
2908                         did_kill_wall = TRUE;
2909                 }
2910
2911                 /* Floor is open? */
2912                 else if (can_cross)
2913                 {
2914                         /* Go ahead and move */
2915                         do_move = TRUE;
2916
2917                         /* Monster moves through walls (and doors) */
2918                         if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2919                             have_flag(f_ptr->flags, FF_CAN_PASS))
2920                         {
2921                                 /* Monster went through a wall */
2922                                 did_pass_wall = TRUE;
2923                         }
2924                 }
2925
2926                 /* Handle doors and secret doors */
2927                 else if (is_closed_door(c_ptr->feat))
2928                 {
2929                         bool may_bash = TRUE;
2930
2931                         /* Assume no move allowed */
2932                         do_move = FALSE;
2933
2934                         /* Creature can open doors. */
2935                         if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2936                                  (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2937                         {
2938                                 /* Closed doors */
2939                                 if (!f_ptr->power)
2940                                 {
2941                                         /* The door is open */
2942                                         did_open_door = TRUE;
2943
2944                                         /* Do not bash the door */
2945                                         may_bash = FALSE;
2946
2947                                         /* Take a turn */
2948                                         do_turn = TRUE;
2949                                 }
2950
2951                                 /* Locked doors (not jammed) */
2952                                 else
2953                                 {
2954                                         /* Try to unlock it XXX XXX XXX */
2955                                         if (randint0(m_ptr->hp / 10) > f_ptr->power)
2956                                         {
2957                                                 /* Unlock the door */
2958                                                 cave_alter_feat(ny, nx, FF_DISARM);
2959
2960                                                 /* Do not bash the door */
2961                                                 may_bash = FALSE;
2962
2963                                                 /* Take a turn */
2964                                                 do_turn = TRUE;
2965                                         }
2966                                 }
2967                         }
2968
2969                         /* Stuck doors -- attempt to bash them down if allowed */
2970                         if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2971                                 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2972                         {
2973                                 /* Attempt to Bash XXX XXX XXX */
2974                                 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
2975                                 {
2976                                         /* Message */
2977                                         if (have_flag(f_ptr->flags, FF_GLASS))
2978 #ifdef JP
2979                                                 msg_print("¥¬¥é¥¹¤¬ºÕ¤±¤ë²»¤¬¤·¤¿¡ª");
2980 #else
2981                                                 msg_print("You hear a glass was crashed!");
2982 #endif
2983                                         else
2984 #ifdef JP
2985                                                 msg_print("¥É¥¢¤ò᤭³«¤±¤ë²»¤¬¤·¤¿¡ª");
2986 #else
2987                                                 msg_print("You hear a door burst open!");
2988 #endif
2989
2990                                         /* Disturb (sometimes) */
2991                                         if (disturb_minor) disturb(0, 0);
2992
2993                                         /* The door was bashed open */
2994                                         did_bash_door = TRUE;
2995
2996                                         /* Hack -- fall into doorway */
2997                                         do_move = TRUE;
2998                                         must_alter_to_move = TRUE;
2999                                 }
3000                         }
3001
3002
3003                         /* Deal with doors in the way */
3004                         if (did_open_door || did_bash_door)
3005                         {
3006                                 /* Break down the door */
3007                                 if (did_bash_door && ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
3008                                 {
3009                                         cave_alter_feat(ny, nx, FF_BASH);
3010
3011                                         if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
3012                                         {
3013                                                 /* Update some things */
3014                                                 p_ptr->update |= (PU_FLOW);
3015                                                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3016                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3017
3018                                                 return;
3019                                         }
3020                                 }
3021
3022                                 /* Open the door */
3023                                 else
3024                                 {
3025                                         cave_alter_feat(ny, nx, FF_OPEN);
3026                                 }
3027
3028                                 f_ptr = &f_info[c_ptr->feat];
3029
3030                                 /* Handle viewable doors */
3031                                 do_view = TRUE;
3032                         }
3033                 }
3034
3035                 /* Hack -- check for Glyph of Warding */
3036                 if (do_move && is_glyph_grid(c_ptr) &&
3037                     !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
3038                 {
3039                         /* Assume no move allowed */
3040                         do_move = FALSE;
3041
3042                         /* Break the ward */
3043                         if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
3044                         {
3045                                 /* Describe observable breakage */
3046                                 if (c_ptr->info & CAVE_MARK)
3047                                 {
3048 #ifdef JP
3049                                         msg_print("¼é¤ê¤Î¥ë¡¼¥ó¤¬²õ¤ì¤¿¡ª");
3050 #else
3051                                         msg_print("The rune of protection is broken!");
3052 #endif
3053                                 }
3054
3055                                 /* Forget the rune */
3056                                 c_ptr->info &= ~(CAVE_MARK);
3057
3058                                 /* Break the rune */
3059                                 c_ptr->info &= ~(CAVE_OBJECT);
3060                                 c_ptr->mimic = 0;
3061
3062                                 /* Allow movement */
3063                                 do_move = TRUE;
3064
3065                                 /* Notice */
3066                                 note_spot(ny, nx);
3067                         }
3068                 }
3069                 else if (do_move && is_explosive_rune_grid(c_ptr) &&
3070                          !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
3071                 {
3072                         /* Assume no move allowed */
3073                         do_move = FALSE;
3074
3075                         /* Break the ward */
3076                         if (!is_pet(m_ptr))
3077                         {
3078                                 /* Break the ward */
3079                                 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
3080                                 {
3081                                         /* Describe observable breakage */
3082                                         if (c_ptr->info & CAVE_MARK)
3083                                         {
3084 #ifdef JP
3085                                                 msg_print("¥ë¡¼¥ó¤¬Çúȯ¤·¤¿¡ª");
3086 #else
3087                                                 msg_print("The rune explodes!");
3088 #endif
3089
3090                                                 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);
3091                                         }
3092                                 }
3093                                 else
3094                                 {
3095 #ifdef JP
3096                                         msg_print("Çúȯ¤Î¥ë¡¼¥ó¤Ï²ò½ü¤µ¤ì¤¿¡£");
3097 #else
3098                                         msg_print("An explosive rune was disarmed.");
3099 #endif
3100                                 }
3101
3102                                 /* Forget the rune */
3103                                 c_ptr->info &= ~(CAVE_MARK);
3104
3105                                 /* Break the rune */
3106                                 c_ptr->info &= ~(CAVE_OBJECT);
3107                                 c_ptr->mimic = 0;
3108
3109                                 note_spot(ny, nx);
3110                                 lite_spot(ny, nx);
3111
3112                                 if (!m_ptr->r_idx) return;
3113                                 /* Allow movement */
3114                                 do_move = TRUE;
3115                         }
3116                 }
3117
3118                 /* The player is in the way */
3119                 if (do_move && player_bold(ny, nx))
3120                 {
3121                         /* Some monsters never attack */
3122                         if (r_ptr->flags1 & RF1_NEVER_BLOW)
3123                         {
3124                                 /* Hack -- memorize lack of attacks */
3125                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
3126
3127                                 /* Do not move */
3128                                 do_move = FALSE;
3129                         }
3130
3131                         /* In anti-melee dungeon, stupid or confused monster takes useless turn */
3132                         if (do_move && (d_info[dungeon_type].flags1 & DF1_NO_MELEE))
3133                         {
3134                                 if (!MON_CONFUSED(m_ptr))
3135                                 {
3136                                         if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
3137                                         else
3138                                         {
3139                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
3140                                         }
3141                                 }
3142                         }
3143
3144                         /* The player is in the way.  Attack him. */
3145                         if (do_move)
3146                         {
3147                                 if (!p_ptr->riding || one_in_(2))
3148                                 {
3149                                         /* Do the attack */
3150                                         (void)make_attack_normal(m_idx);
3151
3152                                         /* Do not move */
3153                                         do_move = FALSE;
3154
3155                                         /* Took a turn */
3156                                         do_turn = TRUE;
3157                                 }
3158                         }
3159                 }
3160
3161                 /* A monster is in the way */
3162                 if (do_move && c_ptr->m_idx)
3163                 {
3164                         monster_race *z_ptr = &r_info[y_ptr->r_idx];
3165
3166                         /* Assume no movement */
3167                         do_move = FALSE;
3168
3169                         /* Attack 'enemies' */
3170                         if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
3171                                  (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
3172                                  can_cross && (c_ptr->m_idx != p_ptr->riding)) ||
3173                                 are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
3174                         {
3175                                 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
3176                                 {
3177                                         if (r_ptr->flags2 & RF2_KILL_BODY)
3178                                         {
3179                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
3180                                         }
3181
3182                                         /* attack */
3183                                         if (y_ptr->r_idx && (y_ptr->hp >= 0))
3184                                         {
3185                                                 if (monst_attack_monst(m_idx, c_ptr->m_idx)) return;
3186
3187                                                 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
3188                                                 else if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3189                                                 {
3190                                                         if (MON_CONFUSED(m_ptr)) return;
3191                                                         else if (r_ptr->flags2 & RF2_STUPID)
3192                                                         {
3193                                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
3194                                                                 return;
3195                                                         }
3196                                                 }
3197                                         }
3198                                 }
3199                         }
3200
3201                         /* Push past weaker monsters (unless leaving a wall) */
3202                         else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
3203                                 (r_ptr->mexp > z_ptr->mexp) &&
3204                                 can_cross && (c_ptr->m_idx != p_ptr->riding) &&
3205                                 monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
3206                         {
3207                                 /* Allow movement */
3208                                 do_move = TRUE;
3209
3210                                 /* Monster pushed past another monster */
3211                                 did_move_body = TRUE;
3212
3213                                 /* Wake up the moved monster */
3214                                 (void)set_monster_csleep(c_ptr->m_idx, 0);
3215
3216                                 /* XXX XXX XXX Message */
3217                         }
3218                 }
3219
3220                 if (is_riding_mon)
3221                 {
3222                         if (!p_ptr->riding_ryoute && !MON_MONFEAR(&m_list[p_ptr->riding])) do_move = FALSE;
3223                 }
3224
3225                 if (did_kill_wall && do_move)
3226                 {
3227                         if (one_in_(GRINDNOISE))
3228                         {
3229                                 if (have_flag(f_ptr->flags, FF_GLASS))
3230 #ifdef JP
3231                                         msg_print("²¿¤«¤ÎºÕ¤±¤ë²»¤¬Ê¹¤³¤¨¤ë¡£");
3232 #else
3233                                         msg_print("There is a crashing sound.");
3234 #endif
3235                                 else
3236 #ifdef JP
3237                                         msg_print("¥®¥·¥®¥·¤¤¤¦²»¤¬Ê¹¤³¤¨¤ë¡£");
3238 #else
3239                                         msg_print("There is a grinding sound.");
3240 #endif
3241                         }
3242
3243                         cave_alter_feat(ny, nx, FF_HURT_DISI);
3244
3245                         if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
3246                         {
3247                                 /* Update some things */
3248                                 p_ptr->update |= (PU_FLOW);
3249                                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3250                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3251
3252                                 return;
3253                         }
3254
3255                         f_ptr = &f_info[c_ptr->feat];
3256
3257                         /* Note changes to viewable region */
3258                         do_view = TRUE;
3259
3260                         /* Take a turn */
3261                         do_turn = TRUE;
3262                 }
3263
3264                 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
3265                 {
3266                         if (!monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
3267                         {
3268                                 /* Assume no move allowed */
3269                                 do_move = FALSE;
3270                         }
3271                 }
3272
3273                 /*
3274                  * Check if monster can cross terrain
3275                  * This is checked after the normal attacks
3276                  * to allow monsters to attack an enemy,
3277                  * even if it can't enter the terrain.
3278                  */
3279                 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
3280                 {
3281                         /* Assume no move allowed */
3282                         do_move = FALSE;
3283                 }
3284
3285                 /* Some monsters never move */
3286                 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
3287                 {
3288                         /* Hack -- memorize lack of moves */
3289                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3290
3291                         /* Do not move */
3292                         do_move = FALSE;
3293                 }
3294
3295                 /* Creature has been allowed move */
3296                 if (do_move)
3297                 {
3298                         /* Take a turn */
3299                         do_turn = TRUE;
3300
3301                         if (have_flag(f_ptr->flags, FF_TREE))
3302                         {
3303                                 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3304                                 {
3305                                         m_ptr->energy_need += ENERGY_NEED();
3306                                 }
3307                         }
3308
3309                         if (!is_riding_mon)
3310                         {
3311                                 /* Hack -- Update the old location */
3312                                 cave[oy][ox].m_idx = c_ptr->m_idx;
3313
3314                                 /* Mega-Hack -- move the old monster, if any */
3315                                 if (c_ptr->m_idx)
3316                                 {
3317                                         /* Move the old monster */
3318                                         y_ptr->fy = oy;
3319                                         y_ptr->fx = ox;
3320
3321                                         /* Update the old monster */
3322                                         update_mon(c_ptr->m_idx, TRUE);
3323                                 }
3324
3325                                 /* Hack -- Update the new location */
3326                                 c_ptr->m_idx = m_idx;
3327
3328                                 /* Move the monster */
3329                                 m_ptr->fy = ny;
3330                                 m_ptr->fx = nx;
3331
3332                                 /* Update the monster */
3333                                 update_mon(m_idx, TRUE);
3334
3335                                 /* Redraw the old grid */
3336                                 lite_spot(oy, ox);
3337
3338                                 /* Redraw the new grid */
3339                                 lite_spot(ny, nx);
3340                         }
3341                         else
3342                         {
3343                                 /* Sound */
3344                                 /* sound(SOUND_WALK); */
3345
3346                                 /* Move the player */
3347                                 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
3348                         }
3349
3350                         /* Possible disturb */
3351                         if (m_ptr->ml &&
3352                             (disturb_move ||
3353                              (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(py, px, m_ptr->fy, m_ptr->fx)) ||
3354                              (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3355                         {
3356                                 /* Disturb */
3357                                 if (is_hostile(m_ptr))
3358                                         disturb(0, 1);
3359                         }
3360
3361                         /* Take or Kill objects on the floor */
3362                         if (c_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3363                             (!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
3364                         {
3365                                 s16b this_o_idx, next_o_idx;
3366                                 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
3367
3368                                 /* Scan all objects in the grid */
3369                                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3370                                 {
3371                                         u32b flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
3372                                         char m_name[80], o_name[MAX_NLEN];
3373
3374                                         /* Acquire object */
3375                                         object_type *o_ptr = &o_list[this_o_idx];
3376
3377                                         /* Acquire next object */
3378                                         next_o_idx = o_ptr->next_o_idx;
3379
3380                                         if (do_take)
3381                                         {
3382                                                 /* Skip gold */
3383                                                 if (o_ptr->tval == TV_GOLD) continue;
3384
3385                                                 /*
3386                                                  * Skip "real" corpses and statues, to avoid extreme
3387                                                  * silliness like a novice rogue pockets full of statues
3388                                                  * and corpses.
3389                                                  */
3390                                                 if ((o_ptr->tval == TV_CORPSE) ||
3391                                                     (o_ptr->tval == TV_STATUE)) continue;
3392                                         }
3393
3394                                         /* Extract some flags */
3395                                         object_flags(o_ptr, flgs);
3396
3397                                         /* Acquire the object name */
3398                                         object_desc(o_name, o_ptr, 0);
3399
3400                                         /* Acquire the monster name */
3401                                         monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
3402
3403                                         /* React to objects that hurt the monster */
3404                                         if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3405                                         if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3406                                         if (have_flag(flgs, TR_SLAY_TROLL))  flg3 |= (RF3_TROLL);
3407                                         if (have_flag(flgs, TR_KILL_TROLL))  flg3 |= (RF3_TROLL);
3408                                         if (have_flag(flgs, TR_SLAY_GIANT))  flg3 |= (RF3_GIANT);
3409                                         if (have_flag(flgs, TR_KILL_GIANT))  flg3 |= (RF3_GIANT);
3410                                         if (have_flag(flgs, TR_SLAY_ORC))    flg3 |= (RF3_ORC);
3411                                         if (have_flag(flgs, TR_KILL_ORC))    flg3 |= (RF3_ORC);
3412                                         if (have_flag(flgs, TR_SLAY_DEMON))  flg3 |= (RF3_DEMON);
3413                                         if (have_flag(flgs, TR_KILL_DEMON))  flg3 |= (RF3_DEMON);
3414                                         if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3415                                         if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3416                                         if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3417                                         if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3418                                         if (have_flag(flgs, TR_SLAY_EVIL))   flg3 |= (RF3_EVIL);
3419                                         if (have_flag(flgs, TR_KILL_EVIL))   flg3 |= (RF3_EVIL);
3420                                         if (have_flag(flgs, TR_SLAY_HUMAN))  flg2 |= (RF2_HUMAN);
3421                                         if (have_flag(flgs, TR_KILL_HUMAN))  flg2 |= (RF2_HUMAN);
3422                                         if (have_flag(flgs, TR_BRAND_ACID))  flgr |= (RFR_IM_ACID);
3423                                         if (have_flag(flgs, TR_BRAND_ELEC))  flgr |= (RFR_IM_ELEC);
3424                                         if (have_flag(flgs, TR_BRAND_FIRE))  flgr |= (RFR_IM_FIRE);
3425                                         if (have_flag(flgs, TR_BRAND_COLD))  flgr |= (RFR_IM_COLD);
3426                                         if (have_flag(flgs, TR_BRAND_POIS))  flgr |= (RFR_IM_POIS);
3427
3428                                         /* The object cannot be picked up by the monster */
3429                                         if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
3430                                             ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
3431                                         {
3432                                                 /* Only give a message for "take_item" */
3433                                                 if (do_take && (r_ptr->flags2 & RF2_STUPID))
3434                                                 {
3435                                                         /* Take note */
3436                                                         did_take_item = TRUE;
3437
3438                                                         /* Describe observable situations */
3439                                                         if (m_ptr->ml && player_can_see_bold(ny, nx))
3440                                                         {
3441                                                                 /* Dump a message */
3442 #ifdef JP
3443                                                                 msg_format("%^s¤Ï%s¤ò½¦¤ª¤¦¤È¤·¤¿¤¬¡¢¤À¤á¤À¤Ã¤¿¡£", m_name, o_name);
3444 #else
3445                                                                 msg_format("%^s tries to pick up %s, but fails.", m_name, o_name);
3446 #endif
3447                                                         }
3448                                                 }
3449                                         }
3450
3451                                         /* Pick up the item */
3452                                         else if (do_take)
3453                                         {
3454                                                 /* Take note */
3455                                                 did_take_item = TRUE;
3456
3457                                                 /* Describe observable situations */
3458                                                 if (player_can_see_bold(ny, nx))
3459                                                 {
3460                                                         /* Dump a message */
3461 #ifdef JP
3462                                                         msg_format("%^s¤¬%s¤ò½¦¤Ã¤¿¡£", m_name, o_name);
3463 #else
3464                                                         msg_format("%^s picks up %s.", m_name, o_name);
3465 #endif
3466                                                 }
3467
3468                                                 /* Excise the object */
3469                                                 excise_object_idx(this_o_idx);
3470
3471                                                 /* Forget mark */
3472                                                 o_ptr->marked &= OM_TOUCHED;
3473
3474                                                 /* Forget location */
3475                                                 o_ptr->iy = o_ptr->ix = 0;
3476
3477                                                 /* Memorize monster */
3478                                                 o_ptr->held_m_idx = m_idx;
3479
3480                                                 /* Build a stack */
3481                                                 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3482
3483                                                 /* Carry object */
3484                                                 m_ptr->hold_o_idx = this_o_idx;
3485                                         }
3486
3487                                         /* Destroy the item if not a pet */
3488                                         else if (!is_pet(m_ptr))
3489                                         {
3490                                                 /* Take note */
3491                                                 did_kill_item = TRUE;
3492
3493                                                 /* Describe observable situations */
3494                                                 if (player_has_los_bold(ny, nx))
3495                                                 {
3496                                                         /* Dump a message */
3497 #ifdef JP
3498                                                         msg_format("%^s¤¬%s¤òÇ˲õ¤·¤¿¡£", m_name, o_name);
3499 #else
3500                                                         msg_format("%^s destroys %s.", m_name, o_name);
3501 #endif
3502                                                 }
3503
3504                                                 /* Delete the object */
3505                                                 delete_object_idx(this_o_idx);
3506                                         }
3507                                 }
3508                         }
3509                 }
3510
3511                 /* Stop when done */
3512                 if (do_turn) break;
3513         }
3514
3515         /*
3516          *  Forward movements failed, but now received LOS attack!
3517          *  Try to flow by smell.
3518          */
3519         if (p_ptr->no_flowed && i > 2 &&  m_ptr->target_y)
3520                 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3521
3522         /* If we haven't done anything, try casting a spell again */
3523         if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
3524         {
3525                 /* Try to cast spell again */
3526                 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3527                 {
3528                         if (make_attack_spell(m_idx)) return;
3529                 }
3530         }
3531
3532
3533         /* Notice changes in view */
3534         if (do_view)
3535         {
3536                 /* Update some things */
3537                 p_ptr->update |= (PU_FLOW);
3538
3539                 /* Window stuff */
3540                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3541         }
3542
3543         /* Notice changes in view */
3544         if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3545                 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3546         {
3547                 /* Update some things */
3548                 p_ptr->update |= (PU_MON_LITE);
3549         }
3550
3551         /* Learn things from observable monster */
3552         if (is_original_ap_and_seen(m_ptr))
3553         {
3554                 /* Monster opened a door */
3555                 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3556
3557                 /* Monster bashed a door */
3558                 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3559
3560                 /* Monster tried to pick something up */
3561                 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3562
3563                 /* Monster tried to crush something */
3564                 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3565
3566                 /* Monster pushed past another monster */
3567                 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3568
3569                 /* Monster passed through a wall */
3570                 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3571
3572                 /* Monster destroyed a wall */
3573                 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3574         }
3575
3576
3577         /* Hack -- get "bold" if out of options */
3578         if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3579         {
3580                 /* No longer afraid */
3581                 (void)set_monster_monfear(m_idx, 0);
3582
3583                 /* Message if seen */
3584                 if (see_m)
3585                 {
3586                         char m_name[80];
3587
3588                         /* Acquire the monster name */
3589                         monster_desc(m_name, m_ptr, 0);
3590
3591                         /* Dump a message */
3592 #ifdef JP
3593                         msg_format("%^s¤ÏÀ襤¤ò·è°Õ¤·¤¿¡ª", m_name);
3594 #else
3595                         msg_format("%^s turns to fight!", m_name);
3596 #endif
3597                 }
3598
3599                 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3600
3601                 /* XXX XXX XXX Actually do something now (?) */
3602         }
3603 }
3604
3605 /*
3606  * Process all the "live" monsters, once per game turn.
3607  *
3608  * During each game turn, we scan through the list of all the "live" monsters,
3609  * (backwards, so we can excise any "freshly dead" monsters), energizing each
3610  * monster, and allowing fully energized monsters to move, attack, pass, etc.
3611  *
3612  * Note that monsters can never move in the monster array (except when the
3613  * "compact_monsters()" function is called by "dungeon()" or "save_player()").
3614  *
3615  * This function is responsible for at least half of the processor time
3616  * on a normal system with a "normal" amount of monsters and a player doing
3617  * normal things.
3618  *
3619  * When the player is resting, virtually 90% of the processor time is spent
3620  * in this function, and its children, "process_monster()" and "make_move()".
3621  *
3622  * Most of the rest of the time is spent in "update_view()" and "lite_spot()",
3623  * especially when the player is running.
3624  *
3625  * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"
3626  * monsters while they are still being "born".  A monster is "fresh" only
3627  * during the turn in which it is created, and we use the "hack_m_idx" to
3628  * determine if the monster is yet to be processed during the current turn.
3629  *
3630  * Note the special "MFLAG_NICE" flag, which allows the player to get one
3631  * move before any "nasty" monsters get to use their spell attacks.
3632  *
3633  * Note that when the "knowledge" about the currently tracked monster
3634  * changes (flags, attacks, spells), we induce a redraw of the monster
3635  * recall window.
3636  */
3637 void process_monsters(void)
3638 {
3639         int             i;
3640         int             fx, fy;
3641
3642         bool            test;
3643
3644         monster_type    *m_ptr;
3645         monster_race    *r_ptr;
3646
3647         int             old_monster_race_idx;
3648
3649         u32b    old_r_flags1 = 0L;
3650         u32b    old_r_flags2 = 0L;
3651         u32b    old_r_flags3 = 0L;
3652         u32b    old_r_flags4 = 0L;
3653         u32b    old_r_flags5 = 0L;
3654         u32b    old_r_flags6 = 0L;
3655         u32b    old_r_flagsr = 0L;
3656
3657         byte    old_r_blows0 = 0;
3658         byte    old_r_blows1 = 0;
3659         byte    old_r_blows2 = 0;
3660         byte    old_r_blows3 = 0;
3661
3662         byte    old_r_cast_spell = 0;
3663
3664         int speed;
3665
3666         /* Clear monster fighting indicator */
3667         mon_fight = FALSE;
3668
3669         /* Memorize old race */
3670         old_monster_race_idx = p_ptr->monster_race_idx;
3671
3672         /* Acquire knowledge */
3673         if (p_ptr->monster_race_idx)
3674         {
3675                 /* Acquire current monster */
3676                 r_ptr = &r_info[p_ptr->monster_race_idx];
3677
3678                 /* Memorize flags */
3679                 old_r_flags1 = r_ptr->r_flags1;
3680                 old_r_flags2 = r_ptr->r_flags2;
3681                 old_r_flags3 = r_ptr->r_flags3;
3682                 old_r_flags4 = r_ptr->r_flags4;
3683                 old_r_flags5 = r_ptr->r_flags5;
3684                 old_r_flags6 = r_ptr->r_flags6;
3685                 old_r_flagsr = r_ptr->r_flagsr;
3686
3687                 /* Memorize blows */
3688                 old_r_blows0 = r_ptr->r_blows[0];
3689                 old_r_blows1 = r_ptr->r_blows[1];
3690                 old_r_blows2 = r_ptr->r_blows[2];
3691                 old_r_blows3 = r_ptr->r_blows[3];
3692
3693                 /* Memorize castings */
3694                 old_r_cast_spell = r_ptr->r_cast_spell;
3695         }
3696
3697
3698         /* Process the monsters (backwards) */
3699         for (i = m_max - 1; i >= 1; i--)
3700         {
3701                 /* Access the monster */
3702                 m_ptr = &m_list[i];
3703                 r_ptr = &r_info[m_ptr->r_idx];
3704
3705                 /* Handle "leaving" */
3706                 if (p_ptr->leaving) break;
3707
3708                 /* Ignore "dead" monsters */
3709                 if (!m_ptr->r_idx) continue;
3710
3711                 if (p_ptr->wild_mode) continue;
3712
3713
3714                 /* Handle "fresh" monsters */
3715                 if (m_ptr->mflag & MFLAG_BORN)
3716                 {
3717                         /* No longer "fresh" */
3718                         m_ptr->mflag &= ~(MFLAG_BORN);
3719
3720                         /* Skip */
3721                         continue;
3722                 }
3723
3724                 /* Hack -- Require proximity */
3725                 if (m_ptr->cdis >= AAF_LIMIT) continue;
3726
3727
3728                 /* Access the location */
3729                 fx = m_ptr->fx;
3730                 fy = m_ptr->fy;
3731
3732                 /* Flow by smell is allowed */
3733                 if (!p_ptr->no_flowed)
3734                 {
3735                         m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3736                 }
3737
3738                 /* Assume no move */
3739                 test = FALSE;
3740
3741                 /* Handle "sensing radius" */
3742                 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3743                 {
3744                         /* We can "sense" the player */
3745                         test = TRUE;
3746                 }
3747
3748                 /* Handle "sight" and "aggravation" */
3749                 else if ((m_ptr->cdis <= MAX_SIGHT) &&
3750                         (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3751                 {
3752                         /* We can "see" or "feel" the player */
3753                         test = TRUE;
3754                 }
3755
3756 #if 0 /* (cave[py][px].when == cave[fy][fx].when) is always FALSE... */
3757                 /* Hack -- Monsters can "smell" the player from far away */
3758                 /* Note that most monsters have "aaf" of "20" or so */
3759                 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3760                         cave_have_flag_bold(py, px, FF_MOVE) &&
3761                         (cave[py][px].when == cave[fy][fx].when) &&
3762                         (cave[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3763                         (cave[fy][fx].dist < r_ptr->aaf))
3764                 {
3765                         /* We can "smell" the player */
3766                         test = TRUE;
3767                 }
3768 #endif
3769                 else if (m_ptr->target_y) test = TRUE;
3770
3771                 /* Do nothing */
3772                 if (!test) continue;
3773
3774
3775                 if (p_ptr->riding == i)
3776                         speed = p_ptr->pspeed;
3777                 else
3778                 {
3779                         speed = m_ptr->mspeed;
3780
3781                         /* Monsters move quickly in Nightmare mode */
3782                         if (ironman_nightmare) speed += 5;
3783
3784                         if (MON_FAST(m_ptr)) speed += 10;
3785                         if (MON_SLOW(m_ptr)) speed -= 10;
3786                 }
3787
3788                 /* Give this monster some energy */
3789                 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3790
3791                 /* Not enough energy to move */
3792                 if (m_ptr->energy_need > 0) continue;
3793
3794                 /* Use up "some" energy */
3795                 m_ptr->energy_need += ENERGY_NEED();
3796
3797
3798                 /* Save global index */
3799                 hack_m_idx = i;
3800
3801                 /* Process the monster */
3802                 process_monster(i);
3803
3804                 reset_target(m_ptr);
3805
3806                 /* Give up flow_by_smell when it might useless */
3807                 if (p_ptr->no_flowed && one_in_(3))
3808                         m_ptr->mflag2 |= MFLAG2_NOFLOW;
3809
3810                 /* Hack -- notice death or departure */
3811                 if (!p_ptr->playing || p_ptr->is_dead) break;
3812
3813                 /* Notice leaving */
3814                 if (p_ptr->leaving) break;
3815         }
3816
3817         /* Reset global index */
3818         hack_m_idx = 0;
3819
3820
3821         /* Tracking a monster race (the same one we were before) */
3822         if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3823         {
3824                 /* Acquire monster race */
3825                 r_ptr = &r_info[p_ptr->monster_race_idx];
3826
3827                 /* Check for knowledge change */
3828                 if ((old_r_flags1 != r_ptr->r_flags1) ||
3829                         (old_r_flags2 != r_ptr->r_flags2) ||
3830                         (old_r_flags3 != r_ptr->r_flags3) ||
3831                         (old_r_flags4 != r_ptr->r_flags4) ||
3832                         (old_r_flags5 != r_ptr->r_flags5) ||
3833                         (old_r_flags6 != r_ptr->r_flags6) ||
3834                         (old_r_flagsr != r_ptr->r_flagsr) ||
3835                         (old_r_blows0 != r_ptr->r_blows[0]) ||
3836                         (old_r_blows1 != r_ptr->r_blows[1]) ||
3837                         (old_r_blows2 != r_ptr->r_blows[2]) ||
3838                         (old_r_blows3 != r_ptr->r_blows[3]) ||
3839                         (old_r_cast_spell != r_ptr->r_cast_spell))
3840                 {
3841                         /* Window stuff */
3842                         p_ptr->window |= (PW_MONSTER);
3843                 }
3844         }
3845 }
3846
3847
3848 int get_mproc_idx(int m_idx, int mproc_type)
3849 {
3850         s16b *cur_mproc_list = mproc_list[mproc_type];
3851         int i;
3852
3853         for (i = mproc_max[mproc_type] - 1; i >= 0; i--)
3854         {
3855                 if (cur_mproc_list[i] == m_idx) return i;
3856         }
3857
3858         return -1;
3859 }
3860
3861
3862 static void mproc_add(int m_idx, int mproc_type)
3863 {
3864         if (mproc_max[mproc_type] < max_m_idx) mproc_list[mproc_type][mproc_max[mproc_type]++] = m_idx;
3865 }
3866
3867
3868 static void mproc_remove(int m_idx, int mproc_type)
3869 {
3870         int mproc_idx = get_mproc_idx(m_idx, mproc_type);
3871         if (mproc_idx >= 0) mproc_list[mproc_type][mproc_idx] = mproc_list[mproc_type][--mproc_max[mproc_type]];
3872 }
3873
3874
3875 /*
3876  * Initialize monster process
3877  */
3878 void mproc_init(void)
3879 {
3880         monster_type *m_ptr;
3881         int          i, cmi;
3882
3883         /* Reset "mproc_max[]" */
3884         for (cmi = 0; cmi < MAX_MTIMED; cmi++) mproc_max[cmi] = 0;
3885
3886         /* Process the monsters (backwards) */
3887         for (i = m_max - 1; i >= 1; i--)
3888         {
3889                 /* Access the monster */
3890                 m_ptr = &m_list[i];
3891
3892                 /* Ignore "dead" monsters */
3893                 if (!m_ptr->r_idx) continue;
3894
3895                 for (cmi = 0; cmi < MAX_MTIMED; cmi++)
3896                 {
3897                         if (m_ptr->mtimed[cmi]) mproc_add(i, cmi);
3898                 }
3899         }
3900 }
3901
3902
3903 /*
3904  * Set "m_ptr->mtimed[MTIMED_CSLEEP]", notice observable changes
3905  */
3906 bool set_monster_csleep(int m_idx, int v)
3907 {
3908         monster_type *m_ptr = &m_list[m_idx];
3909         bool notice = FALSE;
3910
3911         /* Hack -- Force good values */
3912         v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
3913
3914         /* Open */
3915         if (v)
3916         {
3917                 if (!MON_CSLEEP(m_ptr))
3918                 {
3919                         mproc_add(m_idx, MTIMED_CSLEEP);
3920                         notice = TRUE;
3921                 }
3922         }
3923
3924         /* Shut */
3925         else
3926         {
3927                 if (MON_CSLEEP(m_ptr))
3928                 {
3929                         mproc_remove(m_idx, MTIMED_CSLEEP);
3930                         notice = TRUE;
3931                 }
3932         }
3933
3934         /* Use the value */
3935         m_ptr->mtimed[MTIMED_CSLEEP] = v;
3936
3937         if (!notice) return FALSE;
3938
3939         if (m_ptr->ml)
3940         {
3941                 /* Update health bar as needed */
3942                 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3943                 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3944         }
3945
3946         if (r_info[m_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3947
3948         return TRUE;
3949 }
3950
3951
3952 /*
3953  * Set "m_ptr->mtimed[MTIMED_FAST]", notice observable changes
3954  */
3955 bool set_monster_fast(int m_idx, int v)
3956 {
3957         monster_type *m_ptr = &m_list[m_idx];
3958         bool notice = FALSE;
3959
3960         /* Hack -- Force good values */
3961         v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3962
3963         /* Open */
3964         if (v)
3965         {
3966                 if (!MON_FAST(m_ptr))
3967                 {
3968                         mproc_add(m_idx, MTIMED_FAST);
3969                         notice = TRUE;
3970                 }
3971         }
3972
3973         /* Shut */
3974         else
3975         {
3976                 if (MON_FAST(m_ptr))
3977                 {
3978                         mproc_remove(m_idx, MTIMED_FAST);
3979                         notice = TRUE;
3980                 }
3981         }
3982
3983         /* Use the value */
3984         m_ptr->mtimed[MTIMED_FAST] = v;
3985
3986         if (!notice) return FALSE;
3987
3988         if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
3989
3990         return TRUE;
3991 }
3992
3993
3994 /*
3995  * Set "m_ptr->mtimed[MTIMED_SLOW]", notice observable changes
3996  */
3997 bool set_monster_slow(int m_idx, int v)
3998 {
3999         monster_type *m_ptr = &m_list[m_idx];
4000         bool notice = FALSE;
4001
4002         /* Hack -- Force good values */
4003         v = (v > 200) ? 200 : (v < 0) ? 0 : v;
4004
4005         /* Open */
4006         if (v)
4007         {
4008                 if (!MON_SLOW(m_ptr))
4009                 {
4010                         mproc_add(m_idx, MTIMED_SLOW);
4011                         notice = TRUE;
4012                 }
4013         }
4014
4015         /* Shut */
4016         else
4017         {
4018                 if (MON_SLOW(m_ptr))
4019                 {
4020                         mproc_remove(m_idx, MTIMED_SLOW);
4021                         notice = TRUE;
4022                 }
4023         }
4024
4025         /* Use the value */
4026         m_ptr->mtimed[MTIMED_SLOW] = v;
4027
4028         if (!notice) return FALSE;
4029
4030         if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
4031
4032         return TRUE;
4033 }
4034
4035
4036 /*
4037  * Set "m_ptr->mtimed[MTIMED_STUNNED]", notice observable changes
4038  */
4039 bool set_monster_stunned(int m_idx, int v)
4040 {
4041         monster_type *m_ptr = &m_list[m_idx];
4042         bool notice = FALSE;
4043
4044         /* Hack -- Force good values */
4045         v = (v > 200) ? 200 : (v < 0) ? 0 : v;
4046
4047         /* Open */
4048         if (v)
4049         {
4050                 if (!MON_STUNNED(m_ptr))
4051                 {
4052                         mproc_add(m_idx, MTIMED_STUNNED);
4053                         notice = TRUE;
4054                 }
4055         }
4056
4057         /* Shut */
4058         else
4059         {
4060                 if (MON_STUNNED(m_ptr))
4061                 {
4062                         mproc_remove(m_idx, MTIMED_STUNNED);
4063                         notice = TRUE;
4064                 }
4065         }
4066
4067         /* Use the value */
4068         m_ptr->mtimed[MTIMED_STUNNED] = v;
4069
4070         return notice;
4071 }
4072
4073
4074 /*
4075  * Set "m_ptr->mtimed[MTIMED_CONFUSED]", notice observable changes
4076  */
4077 bool set_monster_confused(int m_idx, int v)
4078 {
4079         monster_type *m_ptr = &m_list[m_idx];
4080         bool notice = FALSE;
4081
4082         /* Hack -- Force good values */
4083         v = (v > 200) ? 200 : (v < 0) ? 0 : v;
4084
4085         /* Open */
4086         if (v)
4087         {
4088                 if (!MON_CONFUSED(m_ptr))
4089                 {
4090                         mproc_add(m_idx, MTIMED_CONFUSED);
4091                         notice = TRUE;
4092                 }
4093         }
4094
4095         /* Shut */
4096         else
4097         {
4098                 if (MON_CONFUSED(m_ptr))
4099                 {
4100                         mproc_remove(m_idx, MTIMED_CONFUSED);
4101                         notice = TRUE;
4102                 }
4103         }
4104
4105         /* Use the value */
4106         m_ptr->mtimed[MTIMED_CONFUSED] = v;
4107
4108         return notice;
4109 }
4110
4111
4112 /*
4113  * Set "m_ptr->mtimed[MTIMED_MONFEAR]", notice observable changes
4114  */
4115 bool set_monster_monfear(int m_idx, int v)
4116 {
4117         monster_type *m_ptr = &m_list[m_idx];
4118         bool notice = FALSE;
4119
4120         /* Hack -- Force good values */
4121         v = (v > 200) ? 200 : (v < 0) ? 0 : v;
4122
4123         /* Open */
4124         if (v)
4125         {
4126                 if (!MON_MONFEAR(m_ptr))
4127                 {
4128                         mproc_add(m_idx, MTIMED_MONFEAR);
4129                         notice = TRUE;
4130                 }
4131         }
4132
4133         /* Shut */
4134         else
4135         {
4136                 if (MON_MONFEAR(m_ptr))
4137                 {
4138                         mproc_remove(m_idx, MTIMED_MONFEAR);
4139                         notice = TRUE;
4140                 }
4141         }
4142
4143         /* Use the value */
4144         m_ptr->mtimed[MTIMED_MONFEAR] = v;
4145
4146         if (!notice) return FALSE;
4147
4148         if (m_ptr->ml)
4149         {
4150                 /* Update health bar as needed */
4151                 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
4152                 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
4153         }
4154
4155         return TRUE;
4156 }
4157
4158
4159 /*
4160  * Set "m_ptr->mtimed[MTIMED_INVULNER]", notice observable changes
4161  */
4162 bool set_monster_invulner(int m_idx, int v, bool energy_need)
4163 {
4164         monster_type *m_ptr = &m_list[m_idx];
4165         bool notice = FALSE;
4166
4167         /* Hack -- Force good values */
4168         v = (v > 200) ? 200 : (v < 0) ? 0 : v;
4169
4170         /* Open */
4171         if (v)
4172         {
4173                 if (!MON_INVULNER(m_ptr))
4174                 {
4175                         mproc_add(m_idx, MTIMED_INVULNER);
4176                         notice = TRUE;
4177                 }
4178         }
4179
4180         /* Shut */
4181         else
4182         {
4183                 if (MON_INVULNER(m_ptr))
4184                 {
4185                         mproc_remove(m_idx, MTIMED_INVULNER);
4186                         if (energy_need && !p_ptr->wild_mode) m_ptr->energy_need += ENERGY_NEED();
4187                         notice = TRUE;
4188                 }
4189         }
4190
4191         /* Use the value */
4192         m_ptr->mtimed[MTIMED_INVULNER] = v;
4193
4194         if (!notice) return FALSE;
4195
4196         if (m_ptr->ml)
4197         {
4198                 /* Update health bar as needed */
4199                 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
4200                 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
4201         }
4202
4203         return TRUE;
4204 }
4205
4206
4207 static u32b csleep_noise;
4208
4209 static void process_monsters_mtimed_aux(int m_idx, int mtimed_idx)
4210 {
4211         monster_type *m_ptr = &m_list[m_idx];
4212
4213         switch (mtimed_idx)
4214         {
4215         case MTIMED_CSLEEP:
4216         {
4217                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4218
4219                 /* Assume does not wake up */
4220                 bool test = FALSE;
4221
4222                 /* Hack -- Require proximity */
4223                 if (m_ptr->cdis < AAF_LIMIT)
4224                 {
4225                         /* Handle "sensing radius" */
4226                         if (m_ptr->cdis <= (is_pet(m_ptr) ? ((r_ptr->aaf > MAX_SIGHT) ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
4227                         {
4228                                 /* We may wake up */
4229                                 test = TRUE;
4230                         }
4231
4232                         /* Handle "sight" and "aggravation" */
4233                         else if ((m_ptr->cdis <= MAX_SIGHT) && (player_has_los_bold(m_ptr->fy, m_ptr->fx)))
4234                         {
4235                                 /* We may wake up */
4236                                 test = TRUE;
4237                         }
4238                 }
4239
4240                 if (test)
4241                 {
4242                         u32b notice = randint0(1024);
4243
4244                         /* Nightmare monsters are more alert */
4245                         if (ironman_nightmare) notice /= 2;
4246
4247                         /* Hack -- See if monster "notices" player */
4248                         if ((notice * notice * notice) <= csleep_noise)
4249                         {
4250                                 /* Hack -- amount of "waking" */
4251                                 /* Wake up faster near the player */
4252                                 int d = (m_ptr->cdis < AAF_LIMIT / 2) ? (AAF_LIMIT / m_ptr->cdis) : 1;
4253
4254                                 /* Hack -- amount of "waking" is affected by speed of player */
4255                                 d = (d * SPEED_TO_ENERGY(p_ptr->pspeed)) / 10;
4256                                 if (d < 0) d = 1;
4257
4258                                 /* Monster wakes up "a little bit" */
4259
4260                                 /* Still asleep */
4261                                 if (!set_monster_csleep(m_idx, MON_CSLEEP(m_ptr) - d))
4262                                 {
4263                                         /* Notice the "not waking up" */
4264                                         if (is_original_ap_and_seen(m_ptr))
4265                                         {
4266                                                 /* Hack -- Count the ignores */
4267                                                 if (r_ptr->r_ignore < MAX_UCHAR) r_ptr->r_ignore++;
4268                                         }
4269                                 }
4270
4271                                 /* Just woke up */
4272                                 else
4273                                 {
4274                                         /* Notice the "waking up" */
4275                                         if (m_ptr->ml)
4276                                         {
4277                                                 char m_name[80];
4278
4279                                                 /* Acquire the monster name */
4280                                                 monster_desc(m_name, m_ptr, 0);
4281
4282                                                 /* Dump a message */
4283 #ifdef JP
4284                                                 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4285 #else
4286                                                 msg_format("%^s wakes up.", m_name);
4287 #endif
4288                                         }
4289
4290                                         if (is_original_ap_and_seen(m_ptr))
4291                                         {
4292                                                 /* Hack -- Count the wakings */
4293                                                 if (r_ptr->r_wake < MAX_UCHAR) r_ptr->r_wake++;
4294                                         }
4295                                 }
4296                         }
4297                 }
4298                 break;
4299         }
4300
4301         case MTIMED_FAST:
4302                 /* Reduce by one, note if expires */
4303                 if (set_monster_fast(m_idx, MON_FAST(m_ptr) - 1))
4304                 {
4305                         if (is_seen(m_ptr))
4306                         {
4307                                 char m_name[80];
4308
4309                                 /* Acquire the monster name */
4310                                 monster_desc(m_name, m_ptr, 0);
4311
4312                                 /* Dump a message */
4313 #ifdef JP
4314                                 msg_format("%^s¤Ï¤â¤¦²Ã®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
4315 #else
4316                                 msg_format("%^s is no longer fast.", m_name);
4317 #endif
4318                         }
4319                 }
4320                 break;
4321
4322         case MTIMED_SLOW:
4323                 /* Reduce by one, note if expires */
4324                 if (set_monster_slow(m_idx, MON_SLOW(m_ptr) - 1))
4325                 {
4326                         if (is_seen(m_ptr))
4327                         {
4328                                 char m_name[80];
4329
4330                                 /* Acquire the monster name */
4331                                 monster_desc(m_name, m_ptr, 0);
4332
4333                                 /* Dump a message */
4334 #ifdef JP
4335                                 msg_format("%^s¤Ï¤â¤¦¸ºÂ®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
4336 #else
4337                                 msg_format("%^s is no longer slow.", m_name);
4338 #endif
4339                         }
4340                 }
4341                 break;
4342
4343         case MTIMED_STUNNED:
4344         {
4345                 int rlev = r_info[m_ptr->r_idx].level;
4346
4347                 /* Recover from stun */
4348                 if (set_monster_stunned(m_idx, (randint0(10000) <= rlev * rlev) ? 0 : (MON_STUNNED(m_ptr) - 1)))
4349                 {
4350                         /* Message if visible */
4351                         if (is_seen(m_ptr))
4352                         {
4353                                 char m_name[80];
4354
4355                                 /* Acquire the monster name */
4356                                 monster_desc(m_name, m_ptr, 0);
4357
4358                                 /* Dump a message */
4359 #ifdef JP
4360                                 msg_format("%^s¤ÏÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤Ã¤¿¡£", m_name);
4361 #else
4362                                 msg_format("%^s is no longer stunned.", m_name);
4363 #endif
4364                         }
4365                 }
4366                 break;
4367         }
4368
4369         case MTIMED_CONFUSED:
4370                 /* Reduce the confusion */
4371                 if (set_monster_confused(m_idx, MON_CONFUSED(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
4372                 {
4373                         /* Message if visible */
4374                         if (is_seen(m_ptr))
4375                         {
4376                                 char m_name[80];
4377
4378                                 /* Acquire the monster name */
4379                                 monster_desc(m_name, m_ptr, 0);
4380
4381                                 /* Dump a message */
4382 #ifdef JP
4383                                 msg_format("%^s¤Ïº®Í𤫤éΩ¤Áľ¤Ã¤¿¡£", m_name);
4384 #else
4385                                 msg_format("%^s is no longer confused.", m_name);
4386 #endif
4387                         }
4388                 }
4389                 break;
4390
4391         case MTIMED_MONFEAR:
4392                 /* Reduce the fear */
4393                 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
4394                 {
4395                         /* Visual note */
4396                         if (is_seen(m_ptr))
4397                         {
4398                                 char m_name[80];
4399 #ifndef JP
4400                                 char m_poss[80];
4401
4402                                 /* Acquire the monster possessive */
4403                                 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
4404 #endif
4405
4406                                 /* Acquire the monster name */
4407                                 monster_desc(m_name, m_ptr, 0);
4408
4409                                 /* Dump a message */
4410 #ifdef JP
4411                                 msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name);
4412 #else
4413                                 msg_format("%^s recovers %s courage.", m_name, m_poss);
4414 #endif
4415                         }
4416                 }
4417                 break;
4418
4419         case MTIMED_INVULNER:
4420                 /* Reduce by one, note if expires */
4421                 if (set_monster_invulner(m_idx, MON_INVULNER(m_ptr) - 1, TRUE))
4422                 {
4423                         if (is_seen(m_ptr))
4424                         {
4425                                 char m_name[80];
4426
4427                                 /* Acquire the monster name */
4428                                 monster_desc(m_name, m_ptr, 0);
4429
4430                                 /* Dump a message */
4431 #ifdef JP
4432                                 msg_format("%^s¤Ï¤â¤¦ÌµÅ¨¤Ç¤Ê¤¤¡£", m_name);
4433 #else
4434                                 msg_format("%^s is no longer invulnerable.", m_name);
4435 #endif
4436                         }
4437                 }
4438                 break;
4439         }
4440 }
4441
4442
4443 /*
4444  * Process the counters of monsters (once per 10 game turns)
4445  *
4446  * These functions are to process monsters' counters same as player's.
4447  */
4448 void process_monsters_mtimed(int mtimed_idx)
4449 {
4450         int  i;
4451         s16b *cur_mproc_list = mproc_list[mtimed_idx];
4452
4453         /* Hack -- calculate the "player noise" */
4454         if (mtimed_idx == MTIMED_CSLEEP) csleep_noise = (1L << (30 - p_ptr->skill_stl));
4455
4456         /* Process the monsters (backwards) */
4457         for (i = mproc_max[mtimed_idx] - 1; i >= 0; i--)
4458         {
4459                 /* Access the monster */
4460                 process_monsters_mtimed_aux(cur_mproc_list[i], mtimed_idx);
4461         }
4462 }
4463
4464
4465 void dispel_monster_status(int m_idx)
4466 {
4467         monster_type *m_ptr = &m_list[m_idx];
4468         char         m_name[80];
4469
4470         monster_desc(m_name, m_ptr, 0);
4471         if (set_monster_invulner(m_idx, 0, TRUE))
4472         {
4473 #ifdef JP
4474                 if (m_ptr->ml) msg_format("%s¤Ï¤â¤¦ÌµÅ¨¤Ç¤Ï¤Ê¤¤¡£", m_name);
4475 #else
4476                 if (m_ptr->ml) msg_format("%^s is no longer invulnerable.", m_name);
4477 #endif
4478         }
4479         if (set_monster_fast(m_idx, 0))
4480         {
4481 #ifdef JP
4482                 if (m_ptr->ml) msg_format("%s¤Ï¤â¤¦²Ã®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
4483 #else
4484                 if (m_ptr->ml) msg_format("%^s is no longer fast.", m_name);
4485 #endif
4486         }
4487         if (set_monster_slow(m_idx, 0))
4488         {
4489 #ifdef JP
4490                 if (m_ptr->ml) msg_format("%s¤Ï¤â¤¦¸ºÂ®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
4491 #else
4492                 if (m_ptr->ml) msg_format("%^s is no longer slow.", m_name);
4493 #endif
4494         }
4495 }
4496
4497
4498 bool process_the_world(int num, int who, bool vs_player)
4499 {
4500         monster_type *m_ptr = &m_list[hack_m_idx];  /* the world monster */
4501
4502         if(world_monster) return (FALSE);
4503
4504         if(vs_player)
4505         {
4506                 char m_name[80];
4507                 monster_desc(m_name, m_ptr, 0);
4508
4509                 if (who == 1)
4510 #ifdef JP
4511                         msg_print("¡Ö¡Ø¥¶¡¦¥ï¡¼¥ë¥É¡Ù¡ª»þ¤Ï»ß¤Þ¤Ã¤¿¡ª¡×");
4512 #else
4513                         msg_format("%s yells 'The World! Time has stopped!'", m_name);
4514 #endif
4515                 else if (who == 3)
4516 #ifdef JP
4517                         msg_print("¡Ö»þ¤è¡ª¡×");
4518 #else
4519                         msg_format("%s yells 'Time!'", m_name);
4520 #endif
4521                 else msg_print("hek!");
4522
4523                 msg_print(NULL);
4524         }
4525
4526         /* This monster cast spells */
4527         world_monster = hack_m_idx;
4528
4529         if (vs_player) do_cmd_redraw();
4530
4531         while(num--)
4532         {
4533                 if(!m_ptr->r_idx) break;
4534                 process_monster(world_monster);
4535
4536                 reset_target(m_ptr);
4537
4538                 /* Notice stuff */
4539                 if (p_ptr->notice) notice_stuff();
4540
4541                 /* Update stuff */
4542                 if (p_ptr->update) update_stuff();
4543
4544                 /* Redraw stuff */
4545                 if (p_ptr->redraw) redraw_stuff();
4546
4547                 /* Redraw stuff */
4548                 if (p_ptr->window) window_stuff();
4549
4550                 /* Delay */
4551                 if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
4552         }
4553
4554         /* Redraw map */
4555         p_ptr->redraw |= (PR_MAP);
4556
4557         /* Update monsters */
4558         p_ptr->update |= (PU_MONSTERS);
4559
4560         /* Window stuff */
4561         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4562
4563         world_monster = 0;
4564         if (vs_player || (player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(py, px, m_ptr->fy, m_ptr->fx)))
4565         {
4566 #ifdef JP
4567                 msg_print("¡Ö»þ¤ÏÆ°¤­¤À¤¹¡Ä¡×");
4568 #else
4569                 msg_print("You feel time flowing around you once more.");
4570 #endif
4571                 msg_print(NULL);
4572         }
4573
4574         handle_stuff();
4575
4576         return (TRUE);
4577 }
4578
4579
4580 void monster_gain_exp(int m_idx, int s_idx)
4581 {
4582         monster_type *m_ptr;
4583         monster_race *r_ptr;
4584         monster_race *s_ptr;
4585         int new_exp;
4586
4587         /* Paranoia */
4588         if (m_idx <= 0 || s_idx <= 0) return;
4589
4590         m_ptr = &m_list[m_idx];
4591
4592         /* Paranoia -- Skip dead monsters */
4593         if (!m_ptr->r_idx) return;
4594
4595         r_ptr = &r_info[m_ptr->r_idx];
4596         s_ptr = &r_info[s_idx];
4597
4598         if (p_ptr->inside_battle) return;
4599
4600         if (!r_ptr->next_exp) return;
4601
4602         new_exp = s_ptr->mexp * s_ptr->level / (r_ptr->level + 2);
4603         if (m_idx == p_ptr->riding) new_exp = (new_exp + 1) / 2;
4604         if (!dun_level) new_exp /= 5;
4605         m_ptr->exp += new_exp;
4606         if (m_ptr->mflag2 & MFLAG2_CHAMELEON) return;
4607
4608         if (m_ptr->exp >= r_ptr->next_exp)
4609         {
4610                 char m_name[80];
4611                 int old_hp = m_ptr->hp;
4612                 int old_maxhp = m_ptr->max_maxhp;
4613                 int old_r_idx = m_ptr->r_idx;
4614                 byte old_sub_align = m_ptr->sub_align;
4615
4616                 /* Hack -- Reduce the racial counter of previous monster */
4617                 real_r_ptr(m_ptr)->cur_num--;
4618
4619                 monster_desc(m_name, m_ptr, 0);
4620                 m_ptr->r_idx = r_ptr->next_r_idx;
4621
4622                 /* Count the monsters on the level */
4623                 real_r_ptr(m_ptr)->cur_num++;
4624
4625                 m_ptr->ap_r_idx = m_ptr->r_idx;
4626                 r_ptr = &r_info[m_ptr->r_idx];
4627
4628                 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
4629                 {
4630                         m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
4631                 }
4632                 else
4633                 {
4634                         m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
4635                 }
4636                 if (ironman_nightmare)
4637                 {
4638                         u32b hp = m_ptr->max_maxhp * 2L;
4639
4640                         m_ptr->max_maxhp = (s16b)MIN(30000, hp);
4641                 }
4642                 m_ptr->maxhp = m_ptr->max_maxhp;
4643                 m_ptr->hp = old_hp * m_ptr->maxhp / old_maxhp;
4644
4645                 /* Extract the monster base speed */
4646                 m_ptr->mspeed = get_mspeed(r_ptr);
4647
4648                 /* Sub-alignment of a monster */
4649                 if (!is_pet(m_ptr) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
4650                         m_ptr->sub_align = old_sub_align;
4651                 else
4652                 {
4653                         m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
4654                         if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
4655                         if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
4656                 }
4657
4658                 m_ptr->exp = 0;
4659
4660                 if (is_pet(m_ptr) || m_ptr->ml)
4661                 {
4662                         if (!ignore_unview || player_can_see_bold(m_ptr->fy, m_ptr->fx))
4663                         {
4664                                 if (p_ptr->image)
4665                                 {
4666                                         monster_race *hallu_race;
4667
4668                                         do
4669                                         {
4670                                                 hallu_race = &r_info[randint1(max_r_idx - 1)];
4671                                         }
4672                                         while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
4673
4674 #ifdef JP
4675                                         msg_format("%s¤Ï%s¤Ë¿Ê²½¤·¤¿¡£", m_name, r_name + hallu_race->name);
4676 #else
4677                                         msg_format("%^s evolved into %s.", m_name, r_name + hallu_race->name);
4678 #endif
4679                                 }
4680                                 else
4681                                 {
4682 #ifdef JP
4683                                         msg_format("%s¤Ï%s¤Ë¿Ê²½¤·¤¿¡£", m_name, r_name + r_ptr->name);
4684 #else
4685                                         msg_format("%^s evolved into %s.", m_name, r_name + r_ptr->name);
4686 #endif
4687                                 }
4688                         }
4689
4690                         if (!p_ptr->image) r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
4691
4692                         /* Now you feel very close to this pet. */
4693                         m_ptr->parent_m_idx = 0;
4694                 }
4695                 update_mon(m_idx, FALSE);
4696                 lite_spot(m_ptr->fy, m_ptr->fx);
4697         }
4698         if (m_idx == p_ptr->riding) p_ptr->update |= PU_BONUS;
4699 }