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).
21 * @brief モンスターが敵に接近するための方向を決める /
22 * Calculate the direction to the next enemy
23 * @param m_idx モンスターの参照ID
24 * @param mm 移動するべき方角IDを返す参照ポインタ
25 * @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
27 static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
35 monster_type *m_ptr = &m_list[m_idx];
36 monster_race *r_ptr = &r_info[m_ptr->r_idx];
40 if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
42 y = m_list[riding_t_m_idx].fy;
43 x = m_list[riding_t_m_idx].fx;
45 else if (is_pet(m_ptr) && pet_t_m_idx)
47 y = m_list[pet_t_m_idx].fy;
48 x = m_list[pet_t_m_idx].fx;
52 if (p_ptr->inside_battle)
54 start = randint1(m_max-1)+m_max;
55 if(randint0(2)) plus = -1;
57 else start = m_max + 1;
59 /* Scan thru all monsters */
60 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
62 IDX dummy = (i % m_max);
67 t_ptr = &m_list[t_idx];
69 /* The monster itself isn't a target */
70 if (t_ptr == m_ptr) continue;
72 /* Paranoia -- Skip dead monsters */
73 if (!t_ptr->r_idx) continue;
77 /* Hack -- only fight away from player */
78 if (p_ptr->pet_follow_distance < 0)
80 /* No fighting near player */
81 if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
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))
93 if (r_ptr->aaf < t_ptr->cdis) continue;
96 /* Monster must be 'an enemy' */
97 if (!are_enemies(m_ptr, t_ptr)) continue;
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)))
103 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
107 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
110 /* OK -- we've got a target */
116 if (!x && !y) return FALSE;
119 /* Extract the direction */
124 if ((y < 0) && (x == 0))
131 else if ((y > 0) && (x == 0))
138 else if ((x > 0) && (y == 0))
145 else if ((x < 0) && (y == 0))
152 else if ((y < 0) && (x < 0))
159 else if ((y < 0) && (x > 0))
166 else if ((y > 0) && (x < 0))
173 else if ((y > 0) && (x > 0))
180 /* Found a monster */
186 * @brief モンスターが敵モンスターに行う打撃処理 /
187 * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
188 * @param m_idx 目標となるモンスターの参照ID
190 * @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
191 * @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)
192 * @param who 打撃を行ったモンスターの参照ID
195 void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note, IDX who)
197 monster_type *m_ptr = &m_list[m_idx];
199 monster_race *r_ptr = &r_info[m_ptr->r_idx];
203 bool seen = is_seen(m_ptr);
205 /* Can the player be aware of this attack? */
206 bool known = (m_ptr->cdis <= MAX_SIGHT);
208 /* Extract monster name */
209 monster_desc(m_name, m_ptr, 0);
211 /* Redraw (later) if needed */
214 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
215 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
219 (void)set_monster_csleep(m_idx, 0);
221 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 1);
223 if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
227 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
233 if (r_ptr->flagsr & RFR_RES_ALL)
238 if((dam == 0) && one_in_(3)) dam = 1;
244 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
251 m_ptr->hp -= (s16b)dam;
253 /* It is dead now... or is it? */
256 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
257 (r_ptr->flags7 & RF7_NAZGUL)) &&
258 !p_ptr->inside_battle)
265 if (!monster_living(r_ptr))
276 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
277 /* Unseen death by normal attack */
282 /* Death by special attack */
285 msg_format(_("%^s%s", "%^s%s"), m_name, note);
287 /* Death by normal attack -- nonliving monster */
288 else if (!monster_living(r_ptr))
290 msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
292 /* Death by normal attack -- living monster */
295 msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
299 monster_gain_exp(who, m_ptr->r_idx);
301 /* Generate treasure */
302 monster_death(m_idx, FALSE);
304 /* Delete the monster */
305 delete_monster_idx(m_idx);
310 /* Monster is dead */
317 /* Mega-Hack -- Pain cancels fear */
318 if (MON_MONFEAR(m_ptr) && (dam > 0))
321 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
328 /* Sometimes a monster gets scared by damage */
329 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
331 /* Percentage of fully healthy */
332 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
335 * Run (sometimes) if at 10% or less of max hit points,
336 * or (usually) when hit for half its current hit points
338 if (((percentage <= 10) && (randint0(10) < percentage)) ||
339 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
341 /* Hack -- note fear */
344 /* XXX XXX XXX Hack -- Add some timed fear */
345 (void)set_monster_monfear(m_idx, (randint1(10) +
346 (((dam >= m_ptr->hp) && (percentage > 7)) ?
347 20 : ((11 - percentage) * 5))));
351 #endif /* ALLOW_FEAR */
353 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
355 if (is_pet(&m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
357 set_target(m_ptr, m_list[who].fy, m_list[who].fx);
361 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
363 /* Extract monster name */
364 monster_desc(m_name, m_ptr, 0);
366 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
367 if (rakuba((dam > 200) ? 200 : dam, FALSE))
369 msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);
379 * @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 /
380 * Returns whether a given monster will try to run from the player.
381 * @param m_idx 逃走するモンスターの参照ID
382 * @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。
384 * Monsters will attempt to avoid very powerful players. See below.\n
386 * Because this function is called so often, little details are important\n
387 * for efficiency. Like not using "mod" or "div" when possible. And\n
388 * attempting to check the conditions in an optimal order. Note that\n
389 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
391 * Note that this function is responsible for about one to five percent\n
392 * of the processor use in normal conditions...\n
394 static bool mon_will_run(MONSTER_IDX m_idx)
396 monster_type *m_ptr = &m_list[m_idx];
400 monster_race *r_ptr = &r_info[m_ptr->r_idx];
403 HIT_POINT p_chp, p_mhp;
404 HIT_POINT m_chp, m_mhp;
409 /* Friends can be commanded to avoid the player */
412 /* Are we trying to avoid the player? */
413 return ((p_ptr->pet_follow_distance < 0) &&
414 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
417 /* Keep monsters from running too far away */
418 if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
420 /* All "afraid" monsters will run away */
421 if (MON_MONFEAR(m_ptr)) return (TRUE);
425 /* Nearby monsters will not become terrified */
426 if (m_ptr->cdis <= 5) return (FALSE);
428 /* Examine player power (level) */
431 /* Examine monster power (level plus morale) */
432 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
434 /* Optimize extreme cases below */
435 if (m_lev > p_lev + 4) return (FALSE);
436 if (m_lev + 4 <= p_lev) return (TRUE);
438 /* Examine player health */
442 /* Examine monster health */
444 m_mhp = m_ptr->maxhp;
446 /* Prepare to optimize the calculation */
447 p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
448 m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
450 /* Strong players scare strong monsters */
451 if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
455 /* Assume no terror */
461 * @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 /
462 * Search spell castable grid
463 * @param m_idx モンスターの参照ID
464 * @param yp 適したマスのY座標を返す参照ポインタ
465 * @param xp 適したマスのX座標を返す参照ポインタ
466 * @return 有効なマスがあった場合TRUEを返す
468 static bool get_moves_aux2(MONSTER_IDX m_idx, int *yp, int *xp)
470 int i, y, x, y1, x1, best = 999;
473 bool can_open_door = FALSE;
476 monster_type *m_ptr = &m_list[m_idx];
477 monster_race *r_ptr = &r_info[m_ptr->r_idx];
479 /* Monster location */
483 /* Monster can already cast spell to player */
484 if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
486 /* Set current grid cost */
487 now_cost = cave[y1][x1].cost;
488 if (now_cost == 0) now_cost = 999;
490 /* Can monster bash or open doors? */
491 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
493 can_open_door = TRUE;
496 /* Check nearby grids, diagonals first */
497 for (i = 7; i >= 0; i--)
501 /* Get the location */
505 /* Ignore locations off of edge */
506 if (!in_bounds2(y, x)) continue;
508 /* Simply move to player */
509 if (player_bold(y, x)) return (FALSE);
515 /* Monster cannot kill or pass walls */
516 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))))
518 if (cost == 0) continue;
519 if (!can_open_door && is_closed_door(c_ptr->feat)) continue;
522 /* Hack -- for kill or pass wall monster.. */
523 if (cost == 0) cost = 998;
525 if (now_cost < cost) continue;
527 if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
529 /* Accept louder sounds */
530 if (best < cost) continue;
533 (*yp) = y1 + ddy_ddd[i];
534 (*xp) = x1 + ddx_ddd[i];
537 /* No legal move (?) */
538 if (best == 999) return (FALSE);
546 * @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 /
547 * Choose the "best" direction for "flowing"
548 * @param m_idx モンスターの参照ID
549 * @param yp 移動先のマスのY座標を返す参照ポインタ
550 * @param xp 移動先のマスのX座標を返す参照ポインタ
551 * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
552 * @return 有効なマスがあった場合TRUEを返す
554 * Note that ghosts and rock-eaters are never allowed to "flow",\n
555 * since they should move directly towards the player.\n
557 * Prefer "non-diagonal" directions, but twiddle them a little\n
558 * to angle slightly towards the player's actual location.\n
560 * Allow very perceptive monsters to track old "spoor" left by\n
561 * previous locations occupied by the player. This will tend\n
562 * to have monsters end up either near the player or on a grid\n
563 * recently occupied by the player (and left via "teleport").\n
565 * Note that if "smell" is turned on, all monsters get vicious.\n
567 * Also note that teleporting away from a location will cause\n
568 * the monsters who were chasing you to converge on that location\n
569 * as long as you are still near enough to "annoy" them without\n
570 * being close enough to chase directly. I have no idea what will\n
571 * happen if you combine "smell" with low "aaf" values.\n
573 static bool get_moves_aux(MONSTER_IDX m_idx, int *yp, int *xp, bool no_flow)
575 int i, y, x, y1, x1, best;
578 bool use_scent = FALSE;
580 monster_type *m_ptr = &m_list[m_idx];
581 monster_race *r_ptr = &r_info[m_ptr->r_idx];
583 /* Can monster cast attack spell? */
584 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
585 r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
586 r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
588 /* Can move spell castable grid? */
589 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
592 /* Monster can't flow */
593 if (no_flow) return (FALSE);
595 /* Monster can go through rocks */
596 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
597 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
599 /* Monster location */
603 /* Hack -- Player can see us, run towards him */
604 if (player_has_los_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)) return (FALSE);
607 c_ptr = &cave[y1][x1];
609 /* If we can hear noises, advance towards them */
615 /* Otherwise, try to follow a scent trail */
616 else if (c_ptr->when)
619 if (cave[p_ptr->y][p_ptr->x].when - c_ptr->when > 127) return (FALSE);
625 /* Otherwise, advance blindly */
631 /* Check nearby grids, diagonals first */
632 for (i = 7; i >= 0; i--)
634 /* Get the location */
638 /* Ignore locations off of edge */
639 if (!in_bounds2(y, x)) continue;
643 /* We're following a scent trail */
646 int when = c_ptr->when;
648 /* Accept younger scent */
649 if (best > when) continue;
653 /* We're using sound */
658 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
660 else cost = c_ptr->cost;
662 /* Accept louder sounds */
663 if ((cost == 0) || (best < cost)) continue;
667 /* Hack -- Save the "twiddled" location */
668 (*yp) = p_ptr->y + 16 * ddy_ddd[i];
669 (*xp) = p_ptr->x + 16 * ddx_ddd[i];
672 /* No legal move (?) */
673 if (best == 999 || best == 0) return (FALSE);
681 * @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 /
682 * Provide a location to flee to, but give the player a wide berth.
683 * @param m_idx モンスターの参照ID
684 * @param yp 移動先のマスのY座標を返す参照ポインタ
685 * @param xp 移動先のマスのX座標を返す参照ポインタ
686 * @return 有効なマスがあった場合TRUEを返す
688 * A monster may wish to flee to a location that is behind the player,\n
689 * but instead of heading directly for it, the monster should "swerve"\n
690 * around the player so that he has a smaller chance of getting hit.\n
692 static bool get_fear_moves_aux(MONSTER_IDX m_idx, int *yp, int *xp)
694 int y, x, y1, x1, fy, fx, gy = 0, gx = 0;
698 monster_type *m_ptr = &m_list[m_idx];
700 /* Monster location */
704 /* Desired destination */
708 /* Check nearby grids, diagonals first */
709 for (i = 7; i >= 0; i--)
713 /* Get the location */
717 /* Ignore locations off of edge */
718 if (!in_bounds2(y, x)) continue;
720 /* Don't move toward player */
721 /* if (cave[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
723 /* Calculate distance of this grid from our destination */
724 dis = distance(y, x, y1, x1);
726 /* Score this grid */
727 s = 5000 / (dis + 3) - 500 / (cave[y][x].dist + 1);
729 /* No negative scores */
732 /* Ignore lower scores */
733 if (s < score) continue;
735 /* Save the score and time */
738 /* Save the location */
743 /* No legal move (?) */
744 if (score == -1) return (FALSE);
755 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
758 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
759 * offsets of all the locations with a distance of n from a central point,
760 * with an offset of (0,0) indicating no more offsets at this distance.
762 * This is, of course, fairly unreadable, but it eliminates multiple loops
763 * from the previous version.
765 * It is probably better to replace these arrays with code to compute
766 * the relevant arrays, even if the storage is pre-allocated in hard
767 * coded sizes. At the very least, code should be included which is
768 * able to generate and dump these arrays (ala "los()"). XXX XXX XXX
770 * Also, the storage needs could be halved by using bytes. XXX XXX XXX
772 * These arrays could be combined into two big arrays, using sub-arrays
773 * to hold the offsets and lengths of each portion of the sub-arrays, and
774 * this could perhaps also be used somehow in the "look" code. XXX XXX XXX
778 static sint d_off_y_0[] =
781 static sint d_off_x_0[] =
785 static sint d_off_y_1[] =
786 { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
788 static sint d_off_x_1[] =
789 { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
792 static sint d_off_y_2[] =
793 { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
795 static sint d_off_x_2[] =
796 { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
799 static sint d_off_y_3[] =
800 { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2,
803 static sint d_off_x_3[] =
804 { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2,
808 static sint d_off_y_4[] =
809 { -1, -1, -2, -2, -3, -3, -3, -3, -4, -4, -4, 0,
810 0, 1, 1, 2, 2, 3, 3, 3, 3, 4, 4, 4, 0 };
812 static sint d_off_x_4[] =
813 { -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, -4, 4,
814 -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, 0 };
817 static sint d_off_y_5[] =
818 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
819 -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
822 static sint d_off_x_5[] =
823 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
824 -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
828 static sint d_off_y_6[] =
829 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
830 -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
833 static sint d_off_x_6[] =
834 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
835 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
836 -3, 2, 3, -1, 0, 1, 0 };
839 static sint d_off_y_7[] =
840 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
841 -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
842 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
844 static sint d_off_x_7[] =
845 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
846 -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
847 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
851 static sint d_off_y_8[] =
852 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
853 -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
854 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
857 static sint d_off_x_8[] =
858 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
859 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
860 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
864 static sint d_off_y_9[] =
865 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
866 -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
867 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
868 7, 8, 8, 8, 8, 9, 9, 9, 0 };
870 static sint d_off_x_9[] =
871 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
872 -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
873 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
874 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
877 static sint *dist_offsets_y[10] =
879 d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
880 d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
883 static sint *dist_offsets_x[10] =
885 d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
886 d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
890 * @brief モンスターが逃げ込める安全な地点を返す /
891 * Choose a "safe" location near a monster for it to run toward.
892 * @param m_idx モンスターの参照ID
893 * @param yp 移動先のマスのY座標を返す参照ポインタ
894 * @param xp 移動先のマスのX座標を返す参照ポインタ
895 * @return 有効なマスがあった場合TRUEを返す
897 * A location is "safe" if it can be reached quickly and the player\n
898 * is not able to fire into it (it isn't a "clean shot"). So, this will\n
899 * cause monsters to "duck" behind walls. Hopefully, monsters will also\n
900 * try to run towards corridor openings if they are in a room.\n
902 * This function may take lots of CPU time if lots of monsters are\n
905 * Return TRUE if a safe location is available.\n
907 static bool find_safety(MONSTER_IDX m_idx, int *yp, int *xp)
909 monster_type *m_ptr = &m_list[m_idx];
914 int y, x, dy, dx, d, dis, i;
915 int gy = 0, gx = 0, gdis = 0;
922 /* Start with adjacent locations, spread further */
923 for (d = 1; d < 10; d++)
925 /* Get the lists of points with a distance d from (fx, fy) */
926 y_offsets = dist_offsets_y[d];
927 x_offsets = dist_offsets_x[d];
929 /* Check the locations */
930 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
932 i++, dx = x_offsets[i], dy = y_offsets[i])
937 /* Skip illegal locations */
938 if (!in_bounds(y, x)) continue;
942 /* Skip locations in a wall */
943 if (!monster_can_cross_terrain(c_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
945 /* Check for "availability" (if monsters can flow) */
946 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
948 /* Ignore grids very far from the player */
949 if (c_ptr->dist == 0) continue;
951 /* Ignore too-distant grids */
952 if (c_ptr->dist > cave[fy][fx].dist + 2 * d) continue;
955 /* Check for absence of shot (more or less) */
956 if (!projectable(p_ptr->y, p_ptr->x, y, x))
958 /* Calculate distance from player */
959 dis = distance(y, x, p_ptr->y, p_ptr->x);
961 /* Remember if further than previous */
971 /* Check for success */
978 /* Found safe place */
989 * @brief モンスターが隠れ潜める地点を返す /
990 * Choose a good hiding place near a monster for it to run toward.
991 * @param m_idx モンスターの参照ID
992 * @param yp 移動先のマスのY座標を返す参照ポインタ
993 * @param xp 移動先のマスのX座標を返す参照ポインタ
994 * @return 有効なマスがあった場合TRUEを返す
996 * Pack monsters will use this to "ambush" the player and lure him out\n
997 * of corridors into open space so they can swarm him.\n
999 * Return TRUE if a good location is available.\n
1001 static bool find_hiding(MONSTER_IDX m_idx, int *yp, int *xp)
1003 monster_type *m_ptr = &m_list[m_idx];
1004 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1009 int y, x, dy, dx, d, dis, i;
1010 int gy = 0, gx = 0, gdis = 999;
1012 sint *y_offsets, *x_offsets;
1014 /* Start with adjacent locations, spread further */
1015 for (d = 1; d < 10; d++)
1017 /* Get the lists of points with a distance d from (fx, fy) */
1018 y_offsets = dist_offsets_y[d];
1019 x_offsets = dist_offsets_x[d];
1021 /* Check the locations */
1022 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
1024 i++, dx = x_offsets[i], dy = y_offsets[i])
1029 /* Skip illegal locations */
1030 if (!in_bounds(y, x)) continue;
1032 /* Skip occupied locations */
1033 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
1035 /* Check for hidden, available grid */
1036 if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
1038 /* Calculate distance from player */
1039 dis = distance(y, x, p_ptr->y, p_ptr->x);
1041 /* Remember if closer than previous */
1042 if (dis < gdis && dis >= 2)
1051 /* Check for success */
1058 /* Found good place */
1069 * @brief モンスターの移動方向を返す /
1070 * Choose "logical" directions for monster movement
1071 * @param m_idx モンスターの参照ID
1072 * @param mm 移動方向を返す方向IDの参照ポインタ
1073 * @return 有効方向があった場合TRUEを返す
1075 static bool get_moves(MONSTER_IDX m_idx, int *mm)
1077 monster_type *m_ptr = &m_list[m_idx];
1078 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1079 int y = 0, ay, x = 0, ax;
1084 bool will_run = mon_will_run(m_idx);
1086 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (cave[m_ptr->fy][m_ptr->fx].cost > 2));
1087 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
1089 /* Counter attack to an enemy monster */
1090 if (!will_run && m_ptr->target_y)
1092 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
1094 /* The monster must be an enemy, and in LOS */
1096 are_enemies(m_ptr, &m_list[t_m_idx]) &&
1097 los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
1098 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1100 /* Extract the "pseudo-direction" */
1101 y = m_ptr->fy - m_ptr->target_y;
1102 x = m_ptr->fx - m_ptr->target_x;
1107 if (!done && !will_run && is_hostile(m_ptr) &&
1108 (r_ptr->flags1 & RF1_FRIENDS) &&
1109 ((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)) ||
1110 (cave[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1113 * Animal packs try to get the player out of corridors
1114 * (...unless they can move through walls -- TY)
1116 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1117 !(r_ptr->flags2 & RF2_KILL_WALL))
1121 /* Count room grids next to player */
1122 for (i = 0; i < 8; i++)
1124 int xx = p_ptr->x + ddx_ddd[i];
1125 int yy = p_ptr->y + ddy_ddd[i];
1127 if (!in_bounds2(yy, xx)) continue;
1129 c_ptr = &cave[yy][xx];
1132 if (monster_can_cross_terrain(c_ptr->feat, r_ptr, 0))
1134 /* One more room grid */
1138 if (cave[p_ptr->y][p_ptr->x].info & CAVE_ROOM) room -= 2;
1139 if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
1141 /* Not in a room and strong player */
1142 if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1143 (p_ptr->mhp + p_ptr->msp))
1145 /* Find hiding place */
1146 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1150 /* Monster groups try to surround the player */
1151 if (!done && (cave[m_ptr->fy][m_ptr->fx].dist < 3))
1155 /* Find an empty square near the player to fill */
1156 for (i = 0; i < 8; i++)
1158 /* Pick squares near player (semi-randomly) */
1159 y2 = p_ptr->y + ddy_ddd[(m_idx + i) & 7];
1160 x2 = p_ptr->x + ddx_ddd[(m_idx + i) & 7];
1162 /* Already there? */
1163 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1165 /* Attack the player */
1172 if (!in_bounds2(y2, x2)) continue;
1174 /* Ignore filled grids */
1175 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
1177 /* Try to fill this hole */
1181 /* Extract the new "pseudo-direction" */
1192 /* Flow towards the player */
1193 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1195 /* Extract the "pseudo-direction" */
1202 /* Apply fear if possible and necessary */
1203 if (is_pet(m_ptr) && will_run)
1205 /* XXX XXX Not very "smart" */
1210 if (!done && will_run)
1215 /* Try to find safe place */
1216 if (find_safety(m_idx, &y, &x))
1218 /* Attempt to avoid the player */
1221 /* Adjust movement */
1222 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1228 /* This is not a very "smart" method XXX XXX */
1236 /* Check for no move */
1237 if (!x && !y) return (FALSE);
1240 /* Extract the "absolute distances" */
1244 /* Do something weird */
1245 if (y < 0) move_val += 8;
1246 if (x > 0) move_val += 4;
1248 /* Prevent the diamond maneuvre */
1249 if (ay > (ax << 1)) move_val += 2;
1250 else if (ax > (ay << 1)) move_val++;
1252 /* Extract some directions */
1397 /* Wants to move... */
1403 * @brief モンスターから敵モンスターへの命中判定
1404 * @param power 打撃属性による基本命中値
1405 * @param level 攻撃側モンスターのレベル
1406 * @param ac 目標モンスターのAC
1407 * @param stun 攻撃側モンスターが朦朧状態ならTRUEを返す
1408 * @return 命中ならばTRUEを返す
1410 static int check_hit2(int power, int level, int ac, int stun)
1414 /* Percentile dice */
1417 if (stun && one_in_(2)) return FALSE;
1419 /* Hack -- Always miss or hit */
1420 if (k < 10) return (k < 5);
1422 /* Calculate the "attack quality" */
1423 i = (power + (level * 3));
1425 /* Power and Level compete against Armor */
1426 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1433 #define BLOW_EFFECT_TYPE_NONE 0
1434 #define BLOW_EFFECT_TYPE_FEAR 1
1435 #define BLOW_EFFECT_TYPE_SLEEP 2
1436 #define BLOW_EFFECT_TYPE_HEAL 3
1440 * @brief モンスターから敵モンスターへの打撃攻撃処理
1441 * @param m_idx 攻撃側モンスターの参照ID
1442 * @param t_idx 目標側モンスターの参照ID
1443 * @return 実際に打撃処理が行われた場合TRUEを返す
1445 static bool monst_attack_monst(MONSTER_IDX m_idx, IDX t_idx)
1447 monster_type *m_ptr = &m_list[m_idx];
1448 monster_type *t_ptr = &m_list[t_idx];
1450 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1451 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1455 char m_name[80], t_name[80];
1456 char temp[MAX_NLEN];
1458 bool explode = FALSE, touched = FALSE, fear = FALSE;
1459 int y_saver = t_ptr->fy;
1460 int x_saver = t_ptr->fx;
1463 bool see_m = is_seen(m_ptr);
1464 bool see_t = is_seen(t_ptr);
1465 bool see_either = see_m || see_t;
1467 /* Can the player be aware of this attack? */
1468 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1469 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1471 /* Cannot attack self */
1472 if (m_idx == t_idx) return FALSE;
1474 /* Not allowed to attack */
1475 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1477 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1482 /* Extract the effective monster level */
1483 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1485 /* Get the monster name (or "it") */
1486 monster_desc(m_name, m_ptr, 0);
1488 /* Get the monster name (or "it") */
1489 monster_desc(t_name, t_ptr, 0);
1491 /* Assume no blink */
1494 if (!see_either && known)
1499 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 1);
1501 /* Scan through all four blows */
1502 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1504 bool obvious = FALSE;
1506 HIT_POINT power = 0;
1507 HIT_POINT damage = 0;
1511 /* Extract the attack infomation */
1512 int effect = r_ptr->blow[ap_cnt].effect;
1513 int method = r_ptr->blow[ap_cnt].method;
1514 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1515 int d_side = r_ptr->blow[ap_cnt].d_side;
1517 if (!m_ptr->r_idx) break;
1519 /* Stop attacking if the target dies! */
1520 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1523 /* Hack -- no more attacks */
1526 if (method == RBM_SHOOT) continue;
1528 /* Extract the attack "power" */
1529 power = mbe_info[effect].power;
1532 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1535 (void)set_monster_csleep(t_idx, 0);
1539 /* Redraw the health bar */
1540 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
1541 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
1544 /* Describe the attack method */
1549 act = _("%sを殴った。", "hits %s.");
1556 act = _("%sを触った。", "touches %s.");
1563 act = _("%sをパンチした。", "punches %s.");
1570 act = _("%sを蹴った。", "kicks %s.");
1577 act = _("%sをひっかいた。", "claws %s.");
1584 act = _("%sを噛んだ。", "bites %s.");
1591 act = _("%sを刺した。", "stings %s.");
1598 act = _("%sを斬った。", "slashes %s.");
1604 act = _("%sを角で突いた。", "butts %s.");
1611 act = _("%sに体当りした。", "crushes %s.");
1618 act = _("%sを飲み込んだ。", "engulfs %s.");
1625 act = _("%sに請求書をよこした。", "charges %s.");
1632 act = _("%sの体の上を這い回った。", "crawls on %s.");
1639 act = _("%sによだれをたらした。", "drools on %s.");
1646 act = _("%sに唾を吐いた。", "spits on %s.");
1653 if (see_either) disturb(1, 1);
1654 act = _("爆発した。", "explodes.");
1662 act = _("%sをにらんだ。", "gazes at %s.");
1669 act = _("%sに泣きついた。", "wails at %s.");
1676 act = _("%sに胞子を飛ばした。", "releases spores at %s.");
1683 act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
1690 act = _("%sに金をせがんだ。", "begs %s for money.");
1697 act = _("%sを侮辱した。", "insults %s.");
1704 act = _("%sにむかってうめいた。", "moans at %s.");
1711 act = _("%sにむかって歌った。", "sings to %s.");
1718 if (act && see_either)
1721 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1722 strfmt(temp, act, t_name);
1723 msg_format("%^sは%s", m_name, temp);
1725 if (do_silly_attack)
1727 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1728 strfmt(temp, "%s %s.", act, t_name);
1730 else strfmt(temp, act, t_name);
1731 msg_format("%^s %s", m_name, temp);
1735 /* Hack -- assume all attacks are obvious */
1738 /* Roll out the damage */
1739 damage = damroll(d_dice, d_side);
1741 /* Assume no effect */
1742 effect_type = BLOW_EFFECT_TYPE_NONE;
1746 /* Apply appropriate damage */
1755 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1757 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1758 damage = MAX(damage, tmp_damage * 2);
1765 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1780 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1816 effect_type = BLOW_EFFECT_TYPE_FEAR;
1820 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1824 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1825 if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1840 pt = GF_HYPODYNAMIA;
1841 effect_type = BLOW_EFFECT_TYPE_HEAL;
1859 /* Do damage if not exploding */
1862 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1863 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1866 switch (effect_type)
1868 case BLOW_EFFECT_TYPE_FEAR:
1869 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1870 damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1873 case BLOW_EFFECT_TYPE_SLEEP:
1874 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1875 r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1878 case BLOW_EFFECT_TYPE_HEAL:
1879 if ((monster_living(tr_ptr)) && (damage > 2))
1881 bool did_heal = FALSE;
1883 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1886 m_ptr->hp += damroll(4, damage / 6);
1887 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1889 /* Redraw (later) if needed */
1890 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1891 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1893 /* Special message */
1894 if (see_m && did_heal)
1896 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1905 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
1907 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1911 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
1913 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
1914 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1915 damroll (1 + ((tr_ptr->level) / 26),
1916 1 + ((tr_ptr->level) / 17)),
1917 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1921 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1926 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
1928 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1932 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
1934 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
1935 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1936 damroll (1 + ((tr_ptr->level) / 26),
1937 1 + ((tr_ptr->level) / 17)),
1938 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1942 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1947 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
1949 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1953 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
1955 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
1956 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1957 damroll (1 + ((tr_ptr->level) / 26),
1958 1 + ((tr_ptr->level) / 17)),
1959 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1963 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1970 /* Monster missed player */
1973 /* Analyze failed attacks */
1990 (void)set_monster_csleep(t_idx, 0);
1992 /* Visible monsters */
1997 msg_format("%sは%^sの攻撃をかわした。", t_name,m_name);
1999 msg_format("%^s misses %s.", m_name, t_name);
2009 /* Analyze "visible" monsters only */
2010 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
2012 /* Count "obvious" attacks (and ones that cause damage) */
2013 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
2015 /* Count attacks of this type */
2016 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
2018 r_ptr->r_blows[ap_cnt]++;
2026 sound(SOUND_EXPLODE);
2028 /* Cancel Invulnerability */
2029 (void)set_monster_invulner(m_idx, 0, FALSE);
2030 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);
2035 if (blinked && m_ptr->r_idx)
2037 if (teleport_barrier(m_idx))
2041 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."));
2052 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
2059 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
2067 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
2069 return !have_flag(f_ptr->flags, FF_GLASS) ||
2070 (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
2071 (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
2076 * @brief モンスター単体の1ターン行動処理メインルーチン /
2078 * @param m_idx 行動モンスターの参照ID
2081 * The monster is known to be within 100 grids of the player\n
2083 * In several cases, we directly update the monster lore\n
2085 * Note that a monster is only allowed to "reproduce" if there\n
2086 * are a limited number of "reproducing" monsters on the current\n
2087 * level. This should prevent the level from being "swamped" by\n
2088 * reproducing monsters. It also allows a large mass of mice to\n
2089 * prevent a louse from multiplying, but this is a small price to\n
2090 * pay for a simple multiplication method.\n
2092 * XXX Monster fear is slightly odd, in particular, monsters will\n
2093 * fixate on opening a door even if they cannot open it. Actually,\n
2094 * the same thing happens to normal monsters when they hit a door\n
2096 * XXX XXX XXX In addition, monsters which *cannot* open or bash\n
2097 * down a door will still stand there trying to open it...\n
2099 * XXX Technically, need to check for monster in the way\n
2100 * combined with that monster being in a wall (or door?)\n
2102 * A "direction" of "5" means "pick a random direction".\n
2104 static void process_monster(MONSTER_IDX m_idx)
2106 monster_type *m_ptr = &m_list[m_idx];
2107 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2108 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2111 POSITION oy, ox, ny, nx;
2116 feature_type *f_ptr;
2118 monster_type *y_ptr;
2123 bool must_alter_to_move;
2132 bool gets_angry = FALSE;
2138 bool is_riding_mon = (m_idx == p_ptr->riding);
2140 bool see_m = is_seen(m_ptr);
2142 if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
2144 if (rakuba(0, TRUE))
2147 msg_print("地面に落とされた。");
2150 monster_desc(m_name, &m_list[p_ptr->riding], 0);
2151 msg_format("You have fallen from %s.", m_name);
2156 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
2158 choose_new_monster(m_idx, FALSE, 0);
2159 r_ptr = &r_info[m_ptr->r_idx];
2162 /* Players hidden in shadow are almost imperceptable. -LM- */
2163 if (p_ptr->special_defense & NINJA_S_STEALTH)
2165 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2166 if (p_ptr->monlite) tmp /= 3;
2167 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2168 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2169 /* Low-level monsters will find it difficult to locate the player. */
2170 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
2173 /* Are there its parent? */
2174 if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
2176 /* Its parent have gone, it also goes away. */
2182 /* Acquire the monster name */
2183 monster_desc(m_name, m_ptr, 0);
2184 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2187 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2191 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2192 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
2195 /* Delete the monster */
2196 delete_monster_idx(m_idx);
2201 /* Quantum monsters are odd */
2202 if (r_ptr->flags2 & (RF2_QUANTUM))
2204 /* Sometimes skip move */
2205 if (!randint0(2)) return;
2208 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2212 if (is_pet(m_ptr) && !(m_ptr->ml))
2219 /* Acquire the monster name */
2220 monster_desc(m_name, m_ptr, 0);
2223 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2226 /* Generate treasure, etc */
2227 monster_death(m_idx, FALSE);
2229 /* Delete the monster */
2230 delete_monster_idx(m_idx);
2234 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2241 if (m_ptr->r_idx == MON_SHURYUUDAN)
2242 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);
2244 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2246 static int riding_pinch = 0;
2248 if (m_ptr->hp < m_ptr->maxhp/3)
2251 monster_desc(m_name, m_ptr, 0);
2253 if (is_riding_mon && riding_pinch < 2)
2255 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。",
2256 "%^s seems to be in so much pain, and trying to escape from your restriction."), m_name);
2264 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);
2265 if (rakuba(-1, FALSE))
2267 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2273 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) &&
2274 player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))
2276 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);
2278 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);
2279 msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
2282 if (is_riding_mon && rakuba(-1, FALSE))
2284 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2287 /* Check for quest completion */
2288 check_quest_completion(m_ptr);
2290 delete_monster_idx(m_idx);
2297 /* Reset the counter */
2298 if (is_riding_mon) riding_pinch = 0;
2302 /* Handle "sleep" */
2303 if (MON_CSLEEP(m_ptr))
2305 /* Handle non-aggravation - Still sleeping */
2306 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2308 /* Handle aggravation */
2310 /* Reset sleep counter */
2311 (void)set_monster_csleep(m_idx, 0);
2313 /* Notice the "waking up" */
2318 /* Acquire the monster name */
2319 monster_desc(m_name, m_ptr, 0);
2321 /* Dump a message */
2322 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2325 /* Hack -- Count the wakings */
2326 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2333 if (MON_STUNNED(m_ptr))
2335 /* Sometimes skip move */
2336 if (one_in_(2)) return;
2341 p_ptr->update |= (PU_BONUS);
2344 /* No one wants to be your friend if you're aggravating */
2345 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2348 /* Paranoia... no pet uniques outside wizard mode -- TY */
2349 if (is_pet(m_ptr) &&
2350 ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2351 monster_has_hostile_align(NULL, 10, -10, r_ptr))
2352 || (r_ptr->flagsr & RFR_RES_ALL)))
2357 if (p_ptr->inside_battle) gets_angry = FALSE;
2361 if (is_pet(m_ptr) || see_m)
2364 monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
2365 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
2371 /* Get the origin */
2376 /* Attempt to "multiply" if able and allowed */
2377 if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2381 /* Count the adjacent monsters */
2382 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2384 for (x = ox - 1; x <= ox + 1; x++)
2386 /* Ignore locations off of edge */
2387 if (!in_bounds2(y, x)) continue;
2389 if (cave[y][x].m_idx) k++;
2394 if (multiply_barrier(m_idx)) k = 8;
2396 /* Hack -- multiply slower in crowded areas */
2397 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2399 /* Try to multiply */
2400 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2402 /* Take note if visible */
2403 if (m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2405 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2408 /* Multiplying takes energy */
2415 if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
2417 /* Hack -- Ohmu scatters molds! */
2418 if (m_ptr->r_idx == MON_OHMU)
2420 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2422 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2425 int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2426 u32b p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2428 for (k = 0; k < 6; k++)
2430 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
2432 if (m_list[hack_m_idx_ii].ml) count++;
2436 if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2443 if (!p_ptr->inside_battle)
2445 /* Hack! "Cyber" monster makes noise... */
2446 if (m_ptr->ap_r_idx == MON_CYBER &&
2447 one_in_(CYBERNOISE) &&
2448 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2450 if (disturb_minor) disturb(FALSE, FALSE);
2451 msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
2454 /* Some monsters can speak */
2455 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2456 one_in_(SPEAK_CHANCE) &&
2457 player_has_los_bold(oy, ox) &&
2458 projectable(oy, ox, p_ptr->y, p_ptr->x))
2461 char monmessage[1024];
2464 /* Acquire the monster name/poss */
2466 monster_desc(m_name, m_ptr, 0);
2468 strcpy(m_name, _("それ", "It"));
2470 /* Select the file for monster quotes */
2471 if (MON_MONFEAR(m_ptr))
2472 filename = _("monfear_j.txt", "monfear.txt");
2473 else if (is_pet(m_ptr))
2474 filename = _("monpet_j.txt", "monpet.txt");
2475 else if (is_friendly(m_ptr))
2476 filename = _("monfrien_j.txt", "monfrien.txt");
2478 filename = _("monspeak_j.txt", "monspeak.txt");
2479 /* Get the monster line */
2480 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2483 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2488 /* Try to cast spell occasionally */
2489 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2491 bool counterattack = FALSE;
2493 /* Give priority to counter attack? */
2494 if (m_ptr->target_y)
2496 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
2498 /* The monster must be an enemy, and projectable */
2500 are_enemies(m_ptr, &m_list[t_m_idx]) &&
2501 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2503 counterattack = TRUE;
2509 /* Attempt to cast a spell */
2510 if (aware && make_attack_spell(m_idx)) return;
2513 * Attempt to cast a spell at an enemy other than the player
2514 * (may slow the game a smidgeon, but I haven't noticed.)
2516 if (monst_spell_monst(m_idx)) return;
2520 /* Attempt to do counter attack at first */
2521 if (monst_spell_monst(m_idx)) return;
2523 if (aware && make_attack_spell(m_idx)) return;
2527 /* Hack -- Assume no movement */
2528 mm[0] = mm[1] = mm[2] = mm[3] = 0;
2529 mm[4] = mm[5] = mm[6] = mm[7] = 0;
2532 /* Confused -- 100% random */
2533 if (MON_CONFUSED(m_ptr) || !aware)
2535 /* Try four "random" directions */
2536 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2539 /* 75% random movement */
2540 else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2541 (randint0(100) < 75))
2543 /* Memorize flags */
2544 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2546 /* Try four "random" directions */
2547 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2550 /* 50% random movement */
2551 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2552 (randint0(100) < 50))
2554 /* Memorize flags */
2555 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2557 /* Try four "random" directions */
2558 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2561 /* 25% random movement */
2562 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2563 (randint0(100) < 25))
2565 /* Memorize flags */
2566 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2568 /* Try four "random" directions */
2569 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2572 /* Can't reach player - find something else to hit */
2573 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2575 /* Try four "random" directions */
2576 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2578 /* Look for an enemy */
2579 #if 0 /* Hack - Too slow. Mimic pits are horrible with this on. */
2580 get_enemy_dir(m_idx, mm);
2584 /* Pets will follow the player */
2585 else if (is_pet(m_ptr))
2587 /* Are we trying to avoid the player? */
2588 bool avoid = ((p_ptr->pet_follow_distance < 0) &&
2589 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2591 /* Do we want to find the player? */
2592 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2594 /* Should we find the player if we can't find a monster? */
2595 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2597 /* by default, move randomly */
2598 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2600 /* Look for an enemy */
2601 if (!get_enemy_dir(m_idx, mm))
2603 /* Find the player if necessary */
2604 if (avoid || lonely || distant)
2606 /* Remember the leash length */
2607 int dis = p_ptr->pet_follow_distance;
2609 /* Hack -- adjust follow distance temporarily */
2610 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2612 p_ptr->pet_follow_distance = PET_SEEK_DIST;
2615 /* Find the player */
2616 (void)get_moves(m_idx, mm);
2618 /* Restore the leash */
2619 p_ptr->pet_follow_distance = (s16b)dis;
2624 /* Friendly monster movement */
2625 else if (!is_hostile(m_ptr))
2627 /* by default, move randomly */
2628 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2630 /* Look for an enemy */
2631 get_enemy_dir(m_idx, mm);
2633 /* Normal movement */
2636 /* Logical moves, may do nothing */
2637 if (!get_moves(m_idx, mm)) return;
2640 /* Assume nothing */
2644 must_alter_to_move = FALSE;
2646 /* Assume nothing */
2647 did_open_door = FALSE;
2648 did_bash_door = FALSE;
2649 did_take_item = FALSE;
2650 did_kill_item = FALSE;
2651 did_move_body = FALSE;
2652 did_pass_wall = FALSE;
2653 did_kill_wall = FALSE;
2656 /* Take a zero-terminated array of "directions" */
2657 for (i = 0; mm[i]; i++)
2659 /* Get the direction */
2662 /* Hack -- allow "randomized" motion */
2663 if (d == 5) d = ddd[randint0(8)];
2665 /* Get the destination */
2669 /* Ignore locations off of edge */
2670 if (!in_bounds2(ny, nx)) continue;
2672 /* Access that cave grid */
2673 c_ptr = &cave[ny][nx];
2674 f_ptr = &f_info[c_ptr->feat];
2675 can_cross = monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2677 /* Access that cave grid's contents */
2678 y_ptr = &m_list[c_ptr->m_idx];
2680 /* Hack -- player 'in' wall */
2681 if (player_bold(ny, nx))
2686 /* Possibly a monster to attack */
2687 else if (c_ptr->m_idx)
2692 /* Monster destroys walls (and doors) */
2693 else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
2694 (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
2695 have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
2696 check_hp_for_feat_destruction(f_ptr, m_ptr))
2698 /* Eat through walls/doors/rubble */
2700 if (!can_cross) must_alter_to_move = TRUE;
2702 /* Monster destroyed a wall (later) */
2703 did_kill_wall = TRUE;
2706 /* Floor is open? */
2709 /* Go ahead and move */
2712 /* Monster moves through walls (and doors) */
2713 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2714 have_flag(f_ptr->flags, FF_CAN_PASS))
2716 /* Monster went through a wall */
2717 did_pass_wall = TRUE;
2721 /* Handle doors and secret doors */
2722 else if (is_closed_door(c_ptr->feat))
2724 bool may_bash = TRUE;
2726 /* Assume no move allowed */
2729 /* Creature can open doors. */
2730 if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2731 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2736 /* The door is open */
2737 did_open_door = TRUE;
2739 /* Do not bash the door */
2746 /* Locked doors (not jammed) */
2749 /* Try to unlock it XXX XXX XXX */
2750 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2752 /* Unlock the door */
2753 cave_alter_feat(ny, nx, FF_DISARM);
2755 /* Do not bash the door */
2764 /* Stuck doors -- attempt to bash them down if allowed */
2765 if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2766 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2768 /* Attempt to Bash XXX XXX XXX */
2769 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
2772 if (have_flag(f_ptr->flags, FF_GLASS))
2773 msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
2775 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2777 /* Disturb (sometimes) */
2778 if (disturb_minor) disturb(0, 0);
2780 /* The door was bashed open */
2781 did_bash_door = TRUE;
2783 /* Hack -- fall into doorway */
2785 must_alter_to_move = TRUE;
2790 /* Deal with doors in the way */
2791 if (did_open_door || did_bash_door)
2793 /* Break down the door */
2794 if (did_bash_door && ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
2796 cave_alter_feat(ny, nx, FF_BASH);
2798 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2800 /* Update some things */
2801 p_ptr->update |= (PU_FLOW);
2802 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2803 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2812 cave_alter_feat(ny, nx, FF_OPEN);
2815 f_ptr = &f_info[c_ptr->feat];
2817 /* Handle viewable doors */
2822 /* Hack -- check for Glyph of Warding */
2823 if (do_move && is_glyph_grid(c_ptr) &&
2824 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2826 /* Assume no move allowed */
2829 /* Break the ward */
2830 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2832 /* Describe observable breakage */
2833 if (c_ptr->info & CAVE_MARK)
2835 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2838 /* Forget the rune */
2839 c_ptr->info &= ~(CAVE_MARK);
2841 /* Break the rune */
2842 c_ptr->info &= ~(CAVE_OBJECT);
2845 /* Allow movement */
2852 else if (do_move && is_explosive_rune_grid(c_ptr) &&
2853 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2855 /* Assume no move allowed */
2858 /* Break the ward */
2861 /* Break the ward */
2862 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2864 /* Describe observable breakage */
2865 if (c_ptr->info & CAVE_MARK)
2867 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2868 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);
2873 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2876 /* Forget the rune */
2877 c_ptr->info &= ~(CAVE_MARK);
2879 /* Break the rune */
2880 c_ptr->info &= ~(CAVE_OBJECT);
2886 if (!m_ptr->r_idx) return;
2887 /* Allow movement */
2892 /* The player is in the way */
2893 if (do_move && player_bold(ny, nx))
2895 /* Some monsters never attack */
2896 if (r_ptr->flags1 & RF1_NEVER_BLOW)
2898 /* Hack -- memorize lack of attacks */
2899 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
2905 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2906 if (do_move && (d_info[dungeon_type].flags1 & DF1_NO_MELEE))
2908 if (!MON_CONFUSED(m_ptr))
2910 if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2913 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2918 /* The player is in the way. Attack him. */
2921 if (!p_ptr->riding || one_in_(2))
2924 (void)make_attack_normal(m_idx);
2935 /* A monster is in the way */
2936 if (do_move && c_ptr->m_idx)
2938 monster_race *z_ptr = &r_info[y_ptr->r_idx];
2940 /* Assume no movement */
2943 /* Attack 'enemies' */
2944 if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
2945 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
2946 can_cross && (c_ptr->m_idx != p_ptr->riding)) ||
2947 are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
2949 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2951 if (r_ptr->flags2 & RF2_KILL_BODY)
2953 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2957 if (y_ptr->r_idx && (y_ptr->hp >= 0))
2959 if (monst_attack_monst(m_idx, c_ptr->m_idx)) return;
2961 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2962 else if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2964 if (MON_CONFUSED(m_ptr)) return;
2965 else if (r_ptr->flags2 & RF2_STUPID)
2967 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2975 /* Push past weaker monsters (unless leaving a wall) */
2976 else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
2977 (r_ptr->mexp > z_ptr->mexp) &&
2978 can_cross && (c_ptr->m_idx != p_ptr->riding) &&
2979 monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
2981 /* Allow movement */
2984 /* Monster pushed past another monster */
2985 did_move_body = TRUE;
2987 /* Wake up the moved monster */
2988 (void)set_monster_csleep(c_ptr->m_idx, 0);
2990 /* XXX XXX XXX Message */
2996 if (!p_ptr->riding_ryoute && !MON_MONFEAR(&m_list[p_ptr->riding])) do_move = FALSE;
2999 if (did_kill_wall && do_move)
3001 if (one_in_(GRINDNOISE))
3003 if (have_flag(f_ptr->flags, FF_GLASS))
3004 msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
3006 msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
3009 cave_alter_feat(ny, nx, FF_HURT_DISI);
3011 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
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_KILL_WALL);
3021 f_ptr = &f_info[c_ptr->feat];
3023 /* Note changes to viewable region */
3030 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
3032 if (!monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
3034 /* Assume no move allowed */
3040 * Check if monster can cross terrain
3041 * This is checked after the normal attacks
3042 * to allow monsters to attack an enemy,
3043 * even if it can't enter the terrain.
3045 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
3047 /* Assume no move allowed */
3051 /* Some monsters never move */
3052 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
3054 /* Hack -- memorize lack of moves */
3055 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3061 /* Creature has been allowed move */
3067 if (have_flag(f_ptr->flags, FF_TREE))
3069 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3071 m_ptr->energy_need += ENERGY_NEED();
3077 /* Hack -- Update the old location */
3078 cave[oy][ox].m_idx = c_ptr->m_idx;
3080 /* Mega-Hack -- move the old monster, if any */
3083 /* Move the old monster */
3087 /* Update the old monster */
3088 update_mon(c_ptr->m_idx, TRUE);
3091 /* Hack -- Update the new location */
3092 c_ptr->m_idx = (s16b)m_idx;
3094 /* Move the monster */
3098 /* Update the monster */
3099 update_mon(m_idx, TRUE);
3101 /* Redraw the old grid */
3104 /* Redraw the new grid */
3110 /* sound(SOUND_WALK); */
3112 /* Move the player */
3113 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
3116 /* Possible disturb */
3119 (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
3120 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3123 if (is_hostile(m_ptr))
3127 /* Take or Kill objects on the floor */
3128 if (c_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3129 (!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
3131 s16b this_o_idx, next_o_idx;
3132 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
3134 /* Scan all objects in the grid */
3135 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3137 u32b flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
3138 char m_name[80], o_name[MAX_NLEN];
3140 /* Acquire object */
3141 object_type *o_ptr = &o_list[this_o_idx];
3143 /* Acquire next object */
3144 next_o_idx = o_ptr->next_o_idx;
3149 if (o_ptr->tval == TV_GOLD) continue;
3152 * Skip "real" corpses and statues, to avoid extreme
3153 * silliness like a novice rogue pockets full of statues
3156 if ((o_ptr->tval == TV_CORPSE) ||
3157 (o_ptr->tval == TV_STATUE)) continue;
3160 /* Extract some flags */
3161 object_flags(o_ptr, flgs);
3163 /* Acquire the object name */
3164 object_desc(o_name, o_ptr, 0);
3166 /* Acquire the monster name */
3167 monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
3169 /* React to objects that hurt the monster */
3170 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3171 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3172 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
3173 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
3174 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
3175 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
3176 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
3177 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
3178 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
3179 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
3180 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3181 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3182 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3183 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3184 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
3185 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
3186 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
3187 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
3188 if (have_flag(flgs, TR_BRAND_ACID)) flgr |= (RFR_IM_ACID);
3189 if (have_flag(flgs, TR_BRAND_ELEC)) flgr |= (RFR_IM_ELEC);
3190 if (have_flag(flgs, TR_BRAND_FIRE)) flgr |= (RFR_IM_FIRE);
3191 if (have_flag(flgs, TR_BRAND_COLD)) flgr |= (RFR_IM_COLD);
3192 if (have_flag(flgs, TR_BRAND_POIS)) flgr |= (RFR_IM_POIS);
3194 /* The object cannot be picked up by the monster */
3195 if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
3196 ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
3198 /* Only give a message for "take_item" */
3199 if (do_take && (r_ptr->flags2 & RF2_STUPID))
3202 did_take_item = TRUE;
3204 /* Describe observable situations */
3205 if (m_ptr->ml && player_can_see_bold(ny, nx))
3207 /* Dump a message */
3208 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);
3213 /* Pick up the item */
3217 did_take_item = TRUE;
3219 /* Describe observable situations */
3220 if (player_can_see_bold(ny, nx))
3222 /* Dump a message */
3223 msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
3226 /* Excise the object */
3227 excise_object_idx(this_o_idx);
3230 o_ptr->marked &= OM_TOUCHED;
3232 /* Forget location */
3233 o_ptr->iy = o_ptr->ix = 0;
3235 /* Memorize monster */
3236 o_ptr->held_m_idx = (s16b)m_idx;
3239 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3242 m_ptr->hold_o_idx = this_o_idx;
3245 /* Destroy the item if not a pet */
3246 else if (!is_pet(m_ptr))
3249 did_kill_item = TRUE;
3251 /* Describe observable situations */
3252 if (player_has_los_bold(ny, nx))
3254 /* Dump a message */
3255 msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
3258 /* Delete the object */
3259 delete_object_idx(this_o_idx);
3265 /* Stop when done */
3270 * Forward movements failed, but now received LOS attack!
3271 * Try to flow by smell.
3273 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3274 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3276 /* If we haven't done anything, try casting a spell again */
3277 if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
3279 /* Try to cast spell again */
3280 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3282 if (make_attack_spell(m_idx)) return;
3287 /* Notice changes in view */
3290 /* Update some things */
3291 p_ptr->update |= (PU_FLOW);
3294 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3297 /* Notice changes in view */
3298 if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3299 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3301 /* Update some things */
3302 p_ptr->update |= (PU_MON_LITE);
3305 /* Learn things from observable monster */
3306 if (is_original_ap_and_seen(m_ptr))
3308 /* Monster opened a door */
3309 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3311 /* Monster bashed a door */
3312 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3314 /* Monster tried to pick something up */
3315 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3317 /* Monster tried to crush something */
3318 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3320 /* Monster pushed past another monster */
3321 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3323 /* Monster passed through a wall */
3324 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3326 /* Monster destroyed a wall */
3327 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3331 /* Hack -- get "bold" if out of options */
3332 if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3334 /* No longer afraid */
3335 (void)set_monster_monfear(m_idx, 0);
3337 /* Message if seen */
3342 /* Acquire the monster name */
3343 monster_desc(m_name, m_ptr, 0);
3345 /* Dump a message */
3346 msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
3349 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3351 /* XXX XXX XXX Actually do something now (?) */
3356 * @brief 全モンスターのターン管理メインルーチン /
3357 * Process all the "live" monsters, once per game turn.
3360 * During each game turn, we scan through the list of all the "live" monsters,\n
3361 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
3362 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
3364 * Note that monsters can never move in the monster array (except when the\n
3365 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
3367 * This function is responsible for at least half of the processor time\n
3368 * on a normal system with a "normal" amount of monsters and a player doing\n
3371 * When the player is resting, virtually 90% of the processor time is spent\n
3372 * in this function, and its children, "process_monster()" and "make_move()".\n
3374 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
3375 * especially when the player is running.\n
3377 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
3378 * monsters while they are still being "born". A monster is "fresh" only\n
3379 * during the turn in which it is created, and we use the "hack_m_idx" to\n
3380 * determine if the monster is yet to be processed during the current turn.\n
3382 * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
3383 * move before any "nasty" monsters get to use their spell attacks.\n
3385 * Note that when the "knowledge" about the currently tracked monster\n
3386 * changes (flags, attacks, spells), we induce a redraw of the monster\n
3389 void process_monsters(void)
3396 monster_type *m_ptr;
3397 monster_race *r_ptr;
3399 int old_monster_race_idx;
3401 u32b old_r_flags1 = 0L;
3402 u32b old_r_flags2 = 0L;
3403 u32b old_r_flags3 = 0L;
3404 u32b old_r_flags4 = 0L;
3405 u32b old_r_flags5 = 0L;
3406 u32b old_r_flags6 = 0L;
3407 u32b old_r_flagsr = 0L;
3409 byte old_r_blows0 = 0;
3410 byte old_r_blows1 = 0;
3411 byte old_r_blows2 = 0;
3412 byte old_r_blows3 = 0;
3414 byte old_r_cast_spell = 0;
3418 /* Clear monster fighting indicator */
3421 /* Memorize old race */
3422 old_monster_race_idx = p_ptr->monster_race_idx;
3424 /* Acquire knowledge */
3425 if (p_ptr->monster_race_idx)
3427 /* Acquire current monster */
3428 r_ptr = &r_info[p_ptr->monster_race_idx];
3430 /* Memorize flags */
3431 old_r_flags1 = r_ptr->r_flags1;
3432 old_r_flags2 = r_ptr->r_flags2;
3433 old_r_flags3 = r_ptr->r_flags3;
3434 old_r_flags4 = r_ptr->r_flags4;
3435 old_r_flags5 = r_ptr->r_flags5;
3436 old_r_flags6 = r_ptr->r_flags6;
3437 old_r_flagsr = r_ptr->r_flagsr;
3439 /* Memorize blows */
3440 old_r_blows0 = r_ptr->r_blows[0];
3441 old_r_blows1 = r_ptr->r_blows[1];
3442 old_r_blows2 = r_ptr->r_blows[2];
3443 old_r_blows3 = r_ptr->r_blows[3];
3445 /* Memorize castings */
3446 old_r_cast_spell = r_ptr->r_cast_spell;
3450 /* Process the monsters (backwards) */
3451 for (i = m_max - 1; i >= 1; i--)
3453 /* Access the monster */
3455 r_ptr = &r_info[m_ptr->r_idx];
3457 /* Handle "leaving" */
3458 if (p_ptr->leaving) break;
3460 /* Ignore "dead" monsters */
3461 if (!m_ptr->r_idx) continue;
3463 if (p_ptr->wild_mode) continue;
3466 /* Handle "fresh" monsters */
3467 if (m_ptr->mflag & MFLAG_BORN)
3469 /* No longer "fresh" */
3470 m_ptr->mflag &= ~(MFLAG_BORN);
3476 /* Hack -- Require proximity */
3477 if (m_ptr->cdis >= AAF_LIMIT) continue;
3480 /* Access the location */
3484 /* Flow by smell is allowed */
3485 if (!p_ptr->no_flowed)
3487 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3490 /* Assume no move */
3493 /* Handle "sensing radius" */
3494 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3496 /* We can "sense" the player */
3500 /* Handle "sight" and "aggravation" */
3501 else if ((m_ptr->cdis <= MAX_SIGHT || p_ptr->inside_battle) &&
3502 (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3504 /* We can "see" or "feel" the player */
3508 #if 0 /* (cave[p_ptr->y][p_ptr->x].when == cave[fy][fx].when) is always FALSE... */
3509 /* Hack -- Monsters can "smell" the player from far away */
3510 /* Note that most monsters have "aaf" of "20" or so */
3511 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3512 cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_MOVE) &&
3513 (cave[p_ptr->y][p_ptr->x].when == cave[fy][fx].when) &&
3514 (cave[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3515 (cave[fy][fx].dist < r_ptr->aaf))
3517 /* We can "smell" the player */
3521 else if (m_ptr->target_y) test = TRUE;
3524 if (!test) continue;
3527 if (p_ptr->riding == i)
3528 speed = p_ptr->pspeed;
3531 speed = m_ptr->mspeed;
3533 /* Monsters move quickly in Nightmare mode */
3534 if (ironman_nightmare) speed += 5;
3536 if (MON_FAST(m_ptr)) speed += 10;
3537 if (MON_SLOW(m_ptr)) speed -= 10;
3540 /* Give this monster some energy */
3541 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3543 /* Not enough energy to move */
3544 if (m_ptr->energy_need > 0) continue;
3546 /* Use up "some" energy */
3547 m_ptr->energy_need += ENERGY_NEED();
3550 /* Save global index */
3553 /* Process the monster */
3556 reset_target(m_ptr);
3558 /* Give up flow_by_smell when it might useless */
3559 if (p_ptr->no_flowed && one_in_(3))
3560 m_ptr->mflag2 |= MFLAG2_NOFLOW;
3562 /* Hack -- notice death or departure */
3563 if (!p_ptr->playing || p_ptr->is_dead) break;
3565 /* Notice leaving */
3566 if (p_ptr->leaving) break;
3569 /* Reset global index */
3573 /* Tracking a monster race (the same one we were before) */
3574 if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3576 /* Acquire monster race */
3577 r_ptr = &r_info[p_ptr->monster_race_idx];
3579 /* Check for knowledge change */
3580 if ((old_r_flags1 != r_ptr->r_flags1) ||
3581 (old_r_flags2 != r_ptr->r_flags2) ||
3582 (old_r_flags3 != r_ptr->r_flags3) ||
3583 (old_r_flags4 != r_ptr->r_flags4) ||
3584 (old_r_flags5 != r_ptr->r_flags5) ||
3585 (old_r_flags6 != r_ptr->r_flags6) ||
3586 (old_r_flagsr != r_ptr->r_flagsr) ||
3587 (old_r_blows0 != r_ptr->r_blows[0]) ||
3588 (old_r_blows1 != r_ptr->r_blows[1]) ||
3589 (old_r_blows2 != r_ptr->r_blows[2]) ||
3590 (old_r_blows3 != r_ptr->r_blows[3]) ||
3591 (old_r_cast_spell != r_ptr->r_cast_spell))
3594 p_ptr->window |= (PW_MONSTER);
3600 * @brief モンスターの時限ステータスを取得する
3601 * @return m_idx モンスターの参照ID
3602 * @return mproc_type モンスターの時限ステータスID
3605 int get_mproc_idx(MONSTER_IDX m_idx, int mproc_type)
3607 s16b *cur_mproc_list = mproc_list[mproc_type];
3610 for (i = mproc_max[mproc_type] - 1; i >= 0; i--)
3612 if (cur_mproc_list[i] == m_idx) return i;
3619 * @brief モンスターの時限ステータスリストを追加する
3620 * @return m_idx モンスターの参照ID
3621 * @return mproc_type 追加したいモンスターの時限ステータスID
3624 static void mproc_add(MONSTER_IDX m_idx, int mproc_type)
3626 if (mproc_max[mproc_type] < max_m_idx) mproc_list[mproc_type][mproc_max[mproc_type]++] = (s16b)m_idx;
3631 * @brief モンスターの時限ステータスリストを削除
3632 * @return m_idx モンスターの参照ID
3633 * @return mproc_type 削除したいモンスターの時限ステータスID
3636 static void mproc_remove(MONSTER_IDX m_idx, int mproc_type)
3638 int mproc_idx = get_mproc_idx(m_idx, mproc_type);
3639 if (mproc_idx >= 0) mproc_list[mproc_type][mproc_idx] = mproc_list[mproc_type][--mproc_max[mproc_type]];
3644 * @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
3647 void mproc_init(void)
3649 monster_type *m_ptr;
3653 /* Reset "mproc_max[]" */
3654 for (cmi = 0; cmi < MAX_MTIMED; cmi++) mproc_max[cmi] = 0;
3656 /* Process the monsters (backwards) */
3657 for (i = m_max - 1; i >= 1; i--)
3659 /* Access the monster */
3662 /* Ignore "dead" monsters */
3663 if (!m_ptr->r_idx) continue;
3665 for (cmi = 0; cmi < MAX_MTIMED; cmi++)
3667 if (m_ptr->mtimed[cmi]) mproc_add(i, cmi);
3674 * @brief モンスターの睡眠状態値をセットする /
3675 * Set "m_ptr->mtimed[MTIMED_CSLEEP]", notice observable changes
3676 * @param m_idx モンスター参照ID
3678 * @return 別途更新処理が必要な場合TRUEを返す
3680 bool set_monster_csleep(MONSTER_IDX m_idx, int v)
3682 monster_type *m_ptr = &m_list[m_idx];
3683 bool notice = FALSE;
3685 /* Hack -- Force good values */
3686 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
3691 if (!MON_CSLEEP(m_ptr))
3693 mproc_add(m_idx, MTIMED_CSLEEP);
3701 if (MON_CSLEEP(m_ptr))
3703 mproc_remove(m_idx, MTIMED_CSLEEP);
3709 m_ptr->mtimed[MTIMED_CSLEEP] = (s16b)v;
3711 if (!notice) return FALSE;
3715 /* Update health bar as needed */
3716 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3717 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3720 if (r_info[m_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3727 * @brief モンスターの加速状態値をセット /
3728 * Set "m_ptr->mtimed[MTIMED_FAST]", notice observable changes
3729 * @param m_idx モンスター参照ID
3731 * @return 別途更新処理が必要な場合TRUEを返す
3733 bool set_monster_fast(MONSTER_IDX m_idx, int v)
3735 monster_type *m_ptr = &m_list[m_idx];
3736 bool notice = FALSE;
3738 /* Hack -- Force good values */
3739 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3744 if (!MON_FAST(m_ptr))
3746 mproc_add(m_idx, MTIMED_FAST);
3754 if (MON_FAST(m_ptr))
3756 mproc_remove(m_idx, MTIMED_FAST);
3762 m_ptr->mtimed[MTIMED_FAST] = (s16b)v;
3764 if (!notice) return FALSE;
3766 if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
3773 * Set "m_ptr->mtimed[MTIMED_SLOW]", notice observable changes
3775 bool set_monster_slow(MONSTER_IDX m_idx, int v)
3777 monster_type *m_ptr = &m_list[m_idx];
3778 bool notice = FALSE;
3780 /* Hack -- Force good values */
3781 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3786 if (!MON_SLOW(m_ptr))
3788 mproc_add(m_idx, MTIMED_SLOW);
3796 if (MON_SLOW(m_ptr))
3798 mproc_remove(m_idx, MTIMED_SLOW);
3804 m_ptr->mtimed[MTIMED_SLOW] = (s16b)v;
3806 if (!notice) return FALSE;
3808 if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
3815 * @brief モンスターの朦朧状態値をセット /
3816 * Set "m_ptr->mtimed[MTIMED_STUNNED]", notice observable changes
3817 * @param m_idx モンスター参照ID
3819 * @return 別途更新処理が必要な場合TRUEを返す
3821 bool set_monster_stunned(MONSTER_IDX m_idx, int v)
3823 monster_type *m_ptr = &m_list[m_idx];
3824 bool notice = FALSE;
3826 /* Hack -- Force good values */
3827 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3832 if (!MON_STUNNED(m_ptr))
3834 mproc_add(m_idx, MTIMED_STUNNED);
3842 if (MON_STUNNED(m_ptr))
3844 mproc_remove(m_idx, MTIMED_STUNNED);
3850 m_ptr->mtimed[MTIMED_STUNNED] = (s16b)v;
3857 * @brief モンスターの混乱状態値をセット /
3858 * Set "m_ptr->mtimed[MTIMED_CONFUSED]", notice observable changes
3859 * @param m_idx モンスター参照ID
3861 * @return 別途更新処理が必要な場合TRUEを返す
3863 bool set_monster_confused(MONSTER_IDX m_idx, int v)
3865 monster_type *m_ptr = &m_list[m_idx];
3866 bool notice = FALSE;
3868 /* Hack -- Force good values */
3869 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3874 if (!MON_CONFUSED(m_ptr))
3876 mproc_add(m_idx, MTIMED_CONFUSED);
3884 if (MON_CONFUSED(m_ptr))
3886 mproc_remove(m_idx, MTIMED_CONFUSED);
3892 m_ptr->mtimed[MTIMED_CONFUSED] = (s16b)v;
3899 * @brief モンスターの恐慌状態値をセット /
3900 * Set "m_ptr->mtimed[MTIMED_MONFEAR]", notice observable changes
3901 * @param m_idx モンスター参照ID
3903 * @return 別途更新処理が必要な場合TRUEを返す
3905 bool set_monster_monfear(MONSTER_IDX m_idx, int v)
3907 monster_type *m_ptr = &m_list[m_idx];
3908 bool notice = FALSE;
3910 /* Hack -- Force good values */
3911 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3916 if (!MON_MONFEAR(m_ptr))
3918 mproc_add(m_idx, MTIMED_MONFEAR);
3926 if (MON_MONFEAR(m_ptr))
3928 mproc_remove(m_idx, MTIMED_MONFEAR);
3934 m_ptr->mtimed[MTIMED_MONFEAR] = (s16b)v;
3936 if (!notice) return FALSE;
3940 /* Update health bar as needed */
3941 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3942 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3950 * @brief モンスターの無敵状態値をセット /
3951 * Set "m_ptr->mtimed[MTIMED_INVULNER]", notice observable changes
3952 * @param m_idx モンスター参照ID
3954 * @param energy_need TRUEならば無敵解除時に行動ターン消費を行う
3955 * @return 別途更新処理が必要な場合TRUEを返す
3957 bool set_monster_invulner(MONSTER_IDX m_idx, int v, bool energy_need)
3959 monster_type *m_ptr = &m_list[m_idx];
3960 bool notice = FALSE;
3962 /* Hack -- Force good values */
3963 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3968 if (!MON_INVULNER(m_ptr))
3970 mproc_add(m_idx, MTIMED_INVULNER);
3978 if (MON_INVULNER(m_ptr))
3980 mproc_remove(m_idx, MTIMED_INVULNER);
3981 if (energy_need && !p_ptr->wild_mode) m_ptr->energy_need += ENERGY_NEED();
3987 m_ptr->mtimed[MTIMED_INVULNER] = (s16b)v;
3989 if (!notice) return FALSE;
3993 /* Update health bar as needed */
3994 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3995 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
4002 static u32b csleep_noise;
4005 * @brief モンスターの各種状態値を時間経過により更新するサブルーチン
4006 * @param m_idx モンスター参照ID
4007 * @param mtimed_idx 更新するモンスターの時限ステータスID
4010 static void process_monsters_mtimed_aux(MONSTER_IDX m_idx, int mtimed_idx)
4012 monster_type *m_ptr = &m_list[m_idx];
4018 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4020 /* Assume does not wake up */
4023 /* Hack -- Require proximity */
4024 if (m_ptr->cdis < AAF_LIMIT)
4026 /* Handle "sensing radius" */
4027 if (m_ptr->cdis <= (is_pet(m_ptr) ? ((r_ptr->aaf > MAX_SIGHT) ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
4029 /* We may wake up */
4033 /* Handle "sight" and "aggravation" */
4034 else if ((m_ptr->cdis <= MAX_SIGHT) && (player_has_los_bold(m_ptr->fy, m_ptr->fx)))
4036 /* We may wake up */
4043 u32b notice = randint0(1024);
4045 /* Nightmare monsters are more alert */
4046 if (ironman_nightmare) notice /= 2;
4048 /* Hack -- See if monster "notices" player */
4049 if ((notice * notice * notice) <= csleep_noise)
4051 /* Hack -- amount of "waking" */
4052 /* Wake up faster near the player */
4053 int d = (m_ptr->cdis < AAF_LIMIT / 2) ? (AAF_LIMIT / m_ptr->cdis) : 1;
4055 /* Hack -- amount of "waking" is affected by speed of player */
4056 d = (d * SPEED_TO_ENERGY(p_ptr->pspeed)) / 10;
4059 /* Monster wakes up "a little bit" */
4062 if (!set_monster_csleep(m_idx, MON_CSLEEP(m_ptr) - d))
4064 /* Notice the "not waking up" */
4065 if (is_original_ap_and_seen(m_ptr))
4067 /* Hack -- Count the ignores */
4068 if (r_ptr->r_ignore < MAX_UCHAR) r_ptr->r_ignore++;
4075 /* Notice the "waking up" */
4080 /* Acquire the monster name */
4081 monster_desc(m_name, m_ptr, 0);
4083 /* Dump a message */
4084 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
4087 if (is_original_ap_and_seen(m_ptr))
4089 /* Hack -- Count the wakings */
4090 if (r_ptr->r_wake < MAX_UCHAR) r_ptr->r_wake++;
4099 /* Reduce by one, note if expires */
4100 if (set_monster_fast(m_idx, MON_FAST(m_ptr) - 1))
4106 /* Acquire the monster name */
4107 monster_desc(m_name, m_ptr, 0);
4109 /* Dump a message */
4110 msg_format(_("%^sはもう加速されていない。", "%^s is no longer fast."), m_name);
4116 /* Reduce by one, note if expires */
4117 if (set_monster_slow(m_idx, MON_SLOW(m_ptr) - 1))
4123 /* Acquire the monster name */
4124 monster_desc(m_name, m_ptr, 0);
4126 /* Dump a message */
4127 msg_format(_("%^sはもう減速されていない。", "%^s is no longer slow."), m_name);
4132 case MTIMED_STUNNED:
4134 int rlev = r_info[m_ptr->r_idx].level;
4136 /* Recover from stun */
4137 if (set_monster_stunned(m_idx, (randint0(10000) <= rlev * rlev) ? 0 : (MON_STUNNED(m_ptr) - 1)))
4139 /* Message if visible */
4144 /* Acquire the monster name */
4145 monster_desc(m_name, m_ptr, 0);
4147 /* Dump a message */
4148 msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), m_name);
4154 case MTIMED_CONFUSED:
4155 /* Reduce the confusion */
4156 if (set_monster_confused(m_idx, MON_CONFUSED(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
4158 /* Message if visible */
4163 /* Acquire the monster name */
4164 monster_desc(m_name, m_ptr, 0);
4166 /* Dump a message */
4167 msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), m_name);
4172 case MTIMED_MONFEAR:
4173 /* Reduce the fear */
4174 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
4183 /* Acquire the monster possessive */
4184 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
4187 /* Acquire the monster name */
4188 monster_desc(m_name, m_ptr, 0);
4190 /* Dump a message */
4192 msg_format("%^sは勇気を取り戻した。", m_name);
4194 msg_format("%^s recovers %s courage.", m_name, m_poss);
4200 case MTIMED_INVULNER:
4201 /* Reduce by one, note if expires */
4202 if (set_monster_invulner(m_idx, MON_INVULNER(m_ptr) - 1, TRUE))
4208 /* Acquire the monster name */
4209 monster_desc(m_name, m_ptr, 0);
4211 /* Dump a message */
4212 msg_format(_("%^sはもう無敵でない。", "%^s is no longer invulnerable."), m_name);
4221 * @brief 全モンスターの各種状態値を時間経過により更新するメインルーチン
4222 * @param mtimed_idx 更新するモンスターの時限ステータスID
4225 * Process the counters of monsters (once per 10 game turns)\n
4226 * These functions are to process monsters' counters same as player's.
4228 void process_monsters_mtimed(int mtimed_idx)
4231 s16b *cur_mproc_list = mproc_list[mtimed_idx];
4233 /* Hack -- calculate the "player noise" */
4234 if (mtimed_idx == MTIMED_CSLEEP) csleep_noise = (1L << (30 - p_ptr->skill_stl));
4236 /* Process the monsters (backwards) */
4237 for (i = mproc_max[mtimed_idx] - 1; i >= 0; i--)
4239 /* Access the monster */
4240 process_monsters_mtimed_aux(cur_mproc_list[i], mtimed_idx);
4245 * @brief モンスターへの魔力消去処理
4246 * @param m_idx 魔力消去を受けるモンスターの参照ID
4249 void dispel_monster_status(MONSTER_IDX m_idx)
4251 monster_type *m_ptr = &m_list[m_idx];
4254 monster_desc(m_name, m_ptr, 0);
4255 if (set_monster_invulner(m_idx, 0, TRUE))
4257 if (m_ptr->ml) msg_format(_("%sはもう無敵ではない。", "%^s is no longer invulnerable."), m_name);
4259 if (set_monster_fast(m_idx, 0))
4261 if (m_ptr->ml) msg_format(_("%sはもう加速されていない。", "%^s is no longer fast."), m_name);
4263 if (set_monster_slow(m_idx, 0))
4265 if (m_ptr->ml) msg_format(_("%sはもう減速されていない。", "%^s is no longer slow."), m_name);
4270 * @brief モンスターの時間停止処理
4271 * @param num 時間停止を行った敵が行動できる回数
4272 * @param who 時間停止処理の主体ID
4273 * @param vs_player TRUEならば時間停止開始処理を行う
4274 * @return 時間停止が行われている状態ならばTRUEを返す
4276 bool process_the_world(int num, int who, bool vs_player)
4278 monster_type *m_ptr = &m_list[hack_m_idx]; /* the world monster */
4280 if(world_monster) return (FALSE);
4285 monster_desc(m_name, m_ptr, 0);
4288 msg_format(_("「『ザ・ワールド』!時は止まった!」", "%s yells 'The World! Time has stopped!'"), m_name);
4290 msg_format(_("「時よ!」", "%s yells 'Time!'"), m_name);
4291 else msg_print("hek!");
4296 /* This monster cast spells */
4297 world_monster = hack_m_idx;
4299 if (vs_player) do_cmd_redraw();
4303 if(!m_ptr->r_idx) break;
4304 process_monster(world_monster);
4306 reset_target(m_ptr);
4309 if (p_ptr->notice) notice_stuff();
4312 if (p_ptr->update) update_stuff();
4315 if (p_ptr->redraw) redraw_stuff();
4318 if (p_ptr->window) window_stuff();
4321 if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
4325 p_ptr->redraw |= (PR_MAP);
4327 /* Update monsters */
4328 p_ptr->update |= (PU_MONSTERS);
4331 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4334 if (vs_player || (player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)))
4336 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
4346 * @brief モンスターの経験値取得処理
4347 * @param m_idx 経験値を得るモンスターの参照ID
4348 * @param s_idx 撃破されたモンスター種族の参照ID
4351 void monster_gain_exp(MONSTER_IDX m_idx, IDX s_idx)
4353 monster_type *m_ptr;
4354 monster_race *r_ptr;
4355 monster_race *s_ptr;
4359 if (m_idx <= 0 || s_idx <= 0) return;
4361 m_ptr = &m_list[m_idx];
4363 /* Paranoia -- Skip dead monsters */
4364 if (!m_ptr->r_idx) return;
4366 r_ptr = &r_info[m_ptr->r_idx];
4367 s_ptr = &r_info[s_idx];
4369 if (p_ptr->inside_battle) return;
4371 if (!r_ptr->next_exp) return;
4373 new_exp = s_ptr->mexp * s_ptr->level / (r_ptr->level + 2);
4374 if (m_idx == p_ptr->riding) new_exp = (new_exp + 1) / 2;
4375 if (!dun_level) new_exp /= 5;
4376 m_ptr->exp += new_exp;
4377 if (m_ptr->mflag2 & MFLAG2_CHAMELEON) return;
4379 if (m_ptr->exp >= r_ptr->next_exp)
4382 int old_hp = m_ptr->hp;
4383 int old_maxhp = m_ptr->max_maxhp;
4384 int old_r_idx = m_ptr->r_idx;
4385 byte old_sub_align = m_ptr->sub_align;
4387 /* Hack -- Reduce the racial counter of previous monster */
4388 real_r_ptr(m_ptr)->cur_num--;
4390 monster_desc(m_name, m_ptr, 0);
4391 m_ptr->r_idx = r_ptr->next_r_idx;
4393 /* Count the monsters on the level */
4394 real_r_ptr(m_ptr)->cur_num++;
4396 m_ptr->ap_r_idx = m_ptr->r_idx;
4397 r_ptr = &r_info[m_ptr->r_idx];
4399 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
4401 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
4405 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
4407 if (ironman_nightmare)
4409 u32b hp = m_ptr->max_maxhp * 2L;
4411 m_ptr->max_maxhp = (s16b)MIN(30000, hp);
4413 m_ptr->maxhp = m_ptr->max_maxhp;
4414 m_ptr->hp = old_hp * m_ptr->maxhp / old_maxhp;
4416 /* dealt damage is 0 at initial*/
4417 m_ptr->dealt_damage = 0;
4419 /* Extract the monster base speed */
4420 m_ptr->mspeed = get_mspeed(r_ptr);
4422 /* Sub-alignment of a monster */
4423 if (!is_pet(m_ptr) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
4424 m_ptr->sub_align = old_sub_align;
4427 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
4428 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
4429 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
4434 if (is_pet(m_ptr) || m_ptr->ml)
4436 if (!ignore_unview || player_can_see_bold(m_ptr->fy, m_ptr->fx))
4440 monster_race *hallu_race;
4444 hallu_race = &r_info[randint1(max_r_idx - 1)];
4446 while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
4447 msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_name + hallu_race->name);
4451 msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_name + r_ptr->name);
4455 if (!p_ptr->image) r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
4457 /* Now you feel very close to this pet. */
4458 m_ptr->parent_m_idx = 0;
4460 update_mon(m_idx, FALSE);
4461 lite_spot(m_ptr->fy, m_ptr->fx);
4463 if (m_idx == p_ptr->riding) p_ptr->update |= PU_BONUS;