3 * @brief モンスターの特殊技能と移動処理/ Monster spells and movement
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
12 * This file has several additions to it by Keldon Jones (keldon@umr.edu)
13 * to improve the general quality of the AI (version 0.1.1).
18 #define SPEAK_CHANCE 8
23 * @brief モンスターが敵に接近するための方向を決める /
24 * Calculate the direction to the next enemy
25 * @param m_idx モンスターの参照ID
26 * @param mm 移動するべき方角IDを返す参照ポインタ
27 * @return 方向が確定した場合TRUE、接近する敵がそもそもいない場合FALSEを返す
29 static bool get_enemy_dir(int m_idx, int *mm)
37 monster_type *m_ptr = &m_list[m_idx];
38 monster_race *r_ptr = &r_info[m_ptr->r_idx];
42 if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
44 y = m_list[riding_t_m_idx].fy;
45 x = m_list[riding_t_m_idx].fx;
47 else if (is_pet(m_ptr) && pet_t_m_idx)
49 y = m_list[pet_t_m_idx].fy;
50 x = m_list[pet_t_m_idx].fx;
54 if (p_ptr->inside_battle)
56 start = randint1(m_max-1)+m_max;
57 if(randint0(2)) plus = -1;
59 else start = m_max + 1;
61 /* Scan thru all monsters */
62 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
64 int dummy = (i % m_max);
69 t_ptr = &m_list[t_idx];
71 /* The monster itself isn't a target */
72 if (t_ptr == m_ptr) continue;
74 /* Paranoia -- Skip dead monsters */
75 if (!t_ptr->r_idx) continue;
79 /* Hack -- only fight away from player */
80 if (p_ptr->pet_follow_distance < 0)
82 /* No fighting near player */
83 if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
88 /* Hack -- no fighting away from player */
89 else if ((m_ptr->cdis < t_ptr->cdis) &&
90 (t_ptr->cdis > p_ptr->pet_follow_distance))
95 if (r_ptr->aaf < t_ptr->cdis) continue;
98 /* Monster must be 'an enemy' */
99 if (!are_enemies(m_ptr, t_ptr)) continue;
101 /* Monster must be projectable if we can't pass through walls */
102 if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
103 ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
105 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
109 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
112 /* OK -- we've got a target */
118 if (!x && !y) return FALSE;
121 /* Extract the direction */
126 if ((y < 0) && (x == 0))
133 else if ((y > 0) && (x == 0))
140 else if ((x > 0) && (y == 0))
147 else if ((x < 0) && (y == 0))
154 else if ((y < 0) && (x < 0))
161 else if ((y < 0) && (x > 0))
168 else if ((y > 0) && (x < 0))
175 else if ((y > 0) && (x > 0))
182 /* Found a monster */
188 * @brief モンスターが敵モンスターに行う打撃処理 /
189 * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
190 * @param m_idx 目標となるモンスターの参照ID
192 * @param fear 目標となるモンスターの恐慌状態を返す参照ポインタ
193 * @param note 目標モンスターが死亡した場合の特別メッセージ(NULLならば標準表示を行う)
194 * @param who 打撃を行ったモンスターの参照ID
197 void mon_take_hit_mon(int m_idx, int dam, bool *fear, cptr note, int who)
199 monster_type *m_ptr = &m_list[m_idx];
201 monster_race *r_ptr = &r_info[m_ptr->r_idx];
205 bool seen = is_seen(m_ptr);
207 /* Can the player be aware of this attack? */
208 bool known = (m_ptr->cdis <= MAX_SIGHT);
210 /* Extract monster name */
211 monster_desc(m_name, m_ptr, 0);
213 /* Redraw (later) if needed */
216 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
217 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
221 (void)set_monster_csleep(m_idx, 0);
223 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 1);
225 if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
229 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
235 if (r_ptr->flagsr & RFR_RES_ALL)
240 if((dam == 0) && one_in_(3)) dam = 1;
246 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
255 /* It is dead now... or is it? */
258 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
259 (r_ptr->flags7 & RF7_NAZGUL)) &&
260 !p_ptr->inside_battle)
267 if (!monster_living(r_ptr))
278 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
279 /* Unseen death by normal attack */
284 /* Death by special attack */
287 msg_format(_("%^s%s", "%^s%s"), m_name, note);
289 /* Death by normal attack -- nonliving monster */
290 else if (!monster_living(r_ptr))
292 msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
294 /* Death by normal attack -- living monster */
297 msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
301 monster_gain_exp(who, m_ptr->r_idx);
303 /* Generate treasure */
304 monster_death(m_idx, FALSE);
306 /* Delete the monster */
307 delete_monster_idx(m_idx);
312 /* Monster is dead */
319 /* Mega-Hack -- Pain cancels fear */
320 if (MON_MONFEAR(m_ptr) && (dam > 0))
323 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
330 /* Sometimes a monster gets scared by damage */
331 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
333 /* Percentage of fully healthy */
334 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
337 * Run (sometimes) if at 10% or less of max hit points,
338 * or (usually) when hit for half its current hit points
340 if (((percentage <= 10) && (randint0(10) < percentage)) ||
341 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
343 /* Hack -- note fear */
346 /* XXX XXX XXX Hack -- Add some timed fear */
347 (void)set_monster_monfear(m_idx, (randint1(10) +
348 (((dam >= m_ptr->hp) && (percentage > 7)) ?
349 20 : ((11 - percentage) * 5))));
353 #endif /* ALLOW_FEAR */
355 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
357 if (is_pet(&m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
359 set_target(m_ptr, m_list[who].fy, m_list[who].fx);
363 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
367 /* Extract monster name */
368 monster_desc(m_name, m_ptr, 0);
370 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
371 if (rakuba((dam > 200) ? 200 : dam, FALSE))
373 msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);
383 * @brief モンスターがプレイヤーから逃走するかどうかを返す /
384 * Returns whether a given monster will try to run from the player.
385 * @param m_idx 逃走するモンスターの参照ID
386 * @return モンスターがプレイヤーから逃走するならばTRUEを返す。
388 * Monsters will attempt to avoid very powerful players. See below.\n
390 * Because this function is called so often, little details are important\n
391 * for efficiency. Like not using "mod" or "div" when possible. And\n
392 * attempting to check the conditions in an optimal order. Note that\n
393 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
395 * Note that this function is responsible for about one to five percent\n
396 * of the processor use in normal conditions...\n
398 static int mon_will_run(int m_idx)
400 monster_type *m_ptr = &m_list[m_idx];
404 monster_race *r_ptr = &r_info[m_ptr->r_idx];
413 /* Friends can be commanded to avoid the player */
416 /* Are we trying to avoid the player? */
417 return ((p_ptr->pet_follow_distance < 0) &&
418 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
421 /* Keep monsters from running too far away */
422 if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
424 /* All "afraid" monsters will run away */
425 if (MON_MONFEAR(m_ptr)) return (TRUE);
429 /* Nearby monsters will not become terrified */
430 if (m_ptr->cdis <= 5) return (FALSE);
432 /* Examine player power (level) */
435 /* Examine monster power (level plus morale) */
436 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
438 /* Optimize extreme cases below */
439 if (m_lev > p_lev + 4) return (FALSE);
440 if (m_lev + 4 <= p_lev) return (TRUE);
442 /* Examine player health */
446 /* Examine monster health */
448 m_mhp = m_ptr->maxhp;
450 /* Prepare to optimize the calculation */
451 p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
452 m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
454 /* Strong players scare strong monsters */
455 if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
459 /* Assume no terror */
465 * @brief モンスターがプレイヤーに向けて遠距離攻撃を行うことが可能なマスを走査する /
466 * Search spell castable grid
467 * @param m_idx モンスターの参照ID
468 * @param yp 適したマスのY座標を返す参照ポインタ
469 * @param xp 適したマスのX座標を返す参照ポインタ
470 * @return 有効なマスがあった場合TRUEを返す
472 static bool get_moves_aux2(int m_idx, int *yp, int *xp)
474 int i, y, x, y1, x1, best = 999;
477 bool can_open_door = FALSE;
480 monster_type *m_ptr = &m_list[m_idx];
481 monster_race *r_ptr = &r_info[m_ptr->r_idx];
483 /* Monster location */
487 /* Monster can already cast spell to player */
488 if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
490 /* Set current grid cost */
491 now_cost = cave[y1][x1].cost;
492 if (now_cost == 0) now_cost = 999;
494 /* Can monster bash or open doors? */
495 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
497 can_open_door = TRUE;
500 /* Check nearby grids, diagonals first */
501 for (i = 7; i >= 0; i--)
505 /* Get the location */
509 /* Ignore locations off of edge */
510 if (!in_bounds2(y, x)) continue;
512 /* Simply move to player */
513 if (player_bold(y, x)) return (FALSE);
519 /* Monster cannot kill or pass walls */
520 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))))
522 if (cost == 0) continue;
523 if (!can_open_door && is_closed_door(c_ptr->feat)) continue;
526 /* Hack -- for kill or pass wall monster.. */
527 if (cost == 0) cost = 998;
529 if (now_cost < cost) continue;
531 if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
533 /* Accept louder sounds */
534 if (best < cost) continue;
537 (*yp) = y1 + ddy_ddd[i];
538 (*xp) = x1 + ddx_ddd[i];
541 /* No legal move (?) */
542 if (best == 999) return (FALSE);
550 * @brief モンスターがプレイヤーに向けて接近することが可能なマスを走査する /
551 * Choose the "best" direction for "flowing"
552 * @param m_idx モンスターの参照ID
553 * @param yp 移動先のマスのY座標を返す参照ポインタ
554 * @param xp 移動先のマスのX座標を返す参照ポインタ
555 * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
556 * @return 有効なマスがあった場合TRUEを返す
558 * Note that ghosts and rock-eaters are never allowed to "flow",\n
559 * since they should move directly towards the player.\n
561 * Prefer "non-diagonal" directions, but twiddle them a little\n
562 * to angle slightly towards the player's actual location.\n
564 * Allow very perceptive monsters to track old "spoor" left by\n
565 * previous locations occupied by the player. This will tend\n
566 * to have monsters end up either near the player or on a grid\n
567 * recently occupied by the player (and left via "teleport").\n
569 * Note that if "smell" is turned on, all monsters get vicious.\n
571 * Also note that teleporting away from a location will cause\n
572 * the monsters who were chasing you to converge on that location\n
573 * as long as you are still near enough to "annoy" them without\n
574 * being close enough to chase directly. I have no idea what will\n
575 * happen if you combine "smell" with low "aaf" values.\n
577 static bool get_moves_aux(int m_idx, int *yp, int *xp, bool no_flow)
579 int i, y, x, y1, x1, best;
582 bool use_scent = FALSE;
584 monster_type *m_ptr = &m_list[m_idx];
585 monster_race *r_ptr = &r_info[m_ptr->r_idx];
587 /* Can monster cast attack spell? */
588 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
589 r_ptr->flags5 & (RF5_ATTACK_MASK) ||
590 r_ptr->flags6 & (RF6_ATTACK_MASK))
592 /* Can move spell castable grid? */
593 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
596 /* Monster can't flow */
597 if (no_flow) return (FALSE);
599 /* Monster can go through rocks */
600 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
601 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
603 /* Monster location */
607 /* Hack -- Player can see us, run towards him */
608 if (player_has_los_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)) return (FALSE);
611 c_ptr = &cave[y1][x1];
613 /* If we can hear noises, advance towards them */
619 /* Otherwise, try to follow a scent trail */
620 else if (c_ptr->when)
623 if (cave[p_ptr->y][p_ptr->x].when - c_ptr->when > 127) return (FALSE);
629 /* Otherwise, advance blindly */
635 /* Check nearby grids, diagonals first */
636 for (i = 7; i >= 0; i--)
638 /* Get the location */
642 /* Ignore locations off of edge */
643 if (!in_bounds2(y, x)) continue;
647 /* We're following a scent trail */
650 int when = c_ptr->when;
652 /* Accept younger scent */
653 if (best > when) continue;
657 /* We're using sound */
662 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
664 else cost = c_ptr->cost;
666 /* Accept louder sounds */
667 if ((cost == 0) || (best < cost)) continue;
671 /* Hack -- Save the "twiddled" location */
672 (*yp) = p_ptr->y + 16 * ddy_ddd[i];
673 (*xp) = p_ptr->x + 16 * ddx_ddd[i];
676 /* No legal move (?) */
677 if (best == 999 || best == 0) return (FALSE);
685 * @brief モンスターがプレイヤーから逃走することが可能なマスを走査する /
686 * Provide a location to flee to, but give the player a wide berth.
687 * @param m_idx モンスターの参照ID
688 * @param yp 移動先のマスのY座標を返す参照ポインタ
689 * @param xp 移動先のマスのX座標を返す参照ポインタ
690 * @return 有効なマスがあった場合TRUEを返す
692 * A monster may wish to flee to a location that is behind the player,\n
693 * but instead of heading directly for it, the monster should "swerve"\n
694 * around the player so that he has a smaller chance of getting hit.\n
696 static bool get_fear_moves_aux(int m_idx, int *yp, int *xp)
698 int y, x, y1, x1, fy, fx, gy = 0, gx = 0;
702 monster_type *m_ptr = &m_list[m_idx];
704 /* Monster location */
708 /* Desired destination */
712 /* Check nearby grids, diagonals first */
713 for (i = 7; i >= 0; i--)
717 /* Get the location */
721 /* Ignore locations off of edge */
722 if (!in_bounds2(y, x)) continue;
724 /* Don't move toward player */
725 /* if (cave[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
727 /* Calculate distance of this grid from our destination */
728 dis = distance(y, x, y1, x1);
730 /* Score this grid */
731 s = 5000 / (dis + 3) - 500 / (cave[y][x].dist + 1);
733 /* No negative scores */
736 /* Ignore lower scores */
737 if (s < score) continue;
739 /* Save the score and time */
742 /* Save the location */
747 /* No legal move (?) */
748 if (score == -1) return (FALSE);
759 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
762 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
763 * offsets of all the locations with a distance of n from a central point,
764 * with an offset of (0,0) indicating no more offsets at this distance.
766 * This is, of course, fairly unreadable, but it eliminates multiple loops
767 * from the previous version.
769 * It is probably better to replace these arrays with code to compute
770 * the relevant arrays, even if the storage is pre-allocated in hard
771 * coded sizes. At the very least, code should be included which is
772 * able to generate and dump these arrays (ala "los()"). XXX XXX XXX
774 * Also, the storage needs could be halved by using bytes. XXX XXX XXX
776 * These arrays could be combined into two big arrays, using sub-arrays
777 * to hold the offsets and lengths of each portion of the sub-arrays, and
778 * this could perhaps also be used somehow in the "look" code. XXX XXX XXX
782 static sint d_off_y_0[] =
785 static sint d_off_x_0[] =
789 static sint d_off_y_1[] =
790 { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
792 static sint d_off_x_1[] =
793 { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
796 static sint d_off_y_2[] =
797 { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
799 static sint d_off_x_2[] =
800 { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
803 static sint d_off_y_3[] =
804 { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2,
807 static sint d_off_x_3[] =
808 { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2,
812 static sint d_off_y_4[] =
813 { -1, -1, -2, -2, -3, -3, -3, -3, -4, -4, -4, 0,
814 0, 1, 1, 2, 2, 3, 3, 3, 3, 4, 4, 4, 0 };
816 static sint d_off_x_4[] =
817 { -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, -4, 4,
818 -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, 0 };
821 static sint d_off_y_5[] =
822 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
823 -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
826 static sint d_off_x_5[] =
827 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
828 -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
832 static sint d_off_y_6[] =
833 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
834 -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
837 static sint d_off_x_6[] =
838 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
839 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
840 -3, 2, 3, -1, 0, 1, 0 };
843 static sint d_off_y_7[] =
844 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
845 -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
846 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
848 static sint d_off_x_7[] =
849 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
850 -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
851 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
855 static sint d_off_y_8[] =
856 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
857 -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
858 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
861 static sint d_off_x_8[] =
862 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
863 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
864 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
868 static sint d_off_y_9[] =
869 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
870 -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
871 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
872 7, 8, 8, 8, 8, 9, 9, 9, 0 };
874 static sint d_off_x_9[] =
875 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
876 -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
877 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
878 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
881 static sint *dist_offsets_y[10] =
883 d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
884 d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
887 static sint *dist_offsets_x[10] =
889 d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
890 d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
894 * @brief モンスターが逃げ込める安全な地点を返す /
895 * Choose a "safe" location near a monster for it to run toward.
896 * @param m_idx モンスターの参照ID
897 * @param yp 移動先のマスのY座標を返す参照ポインタ
898 * @param xp 移動先のマスのX座標を返す参照ポインタ
899 * @return 有効なマスがあった場合TRUEを返す
901 * A location is "safe" if it can be reached quickly and the player\n
902 * is not able to fire into it (it isn't a "clean shot"). So, this will\n
903 * cause monsters to "duck" behind walls. Hopefully, monsters will also\n
904 * try to run towards corridor openings if they are in a room.\n
906 * This function may take lots of CPU time if lots of monsters are\n
909 * Return TRUE if a safe location is available.\n
911 static bool find_safety(int m_idx, int *yp, int *xp)
913 monster_type *m_ptr = &m_list[m_idx];
918 int y, x, dy, dx, d, dis, i;
919 int gy = 0, gx = 0, gdis = 0;
926 /* Start with adjacent locations, spread further */
927 for (d = 1; d < 10; d++)
929 /* Get the lists of points with a distance d from (fx, fy) */
930 y_offsets = dist_offsets_y[d];
931 x_offsets = dist_offsets_x[d];
933 /* Check the locations */
934 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
936 i++, dx = x_offsets[i], dy = y_offsets[i])
941 /* Skip illegal locations */
942 if (!in_bounds(y, x)) continue;
946 /* Skip locations in a wall */
947 if (!monster_can_cross_terrain(c_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
949 /* Check for "availability" (if monsters can flow) */
950 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
952 /* Ignore grids very far from the player */
953 if (c_ptr->dist == 0) continue;
955 /* Ignore too-distant grids */
956 if (c_ptr->dist > cave[fy][fx].dist + 2 * d) continue;
959 /* Check for absence of shot (more or less) */
960 if (!projectable(p_ptr->y, p_ptr->x, y, x))
962 /* Calculate distance from player */
963 dis = distance(y, x, p_ptr->y, p_ptr->x);
965 /* Remember if further than previous */
975 /* Check for success */
982 /* Found safe place */
993 * @brief モンスターが隠れ潜める地点を返す /
994 * Choose a good hiding place near a monster for it to run toward.
995 * @param m_idx モンスターの参照ID
996 * @param yp 移動先のマスのY座標を返す参照ポインタ
997 * @param xp 移動先のマスのX座標を返す参照ポインタ
998 * @return 有効なマスがあった場合TRUEを返す
1000 * Pack monsters will use this to "ambush" the player and lure him out\n
1001 * of corridors into open space so they can swarm him.\n
1003 * Return TRUE if a good location is available.\n
1005 static bool find_hiding(int m_idx, int *yp, int *xp)
1007 monster_type *m_ptr = &m_list[m_idx];
1008 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1013 int y, x, dy, dx, d, dis, i;
1014 int gy = 0, gx = 0, gdis = 999;
1016 sint *y_offsets, *x_offsets;
1018 /* Start with adjacent locations, spread further */
1019 for (d = 1; d < 10; d++)
1021 /* Get the lists of points with a distance d from (fx, fy) */
1022 y_offsets = dist_offsets_y[d];
1023 x_offsets = dist_offsets_x[d];
1025 /* Check the locations */
1026 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
1028 i++, dx = x_offsets[i], dy = y_offsets[i])
1033 /* Skip illegal locations */
1034 if (!in_bounds(y, x)) continue;
1036 /* Skip occupied locations */
1037 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
1039 /* Check for hidden, available grid */
1040 if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
1042 /* Calculate distance from player */
1043 dis = distance(y, x, p_ptr->y, p_ptr->x);
1045 /* Remember if closer than previous */
1046 if (dis < gdis && dis >= 2)
1055 /* Check for success */
1062 /* Found good place */
1073 * @brief モンスターの移動方向を返す /
1074 * Choose "logical" directions for monster movement
1075 * @param m_idx モンスターの参照ID
1076 * @param mm 移動方向を返す方向IDの参照ポインタ
1077 * @return 有効方向があった場合TRUEを返す
1079 static bool get_moves(int m_idx, int *mm)
1081 monster_type *m_ptr = &m_list[m_idx];
1082 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1083 int y = 0, ay, x = 0, ax;
1088 bool will_run = mon_will_run(m_idx);
1090 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (cave[m_ptr->fy][m_ptr->fx].cost > 2));
1091 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
1093 /* Counter attack to an enemy monster */
1094 if (!will_run && m_ptr->target_y)
1096 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
1098 /* The monster must be an enemy, and in LOS */
1100 are_enemies(m_ptr, &m_list[t_m_idx]) &&
1101 los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
1102 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1104 /* Extract the "pseudo-direction" */
1105 y = m_ptr->fy - m_ptr->target_y;
1106 x = m_ptr->fx - m_ptr->target_x;
1111 if (!done && !will_run && is_hostile(m_ptr) &&
1112 (r_ptr->flags1 & RF1_FRIENDS) &&
1113 ((los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) ||
1114 (cave[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1117 * Animal packs try to get the player out of corridors
1118 * (...unless they can move through walls -- TY)
1120 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1121 !(r_ptr->flags2 & RF2_KILL_WALL))
1125 /* Count room grids next to player */
1126 for (i = 0; i < 8; i++)
1128 int xx = p_ptr->x + ddx_ddd[i];
1129 int yy = p_ptr->y + ddy_ddd[i];
1131 if (!in_bounds2(yy, xx)) continue;
1133 c_ptr = &cave[yy][xx];
1136 if (monster_can_cross_terrain(c_ptr->feat, r_ptr, 0))
1138 /* One more room grid */
1142 if (cave[p_ptr->y][p_ptr->x].info & CAVE_ROOM) room -= 2;
1143 if (!r_ptr->flags4 && !r_ptr->flags5 && !r_ptr->flags6) room -= 2;
1145 /* Not in a room and strong player */
1146 if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1147 (p_ptr->mhp + p_ptr->msp))
1149 /* Find hiding place */
1150 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1154 /* Monster groups try to surround the player */
1155 if (!done && (cave[m_ptr->fy][m_ptr->fx].dist < 3))
1159 /* Find an empty square near the player to fill */
1160 for (i = 0; i < 8; i++)
1162 /* Pick squares near player (semi-randomly) */
1163 y2 = p_ptr->y + ddy_ddd[(m_idx + i) & 7];
1164 x2 = p_ptr->x + ddx_ddd[(m_idx + i) & 7];
1166 /* Already there? */
1167 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1169 /* Attack the player */
1176 if (!in_bounds2(y2, x2)) continue;
1178 /* Ignore filled grids */
1179 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
1181 /* Try to fill this hole */
1185 /* Extract the new "pseudo-direction" */
1196 /* Flow towards the player */
1197 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1199 /* Extract the "pseudo-direction" */
1206 /* Apply fear if possible and necessary */
1207 if (is_pet(m_ptr) && will_run)
1209 /* XXX XXX Not very "smart" */
1214 if (!done && will_run)
1219 /* Try to find safe place */
1220 if (find_safety(m_idx, &y, &x))
1222 /* Attempt to avoid the player */
1225 /* Adjust movement */
1226 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1232 /* This is not a very "smart" method XXX XXX */
1240 /* Check for no move */
1241 if (!x && !y) return (FALSE);
1244 /* Extract the "absolute distances" */
1248 /* Do something weird */
1249 if (y < 0) move_val += 8;
1250 if (x > 0) move_val += 4;
1252 /* Prevent the diamond maneuvre */
1253 if (ay > (ax << 1)) move_val += 2;
1254 else if (ax > (ay << 1)) move_val++;
1256 /* Extract some directions */
1401 /* Wants to move... */
1407 * @brief モンスターから敵モンスターへの命中判定
1408 * @param power 打撃属性による基本命中値
1409 * @param level 攻撃側モンスターのレベル
1410 * @param ac 目標モンスターのAC
1411 * @param stun 攻撃側モンスターが朦朧状態ならTRUEを返す
1412 * @return 命中ならばTRUEを返す
1414 static int check_hit2(int power, int level, int ac, int stun)
1418 /* Percentile dice */
1421 if (stun && one_in_(2)) return FALSE;
1423 /* Hack -- Always miss or hit */
1424 if (k < 10) return (k < 5);
1426 /* Calculate the "attack quality" */
1427 i = (power + (level * 3));
1429 /* Power and Level compete against Armor */
1430 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1437 #define BLOW_EFFECT_TYPE_NONE 0
1438 #define BLOW_EFFECT_TYPE_FEAR 1
1439 #define BLOW_EFFECT_TYPE_SLEEP 2
1440 #define BLOW_EFFECT_TYPE_HEAL 3
1444 * @brief モンスターから敵モンスターへの打撃攻撃処理
1445 * @param m_idx 攻撃側モンスターの参照ID
1446 * @param t_idx 目標側モンスターの参照ID
1447 * @return 実際に打撃処理が行われた場合TRUEを返す
1449 static bool monst_attack_monst(int m_idx, int t_idx)
1451 monster_type *m_ptr = &m_list[m_idx];
1452 monster_type *t_ptr = &m_list[t_idx];
1454 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1455 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1459 char m_name[80], t_name[80];
1460 char temp[MAX_NLEN];
1462 bool explode = FALSE, touched = FALSE, fear = FALSE;
1463 int y_saver = t_ptr->fy;
1464 int x_saver = t_ptr->fx;
1467 bool see_m = is_seen(m_ptr);
1468 bool see_t = is_seen(t_ptr);
1469 bool see_either = see_m || see_t;
1471 /* Can the player be aware of this attack? */
1472 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1473 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1475 /* Cannot attack self */
1476 if (m_idx == t_idx) return FALSE;
1478 /* Not allowed to attack */
1479 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1481 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1486 /* Extract the effective monster level */
1487 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1489 /* Get the monster name (or "it") */
1490 monster_desc(m_name, m_ptr, 0);
1492 /* Get the monster name (or "it") */
1493 monster_desc(t_name, t_ptr, 0);
1495 /* Assume no blink */
1498 if (!see_either && known)
1503 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 1);
1505 /* Scan through all four blows */
1506 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1508 bool obvious = FALSE;
1515 /* Extract the attack infomation */
1516 int effect = r_ptr->blow[ap_cnt].effect;
1517 int method = r_ptr->blow[ap_cnt].method;
1518 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1519 int d_side = r_ptr->blow[ap_cnt].d_side;
1521 if (!m_ptr->r_idx) break;
1523 /* Stop attacking if the target dies! */
1524 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1527 /* Hack -- no more attacks */
1530 if (method == RBM_SHOOT) continue;
1532 /* Extract the attack "power" */
1533 power = mbe_info[effect].power;
1536 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1539 (void)set_monster_csleep(t_idx, 0);
1543 /* Redraw the health bar */
1544 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
1545 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
1548 /* Describe the attack method */
1553 act = _("%sを殴った。", "hits %s.");
1560 act = _("%sを触った。", "touches %s.");
1567 act = _("%sをパンチした。", "punches %s.");
1574 act = _("%sを蹴った。", "kicks %s.");
1581 act = _("%sをひっかいた。", "claws %s.");
1588 act = _("%sを噛んだ。", "bites %s.");
1595 act = _("%sを刺した。", "stings %s.");
1602 act = _("%sを斬った。", "slashes %s.");
1608 act = _("%sを角で突いた。", "butts %s.");
1615 act = _("%sに体当りした。", "crushes %s.");
1622 act = _("%sを飲み込んだ。", "engulfs %s.");
1629 act = _("%sに請求書をよこした。", "charges %s.");
1636 act = _("%sの体の上を這い回った。", "crawls on %s.");
1643 act = _("%sによだれをたらした。", "drools on %s.");
1650 act = _("%sに唾を吐いた。", "spits on %s.");
1657 if (see_either) disturb(1, 1);
1658 act = _("爆発した。", "explodes.");
1666 act = _("%sをにらんだ。", "gazes at %s.");
1673 act = _("%sに泣きついた。", "wails at %s.");
1680 act = _("%sに胞子を飛ばした。", "releases spores at %s.");
1687 act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
1694 act = _("%sに金をせがんだ。", "begs %s for money.");
1701 act = _("%sを侮辱した。", "insults %s.");
1708 act = _("%sにむかってうめいた。", "moans at %s.");
1715 act = _("%sにむかって歌った。", "sings to %s.");
1722 if (act && see_either)
1725 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1726 strfmt(temp, act, t_name);
1727 msg_format("%^sは%s", m_name, temp);
1729 if (do_silly_attack)
1731 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1732 strfmt(temp, "%s %s.", act, t_name);
1734 else strfmt(temp, act, t_name);
1735 msg_format("%^s %s", m_name, temp);
1739 /* Hack -- assume all attacks are obvious */
1742 /* Roll out the damage */
1743 damage = damroll(d_dice, d_side);
1745 /* Assume no effect */
1746 effect_type = BLOW_EFFECT_TYPE_NONE;
1750 /* Apply appropriate damage */
1759 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1761 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1762 damage = MAX(damage, tmp_damage * 2);
1769 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1784 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1820 effect_type = BLOW_EFFECT_TYPE_FEAR;
1824 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1828 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1829 if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1845 effect_type = BLOW_EFFECT_TYPE_HEAL;
1863 /* Do damage if not exploding */
1866 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1867 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1870 switch (effect_type)
1872 case BLOW_EFFECT_TYPE_FEAR:
1873 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1874 damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1877 case BLOW_EFFECT_TYPE_SLEEP:
1878 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1879 r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1882 case BLOW_EFFECT_TYPE_HEAL:
1883 if ((monster_living(tr_ptr)) && (damage > 2))
1885 bool did_heal = FALSE;
1887 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1890 m_ptr->hp += damroll(4, damage / 6);
1891 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1893 /* Redraw (later) if needed */
1894 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1895 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1897 /* Special message */
1898 if (see_m && did_heal)
1900 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1909 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
1911 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1915 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
1917 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
1918 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1919 damroll (1 + ((tr_ptr->level) / 26),
1920 1 + ((tr_ptr->level) / 17)),
1921 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1925 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1930 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
1932 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1936 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
1938 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
1939 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1940 damroll (1 + ((tr_ptr->level) / 26),
1941 1 + ((tr_ptr->level) / 17)),
1942 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1946 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1951 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
1953 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1957 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
1959 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
1960 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1961 damroll (1 + ((tr_ptr->level) / 26),
1962 1 + ((tr_ptr->level) / 17)),
1963 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1967 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1974 /* Monster missed player */
1977 /* Analyze failed attacks */
1994 (void)set_monster_csleep(t_idx, 0);
1996 /* Visible monsters */
2001 msg_format("%sは%^sの攻撃をかわした。", t_name,m_name);
2003 msg_format("%^s misses %s.", m_name, t_name);
2013 /* Analyze "visible" monsters only */
2014 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
2016 /* Count "obvious" attacks (and ones that cause damage) */
2017 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
2019 /* Count attacks of this type */
2020 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
2022 r_ptr->r_blows[ap_cnt]++;
2030 sound(SOUND_EXPLODE);
2032 /* Cancel Invulnerability */
2033 (void)set_monster_invulner(m_idx, 0, FALSE);
2034 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
2039 if (blinked && m_ptr->r_idx)
2041 if (teleport_barrier(m_idx))
2045 msg_print(_("泥棒は笑って逃げ...ようとしたがバリアに防がれた。", "The thief flees laughing...? But magic barrier obstructs it."));
2056 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
2063 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
2071 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
2073 return !have_flag(f_ptr->flags, FF_GLASS) ||
2074 (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
2075 (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
2080 * @brief モンスター単体の1ターン行動処理メインルーチン /
2082 * @param m_idx 行動モンスターの参照ID
2085 * The monster is known to be within 100 grids of the player\n
2087 * In several cases, we directly update the monster lore\n
2089 * Note that a monster is only allowed to "reproduce" if there\n
2090 * are a limited number of "reproducing" monsters on the current\n
2091 * level. This should prevent the level from being "swamped" by\n
2092 * reproducing monsters. It also allows a large mass of mice to\n
2093 * prevent a louse from multiplying, but this is a small price to\n
2094 * pay for a simple multiplication method.\n
2096 * XXX Monster fear is slightly odd, in particular, monsters will\n
2097 * fixate on opening a door even if they cannot open it. Actually,\n
2098 * the same thing happens to normal monsters when they hit a door\n
2100 * XXX XXX XXX In addition, monsters which *cannot* open or bash\n
2101 * down a door will still stand there trying to open it...\n
2103 * XXX Technically, need to check for monster in the way\n
2104 * combined with that monster being in a wall (or door?)\n
2106 * A "direction" of "5" means "pick a random direction".\n
2108 static void process_monster(int m_idx)
2110 monster_type *m_ptr = &m_list[m_idx];
2111 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2112 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2114 int i, d, oy, ox, ny, nx;
2119 feature_type *f_ptr;
2121 monster_type *y_ptr;
2126 bool must_alter_to_move;
2135 bool gets_angry = FALSE;
2141 bool is_riding_mon = (m_idx == p_ptr->riding);
2143 bool see_m = is_seen(m_ptr);
2145 if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
2147 if (rakuba(0, TRUE))
2150 msg_print("地面に落とされた。");
2153 monster_desc(m_name, &m_list[p_ptr->riding], 0);
2154 msg_format("You have fallen from %s.", m_name);
2159 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
2161 choose_new_monster(m_idx, FALSE, 0);
2162 r_ptr = &r_info[m_ptr->r_idx];
2165 /* Players hidden in shadow are almost imperceptable. -LM- */
2166 if (p_ptr->special_defense & NINJA_S_STEALTH)
2168 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2169 if (p_ptr->monlite) tmp /= 3;
2170 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2171 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2172 /* Low-level monsters will find it difficult to locate the player. */
2173 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
2176 /* Are there its parent? */
2177 if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
2179 /* Its parent have gone, it also goes away. */
2185 /* Acquire the monster name */
2186 monster_desc(m_name, m_ptr, 0);
2187 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2190 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2194 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2195 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
2198 /* Delete the monster */
2199 delete_monster_idx(m_idx);
2204 /* Quantum monsters are odd */
2205 if (r_ptr->flags2 & (RF2_QUANTUM))
2207 /* Sometimes skip move */
2208 if (!randint0(2)) return;
2211 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2215 if (is_pet(m_ptr) && !(m_ptr->ml))
2222 /* Acquire the monster name */
2223 monster_desc(m_name, m_ptr, 0);
2226 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2229 /* Generate treasure, etc */
2230 monster_death(m_idx, FALSE);
2232 /* Delete the monster */
2233 delete_monster_idx(m_idx);
2237 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2244 if (m_ptr->r_idx == MON_SHURYUUDAN)
2245 mon_take_hit_mon(m_idx, 1, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
2247 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2249 static int riding_pinch = 0;
2251 if (m_ptr->hp < m_ptr->maxhp/3)
2254 monster_desc(m_name, m_ptr, 0);
2256 if (is_riding_mon && riding_pinch < 2)
2258 msg_format(_("%sは傷の痛さの余りあなたの束縛から逃れようとしている。",
2259 "%^s seems to be in so much pain, and trying to escape from your restriction."), m_name);
2267 msg_format(_("%sはあなたの束縛から脱出した。", "%^s succeeded to escape from your restriction!"), m_name);
2268 if (rakuba(-1, FALSE))
2270 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2276 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) &&
2277 player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))
2279 msg_format(_("%^s「ピンチだ!退却させてもらう!」", "%^s says 'It is the pinch! I will retreat'."), m_name);
2281 msg_format(_("%^sがテレポート・レベルの巻物を読んだ。", "%^s read a scroll of teleport level."), m_name);
2282 msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
2285 if (is_riding_mon && rakuba(-1, FALSE))
2287 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2290 /* Check for quest completion */
2291 check_quest_completion(m_ptr);
2293 delete_monster_idx(m_idx);
2300 /* Reset the counter */
2301 if (is_riding_mon) riding_pinch = 0;
2305 /* Handle "sleep" */
2306 if (MON_CSLEEP(m_ptr))
2308 /* Handle non-aggravation - Still sleeping */
2309 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2311 /* Handle aggravation */
2313 /* Reset sleep counter */
2314 (void)set_monster_csleep(m_idx, 0);
2316 /* Notice the "waking up" */
2321 /* Acquire the monster name */
2322 monster_desc(m_name, m_ptr, 0);
2324 /* Dump a message */
2325 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2328 /* Hack -- Count the wakings */
2329 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2336 if (MON_STUNNED(m_ptr))
2338 /* Sometimes skip move */
2339 if (one_in_(2)) return;
2344 p_ptr->update |= (PU_BONUS);
2347 /* No one wants to be your friend if you're aggravating */
2348 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2351 /* Paranoia... no pet uniques outside wizard mode -- TY */
2352 if (is_pet(m_ptr) &&
2353 ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2354 monster_has_hostile_align(NULL, 10, -10, r_ptr))
2355 || (r_ptr->flagsr & RFR_RES_ALL)))
2360 if (p_ptr->inside_battle) gets_angry = FALSE;
2364 if (is_pet(m_ptr) || see_m)
2367 monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
2368 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
2374 /* Get the origin */
2379 /* Attempt to "multiply" if able and allowed */
2380 if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2384 /* Count the adjacent monsters */
2385 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2387 for (x = ox - 1; x <= ox + 1; x++)
2389 /* Ignore locations off of edge */
2390 if (!in_bounds2(y, x)) continue;
2392 if (cave[y][x].m_idx) k++;
2397 if (multiply_barrier(m_idx)) k = 8;
2399 /* Hack -- multiply slower in crowded areas */
2400 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2402 /* Try to multiply */
2403 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2405 /* Take note if visible */
2406 if (m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2408 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2411 /* Multiplying takes energy */
2418 if (r_ptr->flags6 & RF6_SPECIAL)
2420 /* Hack -- Ohmu scatters molds! */
2421 if (m_ptr->r_idx == MON_OHMU)
2423 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2425 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2428 int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2429 u32b p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2431 for (k = 0; k < 6; k++)
2433 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
2435 if (m_list[hack_m_idx_ii].ml) count++;
2439 if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2446 if (!p_ptr->inside_battle)
2448 /* Hack! "Cyber" monster makes noise... */
2449 if (m_ptr->ap_r_idx == MON_CYBER &&
2450 one_in_(CYBERNOISE) &&
2451 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2453 if (disturb_minor) disturb(FALSE, FALSE);
2454 msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
2457 /* Some monsters can speak */
2458 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2459 one_in_(SPEAK_CHANCE) &&
2460 player_has_los_bold(oy, ox) &&
2461 projectable(oy, ox, p_ptr->y, p_ptr->x))
2464 char monmessage[1024];
2467 /* Acquire the monster name/poss */
2469 monster_desc(m_name, m_ptr, 0);
2471 strcpy(m_name, _("それ", "It"));
2473 /* Select the file for monster quotes */
2474 if (MON_MONFEAR(m_ptr))
2475 filename = _("monfear_j.txt", "monfear.txt");
2476 else if (is_pet(m_ptr))
2477 filename = _("monpet_j.txt", "monpet.txt");
2478 else if (is_friendly(m_ptr))
2479 filename = _("monfrien_j.txt", "monfrien.txt");
2481 filename = _("monspeak_j.txt", "monspeak.txt");
2482 /* Get the monster line */
2483 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2486 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2491 /* Try to cast spell occasionally */
2492 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2494 bool counterattack = FALSE;
2496 /* Give priority to counter attack? */
2497 if (m_ptr->target_y)
2499 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
2501 /* The monster must be an enemy, and projectable */
2503 are_enemies(m_ptr, &m_list[t_m_idx]) &&
2504 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2506 counterattack = TRUE;
2512 /* Attempt to cast a spell */
2513 if (aware && make_attack_spell(m_idx)) return;
2516 * Attempt to cast a spell at an enemy other than the player
2517 * (may slow the game a smidgeon, but I haven't noticed.)
2519 if (monst_spell_monst(m_idx)) return;
2523 /* Attempt to do counter attack at first */
2524 if (monst_spell_monst(m_idx)) return;
2526 if (aware && make_attack_spell(m_idx)) return;
2530 /* Hack -- Assume no movement */
2531 mm[0] = mm[1] = mm[2] = mm[3] = 0;
2532 mm[4] = mm[5] = mm[6] = mm[7] = 0;
2535 /* Confused -- 100% random */
2536 if (MON_CONFUSED(m_ptr) || !aware)
2538 /* Try four "random" directions */
2539 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2542 /* 75% random movement */
2543 else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2544 (randint0(100) < 75))
2546 /* Memorize flags */
2547 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2549 /* Try four "random" directions */
2550 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2553 /* 50% random movement */
2554 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2555 (randint0(100) < 50))
2557 /* Memorize flags */
2558 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2560 /* Try four "random" directions */
2561 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2564 /* 25% random movement */
2565 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2566 (randint0(100) < 25))
2568 /* Memorize flags */
2569 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2571 /* Try four "random" directions */
2572 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2575 /* Can't reach player - find something else to hit */
2576 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2578 /* Try four "random" directions */
2579 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2581 /* Look for an enemy */
2582 #if 0 /* Hack - Too slow. Mimic pits are horrible with this on. */
2583 get_enemy_dir(m_idx, mm);
2587 /* Pets will follow the player */
2588 else if (is_pet(m_ptr))
2590 /* Are we trying to avoid the player? */
2591 bool avoid = ((p_ptr->pet_follow_distance < 0) &&
2592 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2594 /* Do we want to find the player? */
2595 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2597 /* Should we find the player if we can't find a monster? */
2598 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2600 /* by default, move randomly */
2601 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2603 /* Look for an enemy */
2604 if (!get_enemy_dir(m_idx, mm))
2606 /* Find the player if necessary */
2607 if (avoid || lonely || distant)
2609 /* Remember the leash length */
2610 int dis = p_ptr->pet_follow_distance;
2612 /* Hack -- adjust follow distance temporarily */
2613 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2615 p_ptr->pet_follow_distance = PET_SEEK_DIST;
2618 /* Find the player */
2619 (void)get_moves(m_idx, mm);
2621 /* Restore the leash */
2622 p_ptr->pet_follow_distance = dis;
2627 /* Friendly monster movement */
2628 else if (!is_hostile(m_ptr))
2630 /* by default, move randomly */
2631 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2633 /* Look for an enemy */
2634 get_enemy_dir(m_idx, mm);
2636 /* Normal movement */
2639 /* Logical moves, may do nothing */
2640 if (!get_moves(m_idx, mm)) return;
2643 /* Assume nothing */
2647 must_alter_to_move = FALSE;
2649 /* Assume nothing */
2650 did_open_door = FALSE;
2651 did_bash_door = FALSE;
2652 did_take_item = FALSE;
2653 did_kill_item = FALSE;
2654 did_move_body = FALSE;
2655 did_pass_wall = FALSE;
2656 did_kill_wall = FALSE;
2659 /* Take a zero-terminated array of "directions" */
2660 for (i = 0; mm[i]; i++)
2662 /* Get the direction */
2665 /* Hack -- allow "randomized" motion */
2666 if (d == 5) d = ddd[randint0(8)];
2668 /* Get the destination */
2672 /* Ignore locations off of edge */
2673 if (!in_bounds2(ny, nx)) continue;
2675 /* Access that cave grid */
2676 c_ptr = &cave[ny][nx];
2677 f_ptr = &f_info[c_ptr->feat];
2678 can_cross = monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2680 /* Access that cave grid's contents */
2681 y_ptr = &m_list[c_ptr->m_idx];
2683 /* Hack -- player 'in' wall */
2684 if (player_bold(ny, nx))
2689 /* Possibly a monster to attack */
2690 else if (c_ptr->m_idx)
2695 /* Monster destroys walls (and doors) */
2696 else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
2697 (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
2698 have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
2699 check_hp_for_feat_destruction(f_ptr, m_ptr))
2701 /* Eat through walls/doors/rubble */
2703 if (!can_cross) must_alter_to_move = TRUE;
2705 /* Monster destroyed a wall (later) */
2706 did_kill_wall = TRUE;
2709 /* Floor is open? */
2712 /* Go ahead and move */
2715 /* Monster moves through walls (and doors) */
2716 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2717 have_flag(f_ptr->flags, FF_CAN_PASS))
2719 /* Monster went through a wall */
2720 did_pass_wall = TRUE;
2724 /* Handle doors and secret doors */
2725 else if (is_closed_door(c_ptr->feat))
2727 bool may_bash = TRUE;
2729 /* Assume no move allowed */
2732 /* Creature can open doors. */
2733 if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2734 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2739 /* The door is open */
2740 did_open_door = TRUE;
2742 /* Do not bash the door */
2749 /* Locked doors (not jammed) */
2752 /* Try to unlock it XXX XXX XXX */
2753 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2755 /* Unlock the door */
2756 cave_alter_feat(ny, nx, FF_DISARM);
2758 /* Do not bash the door */
2767 /* Stuck doors -- attempt to bash them down if allowed */
2768 if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2769 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2771 /* Attempt to Bash XXX XXX XXX */
2772 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
2775 if (have_flag(f_ptr->flags, FF_GLASS))
2776 msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
2778 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2780 /* Disturb (sometimes) */
2781 if (disturb_minor) disturb(0, 0);
2783 /* The door was bashed open */
2784 did_bash_door = TRUE;
2786 /* Hack -- fall into doorway */
2788 must_alter_to_move = TRUE;
2793 /* Deal with doors in the way */
2794 if (did_open_door || did_bash_door)
2796 /* Break down the door */
2797 if (did_bash_door && ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
2799 cave_alter_feat(ny, nx, FF_BASH);
2801 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2803 /* Update some things */
2804 p_ptr->update |= (PU_FLOW);
2805 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2806 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2815 cave_alter_feat(ny, nx, FF_OPEN);
2818 f_ptr = &f_info[c_ptr->feat];
2820 /* Handle viewable doors */
2825 /* Hack -- check for Glyph of Warding */
2826 if (do_move && is_glyph_grid(c_ptr) &&
2827 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2829 /* Assume no move allowed */
2832 /* Break the ward */
2833 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2835 /* Describe observable breakage */
2836 if (c_ptr->info & CAVE_MARK)
2838 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2841 /* Forget the rune */
2842 c_ptr->info &= ~(CAVE_MARK);
2844 /* Break the rune */
2845 c_ptr->info &= ~(CAVE_OBJECT);
2848 /* Allow movement */
2855 else if (do_move && is_explosive_rune_grid(c_ptr) &&
2856 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2858 /* Assume no move allowed */
2861 /* Break the ward */
2864 /* Break the ward */
2865 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2867 /* Describe observable breakage */
2868 if (c_ptr->info & CAVE_MARK)
2870 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2871 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);
2876 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2879 /* Forget the rune */
2880 c_ptr->info &= ~(CAVE_MARK);
2882 /* Break the rune */
2883 c_ptr->info &= ~(CAVE_OBJECT);
2889 if (!m_ptr->r_idx) return;
2890 /* Allow movement */
2895 /* The player is in the way */
2896 if (do_move && player_bold(ny, nx))
2898 /* Some monsters never attack */
2899 if (r_ptr->flags1 & RF1_NEVER_BLOW)
2901 /* Hack -- memorize lack of attacks */
2902 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
2908 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2909 if (do_move && (d_info[dungeon_type].flags1 & DF1_NO_MELEE))
2911 if (!MON_CONFUSED(m_ptr))
2913 if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2916 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2921 /* The player is in the way. Attack him. */
2924 if (!p_ptr->riding || one_in_(2))
2927 (void)make_attack_normal(m_idx);
2938 /* A monster is in the way */
2939 if (do_move && c_ptr->m_idx)
2941 monster_race *z_ptr = &r_info[y_ptr->r_idx];
2943 /* Assume no movement */
2946 /* Attack 'enemies' */
2947 if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
2948 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
2949 can_cross && (c_ptr->m_idx != p_ptr->riding)) ||
2950 are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
2952 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2954 if (r_ptr->flags2 & RF2_KILL_BODY)
2956 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2960 if (y_ptr->r_idx && (y_ptr->hp >= 0))
2962 if (monst_attack_monst(m_idx, c_ptr->m_idx)) return;
2964 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2965 else if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2967 if (MON_CONFUSED(m_ptr)) return;
2968 else if (r_ptr->flags2 & RF2_STUPID)
2970 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2978 /* Push past weaker monsters (unless leaving a wall) */
2979 else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
2980 (r_ptr->mexp > z_ptr->mexp) &&
2981 can_cross && (c_ptr->m_idx != p_ptr->riding) &&
2982 monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
2984 /* Allow movement */
2987 /* Monster pushed past another monster */
2988 did_move_body = TRUE;
2990 /* Wake up the moved monster */
2991 (void)set_monster_csleep(c_ptr->m_idx, 0);
2993 /* XXX XXX XXX Message */
2999 if (!p_ptr->riding_ryoute && !MON_MONFEAR(&m_list[p_ptr->riding])) do_move = FALSE;
3002 if (did_kill_wall && do_move)
3004 if (one_in_(GRINDNOISE))
3006 if (have_flag(f_ptr->flags, FF_GLASS))
3007 msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
3009 msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
3012 cave_alter_feat(ny, nx, FF_HURT_DISI);
3014 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
3016 /* Update some things */
3017 p_ptr->update |= (PU_FLOW);
3018 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3019 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3024 f_ptr = &f_info[c_ptr->feat];
3026 /* Note changes to viewable region */
3033 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
3035 if (!monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
3037 /* Assume no move allowed */
3043 * Check if monster can cross terrain
3044 * This is checked after the normal attacks
3045 * to allow monsters to attack an enemy,
3046 * even if it can't enter the terrain.
3048 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
3050 /* Assume no move allowed */
3054 /* Some monsters never move */
3055 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
3057 /* Hack -- memorize lack of moves */
3058 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3064 /* Creature has been allowed move */
3070 if (have_flag(f_ptr->flags, FF_TREE))
3072 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3074 m_ptr->energy_need += ENERGY_NEED();
3080 /* Hack -- Update the old location */
3081 cave[oy][ox].m_idx = c_ptr->m_idx;
3083 /* Mega-Hack -- move the old monster, if any */
3086 /* Move the old monster */
3090 /* Update the old monster */
3091 update_mon(c_ptr->m_idx, TRUE);
3094 /* Hack -- Update the new location */
3095 c_ptr->m_idx = m_idx;
3097 /* Move the monster */
3101 /* Update the monster */
3102 update_mon(m_idx, TRUE);
3104 /* Redraw the old grid */
3107 /* Redraw the new grid */
3113 /* sound(SOUND_WALK); */
3115 /* Move the player */
3116 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
3119 /* Possible disturb */
3122 (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
3123 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3126 if (is_hostile(m_ptr))
3130 /* Take or Kill objects on the floor */
3131 if (c_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3132 (!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
3134 s16b this_o_idx, next_o_idx;
3135 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
3137 /* Scan all objects in the grid */
3138 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3140 u32b flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
3141 char m_name[80], o_name[MAX_NLEN];
3143 /* Acquire object */
3144 object_type *o_ptr = &o_list[this_o_idx];
3146 /* Acquire next object */
3147 next_o_idx = o_ptr->next_o_idx;
3152 if (o_ptr->tval == TV_GOLD) continue;
3155 * Skip "real" corpses and statues, to avoid extreme
3156 * silliness like a novice rogue pockets full of statues
3159 if ((o_ptr->tval == TV_CORPSE) ||
3160 (o_ptr->tval == TV_STATUE)) continue;
3163 /* Extract some flags */
3164 object_flags(o_ptr, flgs);
3166 /* Acquire the object name */
3167 object_desc(o_name, o_ptr, 0);
3169 /* Acquire the monster name */
3170 monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
3172 /* React to objects that hurt the monster */
3173 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3174 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3175 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
3176 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
3177 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
3178 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
3179 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
3180 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
3181 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
3182 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
3183 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3184 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3185 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3186 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3187 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
3188 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
3189 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
3190 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
3191 if (have_flag(flgs, TR_BRAND_ACID)) flgr |= (RFR_IM_ACID);
3192 if (have_flag(flgs, TR_BRAND_ELEC)) flgr |= (RFR_IM_ELEC);
3193 if (have_flag(flgs, TR_BRAND_FIRE)) flgr |= (RFR_IM_FIRE);
3194 if (have_flag(flgs, TR_BRAND_COLD)) flgr |= (RFR_IM_COLD);
3195 if (have_flag(flgs, TR_BRAND_POIS)) flgr |= (RFR_IM_POIS);
3197 /* The object cannot be picked up by the monster */
3198 if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
3199 ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
3201 /* Only give a message for "take_item" */
3202 if (do_take && (r_ptr->flags2 & RF2_STUPID))
3205 did_take_item = TRUE;
3207 /* Describe observable situations */
3208 if (m_ptr->ml && player_can_see_bold(ny, nx))
3210 /* Dump a message */
3211 msg_format(_("%^sは%sを拾おうとしたが、だめだった。", "%^s tries to pick up %s, but fails."), m_name, o_name);
3216 /* Pick up the item */
3220 did_take_item = TRUE;
3222 /* Describe observable situations */
3223 if (player_can_see_bold(ny, nx))
3225 /* Dump a message */
3226 msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
3229 /* Excise the object */
3230 excise_object_idx(this_o_idx);
3233 o_ptr->marked &= OM_TOUCHED;
3235 /* Forget location */
3236 o_ptr->iy = o_ptr->ix = 0;
3238 /* Memorize monster */
3239 o_ptr->held_m_idx = m_idx;
3242 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3245 m_ptr->hold_o_idx = this_o_idx;
3248 /* Destroy the item if not a pet */
3249 else if (!is_pet(m_ptr))
3252 did_kill_item = TRUE;
3254 /* Describe observable situations */
3255 if (player_has_los_bold(ny, nx))
3257 /* Dump a message */
3258 msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
3261 /* Delete the object */
3262 delete_object_idx(this_o_idx);
3268 /* Stop when done */
3273 * Forward movements failed, but now received LOS attack!
3274 * Try to flow by smell.
3276 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3277 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3279 /* If we haven't done anything, try casting a spell again */
3280 if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
3282 /* Try to cast spell again */
3283 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3285 if (make_attack_spell(m_idx)) return;
3290 /* Notice changes in view */
3293 /* Update some things */
3294 p_ptr->update |= (PU_FLOW);
3297 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3300 /* Notice changes in view */
3301 if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3302 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3304 /* Update some things */
3305 p_ptr->update |= (PU_MON_LITE);
3308 /* Learn things from observable monster */
3309 if (is_original_ap_and_seen(m_ptr))
3311 /* Monster opened a door */
3312 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3314 /* Monster bashed a door */
3315 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3317 /* Monster tried to pick something up */
3318 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3320 /* Monster tried to crush something */
3321 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3323 /* Monster pushed past another monster */
3324 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3326 /* Monster passed through a wall */
3327 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3329 /* Monster destroyed a wall */
3330 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3334 /* Hack -- get "bold" if out of options */
3335 if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3337 /* No longer afraid */
3338 (void)set_monster_monfear(m_idx, 0);
3340 /* Message if seen */
3345 /* Acquire the monster name */
3346 monster_desc(m_name, m_ptr, 0);
3348 /* Dump a message */
3349 msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
3352 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3354 /* XXX XXX XXX Actually do something now (?) */
3359 * @brief 全モンスターのターン管理メインルーチン /
3360 * Process all the "live" monsters, once per game turn.
3363 * During each game turn, we scan through the list of all the "live" monsters,\n
3364 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
3365 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
3367 * Note that monsters can never move in the monster array (except when the\n
3368 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
3370 * This function is responsible for at least half of the processor time\n
3371 * on a normal system with a "normal" amount of monsters and a player doing\n
3374 * When the player is resting, virtually 90% of the processor time is spent\n
3375 * in this function, and its children, "process_monster()" and "make_move()".\n
3377 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
3378 * especially when the player is running.\n
3380 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
3381 * monsters while they are still being "born". A monster is "fresh" only\n
3382 * during the turn in which it is created, and we use the "hack_m_idx" to\n
3383 * determine if the monster is yet to be processed during the current turn.\n
3385 * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
3386 * move before any "nasty" monsters get to use their spell attacks.\n
3388 * Note that when the "knowledge" about the currently tracked monster\n
3389 * changes (flags, attacks, spells), we induce a redraw of the monster\n
3392 void process_monsters(void)
3399 monster_type *m_ptr;
3400 monster_race *r_ptr;
3402 int old_monster_race_idx;
3404 u32b old_r_flags1 = 0L;
3405 u32b old_r_flags2 = 0L;
3406 u32b old_r_flags3 = 0L;
3407 u32b old_r_flags4 = 0L;
3408 u32b old_r_flags5 = 0L;
3409 u32b old_r_flags6 = 0L;
3410 u32b old_r_flagsr = 0L;
3412 byte old_r_blows0 = 0;
3413 byte old_r_blows1 = 0;
3414 byte old_r_blows2 = 0;
3415 byte old_r_blows3 = 0;
3417 byte old_r_cast_spell = 0;
3421 /* Clear monster fighting indicator */
3424 /* Memorize old race */
3425 old_monster_race_idx = p_ptr->monster_race_idx;
3427 /* Acquire knowledge */
3428 if (p_ptr->monster_race_idx)
3430 /* Acquire current monster */
3431 r_ptr = &r_info[p_ptr->monster_race_idx];
3433 /* Memorize flags */
3434 old_r_flags1 = r_ptr->r_flags1;
3435 old_r_flags2 = r_ptr->r_flags2;
3436 old_r_flags3 = r_ptr->r_flags3;
3437 old_r_flags4 = r_ptr->r_flags4;
3438 old_r_flags5 = r_ptr->r_flags5;
3439 old_r_flags6 = r_ptr->r_flags6;
3440 old_r_flagsr = r_ptr->r_flagsr;
3442 /* Memorize blows */
3443 old_r_blows0 = r_ptr->r_blows[0];
3444 old_r_blows1 = r_ptr->r_blows[1];
3445 old_r_blows2 = r_ptr->r_blows[2];
3446 old_r_blows3 = r_ptr->r_blows[3];
3448 /* Memorize castings */
3449 old_r_cast_spell = r_ptr->r_cast_spell;
3453 /* Process the monsters (backwards) */
3454 for (i = m_max - 1; i >= 1; i--)
3456 /* Access the monster */
3458 r_ptr = &r_info[m_ptr->r_idx];
3460 /* Handle "leaving" */
3461 if (p_ptr->leaving) break;
3463 /* Ignore "dead" monsters */
3464 if (!m_ptr->r_idx) continue;
3466 if (p_ptr->wild_mode) continue;
3469 /* Handle "fresh" monsters */
3470 if (m_ptr->mflag & MFLAG_BORN)
3472 /* No longer "fresh" */
3473 m_ptr->mflag &= ~(MFLAG_BORN);
3479 /* Hack -- Require proximity */
3480 if (m_ptr->cdis >= AAF_LIMIT) continue;
3483 /* Access the location */
3487 /* Flow by smell is allowed */
3488 if (!p_ptr->no_flowed)
3490 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3493 /* Assume no move */
3496 /* Handle "sensing radius" */
3497 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3499 /* We can "sense" the player */
3503 /* Handle "sight" and "aggravation" */
3504 else if ((m_ptr->cdis <= MAX_SIGHT || p_ptr->inside_battle) &&
3505 (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3507 /* We can "see" or "feel" the player */
3511 #if 0 /* (cave[p_ptr->y][p_ptr->x].when == cave[fy][fx].when) is always FALSE... */
3512 /* Hack -- Monsters can "smell" the player from far away */
3513 /* Note that most monsters have "aaf" of "20" or so */
3514 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3515 cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_MOVE) &&
3516 (cave[p_ptr->y][p_ptr->x].when == cave[fy][fx].when) &&
3517 (cave[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3518 (cave[fy][fx].dist < r_ptr->aaf))
3520 /* We can "smell" the player */
3524 else if (m_ptr->target_y) test = TRUE;
3527 if (!test) continue;
3530 if (p_ptr->riding == i)
3531 speed = p_ptr->pspeed;
3534 speed = m_ptr->mspeed;
3536 /* Monsters move quickly in Nightmare mode */
3537 if (ironman_nightmare) speed += 5;
3539 if (MON_FAST(m_ptr)) speed += 10;
3540 if (MON_SLOW(m_ptr)) speed -= 10;
3543 /* Give this monster some energy */
3544 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3546 /* Not enough energy to move */
3547 if (m_ptr->energy_need > 0) continue;
3549 /* Use up "some" energy */
3550 m_ptr->energy_need += ENERGY_NEED();
3553 /* Save global index */
3556 /* Process the monster */
3559 reset_target(m_ptr);
3561 /* Give up flow_by_smell when it might useless */
3562 if (p_ptr->no_flowed && one_in_(3))
3563 m_ptr->mflag2 |= MFLAG2_NOFLOW;
3565 /* Hack -- notice death or departure */
3566 if (!p_ptr->playing || p_ptr->is_dead) break;
3568 /* Notice leaving */
3569 if (p_ptr->leaving) break;
3572 /* Reset global index */
3576 /* Tracking a monster race (the same one we were before) */
3577 if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3579 /* Acquire monster race */
3580 r_ptr = &r_info[p_ptr->monster_race_idx];
3582 /* Check for knowledge change */
3583 if ((old_r_flags1 != r_ptr->r_flags1) ||
3584 (old_r_flags2 != r_ptr->r_flags2) ||
3585 (old_r_flags3 != r_ptr->r_flags3) ||
3586 (old_r_flags4 != r_ptr->r_flags4) ||
3587 (old_r_flags5 != r_ptr->r_flags5) ||
3588 (old_r_flags6 != r_ptr->r_flags6) ||
3589 (old_r_flagsr != r_ptr->r_flagsr) ||
3590 (old_r_blows0 != r_ptr->r_blows[0]) ||
3591 (old_r_blows1 != r_ptr->r_blows[1]) ||
3592 (old_r_blows2 != r_ptr->r_blows[2]) ||
3593 (old_r_blows3 != r_ptr->r_blows[3]) ||
3594 (old_r_cast_spell != r_ptr->r_cast_spell))
3597 p_ptr->window |= (PW_MONSTER);
3603 * @brief モンスターの時限ステータスを取得する
3604 * @return m_idx モンスターの参照ID
3605 * @return mproc_type モンスターの時限ステータスID
3608 int get_mproc_idx(int m_idx, int mproc_type)
3610 s16b *cur_mproc_list = mproc_list[mproc_type];
3613 for (i = mproc_max[mproc_type] - 1; i >= 0; i--)
3615 if (cur_mproc_list[i] == m_idx) return i;
3622 * @brief モンスターの時限ステータスリストを追加する
3623 * @return m_idx モンスターの参照ID
3624 * @return mproc_type 追加したいモンスターの時限ステータスID
3627 static void mproc_add(int m_idx, int mproc_type)
3629 if (mproc_max[mproc_type] < max_m_idx) mproc_list[mproc_type][mproc_max[mproc_type]++] = m_idx;
3634 * @brief モンスターの時限ステータスリストを削除
3635 * @return m_idx モンスターの参照ID
3636 * @return mproc_type 削除したいモンスターの時限ステータスID
3639 static void mproc_remove(int m_idx, int mproc_type)
3641 int mproc_idx = get_mproc_idx(m_idx, mproc_type);
3642 if (mproc_idx >= 0) mproc_list[mproc_type][mproc_idx] = mproc_list[mproc_type][--mproc_max[mproc_type]];
3647 * @brief モンスターの時限ステータスリストを初期化する / Initialize monster process
3650 void mproc_init(void)
3652 monster_type *m_ptr;
3655 /* Reset "mproc_max[]" */
3656 for (cmi = 0; cmi < MAX_MTIMED; cmi++) mproc_max[cmi] = 0;
3658 /* Process the monsters (backwards) */
3659 for (i = m_max - 1; i >= 1; i--)
3661 /* Access the monster */
3664 /* Ignore "dead" monsters */
3665 if (!m_ptr->r_idx) continue;
3667 for (cmi = 0; cmi < MAX_MTIMED; cmi++)
3669 if (m_ptr->mtimed[cmi]) mproc_add(i, cmi);
3676 * @brief モンスターの睡眠状態値をセットする /
3677 * Set "m_ptr->mtimed[MTIMED_CSLEEP]", notice observable changes
3678 * @param m_idx モンスター参照ID
3680 * @return 別途更新処理が必要な場合TRUEを返す
3682 bool set_monster_csleep(int m_idx, int v)
3684 monster_type *m_ptr = &m_list[m_idx];
3685 bool notice = FALSE;
3687 /* Hack -- Force good values */
3688 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
3693 if (!MON_CSLEEP(m_ptr))
3695 mproc_add(m_idx, MTIMED_CSLEEP);
3703 if (MON_CSLEEP(m_ptr))
3705 mproc_remove(m_idx, MTIMED_CSLEEP);
3711 m_ptr->mtimed[MTIMED_CSLEEP] = v;
3713 if (!notice) return FALSE;
3717 /* Update health bar as needed */
3718 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3719 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3722 if (r_info[m_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3729 * @brief モンスターの加速状態値をセット /
3730 * Set "m_ptr->mtimed[MTIMED_FAST]", notice observable changes
3731 * @param m_idx モンスター参照ID
3733 * @return 別途更新処理が必要な場合TRUEを返す
3735 bool set_monster_fast(int m_idx, int v)
3737 monster_type *m_ptr = &m_list[m_idx];
3738 bool notice = FALSE;
3740 /* Hack -- Force good values */
3741 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3746 if (!MON_FAST(m_ptr))
3748 mproc_add(m_idx, MTIMED_FAST);
3756 if (MON_FAST(m_ptr))
3758 mproc_remove(m_idx, MTIMED_FAST);
3764 m_ptr->mtimed[MTIMED_FAST] = v;
3766 if (!notice) return FALSE;
3768 if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
3775 * Set "m_ptr->mtimed[MTIMED_SLOW]", notice observable changes
3777 bool set_monster_slow(int m_idx, int v)
3779 monster_type *m_ptr = &m_list[m_idx];
3780 bool notice = FALSE;
3782 /* Hack -- Force good values */
3783 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3788 if (!MON_SLOW(m_ptr))
3790 mproc_add(m_idx, MTIMED_SLOW);
3798 if (MON_SLOW(m_ptr))
3800 mproc_remove(m_idx, MTIMED_SLOW);
3806 m_ptr->mtimed[MTIMED_SLOW] = v;
3808 if (!notice) return FALSE;
3810 if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
3817 * @brief モンスターの朦朧状態値をセット /
3818 * Set "m_ptr->mtimed[MTIMED_STUNNED]", notice observable changes
3819 * @param m_idx モンスター参照ID
3821 * @return 別途更新処理が必要な場合TRUEを返す
3823 bool set_monster_stunned(int m_idx, int v)
3825 monster_type *m_ptr = &m_list[m_idx];
3826 bool notice = FALSE;
3828 /* Hack -- Force good values */
3829 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3834 if (!MON_STUNNED(m_ptr))
3836 mproc_add(m_idx, MTIMED_STUNNED);
3844 if (MON_STUNNED(m_ptr))
3846 mproc_remove(m_idx, MTIMED_STUNNED);
3852 m_ptr->mtimed[MTIMED_STUNNED] = v;
3859 * @brief モンスターの混乱状態値をセット /
3860 * Set "m_ptr->mtimed[MTIMED_CONFUSED]", notice observable changes
3861 * @param m_idx モンスター参照ID
3863 * @return 別途更新処理が必要な場合TRUEを返す
3865 bool set_monster_confused(int m_idx, int v)
3867 monster_type *m_ptr = &m_list[m_idx];
3868 bool notice = FALSE;
3870 /* Hack -- Force good values */
3871 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3876 if (!MON_CONFUSED(m_ptr))
3878 mproc_add(m_idx, MTIMED_CONFUSED);
3886 if (MON_CONFUSED(m_ptr))
3888 mproc_remove(m_idx, MTIMED_CONFUSED);
3894 m_ptr->mtimed[MTIMED_CONFUSED] = v;
3901 * @brief モンスターの恐慌状態値をセット /
3902 * Set "m_ptr->mtimed[MTIMED_MONFEAR]", notice observable changes
3903 * @param m_idx モンスター参照ID
3905 * @return 別途更新処理が必要な場合TRUEを返す
3907 bool set_monster_monfear(int m_idx, int v)
3909 monster_type *m_ptr = &m_list[m_idx];
3910 bool notice = FALSE;
3912 /* Hack -- Force good values */
3913 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3918 if (!MON_MONFEAR(m_ptr))
3920 mproc_add(m_idx, MTIMED_MONFEAR);
3928 if (MON_MONFEAR(m_ptr))
3930 mproc_remove(m_idx, MTIMED_MONFEAR);
3936 m_ptr->mtimed[MTIMED_MONFEAR] = v;
3938 if (!notice) return FALSE;
3942 /* Update health bar as needed */
3943 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3944 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3952 * @brief モンスターの無敵状態値をセット /
3953 * Set "m_ptr->mtimed[MTIMED_INVULNER]", notice observable changes
3954 * @param m_idx モンスター参照ID
3956 * @param energy_need TRUEならば無敵解除時に行動ターン消費を行う
3957 * @return 別途更新処理が必要な場合TRUEを返す
3959 bool set_monster_invulner(int m_idx, int v, bool energy_need)
3961 monster_type *m_ptr = &m_list[m_idx];
3962 bool notice = FALSE;
3964 /* Hack -- Force good values */
3965 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3970 if (!MON_INVULNER(m_ptr))
3972 mproc_add(m_idx, MTIMED_INVULNER);
3980 if (MON_INVULNER(m_ptr))
3982 mproc_remove(m_idx, MTIMED_INVULNER);
3983 if (energy_need && !p_ptr->wild_mode) m_ptr->energy_need += ENERGY_NEED();
3989 m_ptr->mtimed[MTIMED_INVULNER] = v;
3991 if (!notice) return FALSE;
3995 /* Update health bar as needed */
3996 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3997 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
4004 static u32b csleep_noise;
4007 * @brief モンスターの各種状態値を時間経過により更新するサブルーチン
4008 * @param m_idx モンスター参照ID
4009 * @param mtimed_idx 更新するモンスターの時限ステータスID
4012 static void process_monsters_mtimed_aux(int m_idx, int mtimed_idx)
4014 monster_type *m_ptr = &m_list[m_idx];
4020 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4022 /* Assume does not wake up */
4025 /* Hack -- Require proximity */
4026 if (m_ptr->cdis < AAF_LIMIT)
4028 /* Handle "sensing radius" */
4029 if (m_ptr->cdis <= (is_pet(m_ptr) ? ((r_ptr->aaf > MAX_SIGHT) ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
4031 /* We may wake up */
4035 /* Handle "sight" and "aggravation" */
4036 else if ((m_ptr->cdis <= MAX_SIGHT) && (player_has_los_bold(m_ptr->fy, m_ptr->fx)))
4038 /* We may wake up */
4045 u32b notice = randint0(1024);
4047 /* Nightmare monsters are more alert */
4048 if (ironman_nightmare) notice /= 2;
4050 /* Hack -- See if monster "notices" player */
4051 if ((notice * notice * notice) <= csleep_noise)
4053 /* Hack -- amount of "waking" */
4054 /* Wake up faster near the player */
4055 int d = (m_ptr->cdis < AAF_LIMIT / 2) ? (AAF_LIMIT / m_ptr->cdis) : 1;
4057 /* Hack -- amount of "waking" is affected by speed of player */
4058 d = (d * SPEED_TO_ENERGY(p_ptr->pspeed)) / 10;
4061 /* Monster wakes up "a little bit" */
4064 if (!set_monster_csleep(m_idx, MON_CSLEEP(m_ptr) - d))
4066 /* Notice the "not waking up" */
4067 if (is_original_ap_and_seen(m_ptr))
4069 /* Hack -- Count the ignores */
4070 if (r_ptr->r_ignore < MAX_UCHAR) r_ptr->r_ignore++;
4077 /* Notice the "waking up" */
4082 /* Acquire the monster name */
4083 monster_desc(m_name, m_ptr, 0);
4085 /* Dump a message */
4086 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
4089 if (is_original_ap_and_seen(m_ptr))
4091 /* Hack -- Count the wakings */
4092 if (r_ptr->r_wake < MAX_UCHAR) r_ptr->r_wake++;
4101 /* Reduce by one, note if expires */
4102 if (set_monster_fast(m_idx, MON_FAST(m_ptr) - 1))
4108 /* Acquire the monster name */
4109 monster_desc(m_name, m_ptr, 0);
4111 /* Dump a message */
4112 msg_format(_("%^sはもう加速されていない。", "%^s is no longer fast."), m_name);
4118 /* Reduce by one, note if expires */
4119 if (set_monster_slow(m_idx, MON_SLOW(m_ptr) - 1))
4125 /* Acquire the monster name */
4126 monster_desc(m_name, m_ptr, 0);
4128 /* Dump a message */
4129 msg_format(_("%^sはもう減速されていない。", "%^s is no longer slow."), m_name);
4134 case MTIMED_STUNNED:
4136 int rlev = r_info[m_ptr->r_idx].level;
4138 /* Recover from stun */
4139 if (set_monster_stunned(m_idx, (randint0(10000) <= rlev * rlev) ? 0 : (MON_STUNNED(m_ptr) - 1)))
4141 /* Message if visible */
4146 /* Acquire the monster name */
4147 monster_desc(m_name, m_ptr, 0);
4149 /* Dump a message */
4150 msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), m_name);
4156 case MTIMED_CONFUSED:
4157 /* Reduce the confusion */
4158 if (set_monster_confused(m_idx, MON_CONFUSED(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
4160 /* Message if visible */
4165 /* Acquire the monster name */
4166 monster_desc(m_name, m_ptr, 0);
4168 /* Dump a message */
4169 msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), m_name);
4174 case MTIMED_MONFEAR:
4175 /* Reduce the fear */
4176 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
4185 /* Acquire the monster possessive */
4186 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
4189 /* Acquire the monster name */
4190 monster_desc(m_name, m_ptr, 0);
4192 /* Dump a message */
4194 msg_format("%^sは勇気を取り戻した。", m_name);
4196 msg_format("%^s recovers %s courage.", m_name, m_poss);
4202 case MTIMED_INVULNER:
4203 /* Reduce by one, note if expires */
4204 if (set_monster_invulner(m_idx, MON_INVULNER(m_ptr) - 1, TRUE))
4210 /* Acquire the monster name */
4211 monster_desc(m_name, m_ptr, 0);
4213 /* Dump a message */
4214 msg_format(_("%^sはもう無敵でない。", "%^s is no longer invulnerable."), m_name);
4223 * @brief 全モンスターの各種状態値を時間経過により更新するメインルーチン
4224 * @param mtimed_idx 更新するモンスターの時限ステータスID
4227 * Process the counters of monsters (once per 10 game turns)\n
4228 * These functions are to process monsters' counters same as player's.
4230 void process_monsters_mtimed(int mtimed_idx)
4233 s16b *cur_mproc_list = mproc_list[mtimed_idx];
4235 /* Hack -- calculate the "player noise" */
4236 if (mtimed_idx == MTIMED_CSLEEP) csleep_noise = (1L << (30 - p_ptr->skill_stl));
4238 /* Process the monsters (backwards) */
4239 for (i = mproc_max[mtimed_idx] - 1; i >= 0; i--)
4241 /* Access the monster */
4242 process_monsters_mtimed_aux(cur_mproc_list[i], mtimed_idx);
4247 * @brief モンスターへの魔力消去処理
4248 * @param m_idx 魔力消去を受けるモンスターの参照ID
4251 void dispel_monster_status(int m_idx)
4253 monster_type *m_ptr = &m_list[m_idx];
4256 monster_desc(m_name, m_ptr, 0);
4257 if (set_monster_invulner(m_idx, 0, TRUE))
4259 if (m_ptr->ml) msg_format(_("%sはもう無敵ではない。", "%^s is no longer invulnerable."), m_name);
4261 if (set_monster_fast(m_idx, 0))
4263 if (m_ptr->ml) msg_format(_("%sはもう加速されていない。", "%^s is no longer fast."), m_name);
4265 if (set_monster_slow(m_idx, 0))
4267 if (m_ptr->ml) msg_format(_("%sはもう減速されていない。", "%^s is no longer slow."), m_name);
4272 * @brief モンスターの時間停止処理
4273 * @param num 時間停止を行った敵が行動できる回数
4274 * @param who 時間停止処理の主体ID
4275 * @param vs_player TRUEならば時間停止開始処理を行う
4276 * @return 時間停止が行われている状態ならばTRUEを返す
4278 bool process_the_world(int num, int who, bool vs_player)
4280 monster_type *m_ptr = &m_list[hack_m_idx]; /* the world monster */
4282 if(world_monster) return (FALSE);
4287 monster_desc(m_name, m_ptr, 0);
4290 msg_format(_("「『ザ・ワールド』!時は止まった!」", "%s yells 'The World! Time has stopped!'"), m_name);
4292 msg_format(_("「時よ!」", "%s yells 'Time!'"), m_name);
4293 else msg_print("hek!");
4298 /* This monster cast spells */
4299 world_monster = hack_m_idx;
4301 if (vs_player) do_cmd_redraw();
4305 if(!m_ptr->r_idx) break;
4306 process_monster(world_monster);
4308 reset_target(m_ptr);
4311 if (p_ptr->notice) notice_stuff();
4314 if (p_ptr->update) update_stuff();
4317 if (p_ptr->redraw) redraw_stuff();
4320 if (p_ptr->window) window_stuff();
4323 if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
4327 p_ptr->redraw |= (PR_MAP);
4329 /* Update monsters */
4330 p_ptr->update |= (PU_MONSTERS);
4333 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4336 if (vs_player || (player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)))
4338 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
4348 * @brief モンスターの経験値取得処理
4349 * @param m_idx 経験値を得るモンスターの参照ID
4350 * @param s_idx 撃破されたモンスター種族の参照ID
4353 void monster_gain_exp(int m_idx, int s_idx)
4355 monster_type *m_ptr;
4356 monster_race *r_ptr;
4357 monster_race *s_ptr;
4361 if (m_idx <= 0 || s_idx <= 0) return;
4363 m_ptr = &m_list[m_idx];
4365 /* Paranoia -- Skip dead monsters */
4366 if (!m_ptr->r_idx) return;
4368 r_ptr = &r_info[m_ptr->r_idx];
4369 s_ptr = &r_info[s_idx];
4371 if (p_ptr->inside_battle) return;
4373 if (!r_ptr->next_exp) return;
4375 new_exp = s_ptr->mexp * s_ptr->level / (r_ptr->level + 2);
4376 if (m_idx == p_ptr->riding) new_exp = (new_exp + 1) / 2;
4377 if (!dun_level) new_exp /= 5;
4378 m_ptr->exp += new_exp;
4379 if (m_ptr->mflag2 & MFLAG2_CHAMELEON) return;
4381 if (m_ptr->exp >= r_ptr->next_exp)
4384 int old_hp = m_ptr->hp;
4385 int old_maxhp = m_ptr->max_maxhp;
4386 int old_r_idx = m_ptr->r_idx;
4387 byte old_sub_align = m_ptr->sub_align;
4389 /* Hack -- Reduce the racial counter of previous monster */
4390 real_r_ptr(m_ptr)->cur_num--;
4392 monster_desc(m_name, m_ptr, 0);
4393 m_ptr->r_idx = r_ptr->next_r_idx;
4395 /* Count the monsters on the level */
4396 real_r_ptr(m_ptr)->cur_num++;
4398 m_ptr->ap_r_idx = m_ptr->r_idx;
4399 r_ptr = &r_info[m_ptr->r_idx];
4401 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
4403 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
4407 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
4409 if (ironman_nightmare)
4411 u32b hp = m_ptr->max_maxhp * 2L;
4413 m_ptr->max_maxhp = (s16b)MIN(30000, hp);
4415 m_ptr->maxhp = m_ptr->max_maxhp;
4416 m_ptr->hp = old_hp * m_ptr->maxhp / old_maxhp;
4418 /* dealt damage is 0 at initial*/
4419 m_ptr->dealt_damage = 0;
4421 /* Extract the monster base speed */
4422 m_ptr->mspeed = get_mspeed(r_ptr);
4424 /* Sub-alignment of a monster */
4425 if (!is_pet(m_ptr) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
4426 m_ptr->sub_align = old_sub_align;
4429 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
4430 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
4431 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
4436 if (is_pet(m_ptr) || m_ptr->ml)
4438 if (!ignore_unview || player_can_see_bold(m_ptr->fy, m_ptr->fx))
4442 monster_race *hallu_race;
4446 hallu_race = &r_info[randint1(max_r_idx - 1)];
4448 while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
4449 msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_name + hallu_race->name);
4453 msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_name + r_ptr->name);
4457 if (!p_ptr->image) r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
4459 /* Now you feel very close to this pet. */
4460 m_ptr->parent_m_idx = 0;
4462 update_mon(m_idx, FALSE);
4463 lite_spot(m_ptr->fy, m_ptr->fx);
4465 if (m_idx == p_ptr->riding) p_ptr->update |= PU_BONUS;