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).
20 * @brief モンスターが敵に接近するための方向を決める /
21 * Calculate the direction to the next enemy
22 * @param m_idx モンスターの参照ID
23 * @param mm 移動するべき方角IDを返す参照ポインタ
24 * @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
26 static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
34 monster_type *m_ptr = &m_list[m_idx];
35 monster_race *r_ptr = &r_info[m_ptr->r_idx];
39 if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
41 y = m_list[riding_t_m_idx].fy;
42 x = m_list[riding_t_m_idx].fx;
44 else if (is_pet(m_ptr) && pet_t_m_idx)
46 y = m_list[pet_t_m_idx].fy;
47 x = m_list[pet_t_m_idx].fx;
51 if (p_ptr->inside_battle)
53 start = randint1(m_max-1)+m_max;
54 if(randint0(2)) plus = -1;
56 else start = m_max + 1;
58 /* Scan thru all monsters */
59 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
61 IDX dummy = (i % m_max);
66 t_ptr = &m_list[t_idx];
68 /* The monster itself isn't a target */
69 if (t_ptr == m_ptr) continue;
71 /* Paranoia -- Skip dead monsters */
72 if (!t_ptr->r_idx) continue;
76 /* Hack -- only fight away from player */
77 if (p_ptr->pet_follow_distance < 0)
79 /* No fighting near player */
80 if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
85 /* Hack -- no fighting away from player */
86 else if ((m_ptr->cdis < t_ptr->cdis) &&
87 (t_ptr->cdis > p_ptr->pet_follow_distance))
92 if (r_ptr->aaf < t_ptr->cdis) continue;
95 /* Monster must be 'an enemy' */
96 if (!are_enemies(m_ptr, t_ptr)) continue;
98 /* Monster must be projectable if we can't pass through walls */
99 if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
100 ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
102 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
106 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
109 /* OK -- we've got a target */
115 if (!x && !y) return FALSE;
118 /* Extract the direction */
123 if ((y < 0) && (x == 0))
130 else if ((y > 0) && (x == 0))
137 else if ((x > 0) && (y == 0))
144 else if ((x < 0) && (y == 0))
151 else if ((y < 0) && (x < 0))
158 else if ((y < 0) && (x > 0))
165 else if ((y > 0) && (x < 0))
172 else if ((y > 0) && (x > 0))
179 /* Found a monster */
185 * @brief モンスターが敵モンスターに行う打撃処理 /
186 * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
187 * @param m_idx 目標となるモンスターの参照ID
189 * @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
190 * @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)
191 * @param who 打撃を行ったモンスターの参照ID
194 void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note, IDX who)
196 monster_type *m_ptr = &m_list[m_idx];
198 monster_race *r_ptr = &r_info[m_ptr->r_idx];
202 bool seen = is_seen(m_ptr);
204 /* Can the player be aware of this attack? */
205 bool known = (m_ptr->cdis <= MAX_SIGHT);
207 /* Extract monster name */
208 monster_desc(m_name, m_ptr, 0);
210 /* Redraw (later) if needed */
213 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
214 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
218 (void)set_monster_csleep(m_idx, 0);
220 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 1);
222 if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
226 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
232 if (r_ptr->flagsr & RFR_RES_ALL)
237 if((dam == 0) && one_in_(3)) dam = 1;
243 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
250 m_ptr->hp -= (s16b)dam;
252 /* It is dead now... or is it? */
255 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
256 (r_ptr->flags7 & RF7_NAZGUL)) &&
257 !p_ptr->inside_battle)
264 if (!monster_living(r_ptr))
275 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
276 /* Unseen death by normal attack */
281 /* Death by special attack */
284 msg_format(_("%^s%s", "%^s%s"), m_name, note);
286 /* Death by normal attack -- nonliving monster */
287 else if (!monster_living(r_ptr))
289 msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
291 /* Death by normal attack -- living monster */
294 msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
298 monster_gain_exp(who, m_ptr->r_idx);
300 /* Generate treasure */
301 monster_death(m_idx, FALSE);
303 /* Delete the monster */
304 delete_monster_idx(m_idx);
309 /* Monster is dead */
316 /* Mega-Hack -- Pain cancels fear */
317 if (MON_MONFEAR(m_ptr) && (dam > 0))
320 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
327 /* Sometimes a monster gets scared by damage */
328 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
330 /* Percentage of fully healthy */
331 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
334 * Run (sometimes) if at 10% or less of max hit points,
335 * or (usually) when hit for half its current hit points
337 if (((percentage <= 10) && (randint0(10) < percentage)) ||
338 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
340 /* Hack -- note fear */
343 /* XXX XXX XXX Hack -- Add some timed fear */
344 (void)set_monster_monfear(m_idx, (randint1(10) +
345 (((dam >= m_ptr->hp) && (percentage > 7)) ?
346 20 : ((11 - percentage) * 5))));
350 #endif /* ALLOW_FEAR */
352 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
354 if (is_pet(&m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
356 set_target(m_ptr, m_list[who].fy, m_list[who].fx);
360 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
362 /* Extract monster name */
363 monster_desc(m_name, m_ptr, 0);
365 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
366 if (rakuba((dam > 200) ? 200 : dam, FALSE))
368 msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);
378 * @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 /
379 * Returns whether a given monster will try to run from the player.
380 * @param m_idx 逃走するモンスターの参照ID
381 * @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。
383 * Monsters will attempt to avoid very powerful players. See below.\n
385 * Because this function is called so often, little details are important\n
386 * for efficiency. Like not using "mod" or "div" when possible. And\n
387 * attempting to check the conditions in an optimal order. Note that\n
388 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
390 * Note that this function is responsible for about one to five percent\n
391 * of the processor use in normal conditions...\n
393 static bool mon_will_run(MONSTER_IDX m_idx)
395 monster_type *m_ptr = &m_list[m_idx];
399 monster_race *r_ptr = &r_info[m_ptr->r_idx];
402 HIT_POINT p_chp, p_mhp;
403 HIT_POINT m_chp, m_mhp;
408 /* Friends can be commanded to avoid the player */
411 /* Are we trying to avoid the player? */
412 return ((p_ptr->pet_follow_distance < 0) &&
413 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
416 /* Keep monsters from running too far away */
417 if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
419 /* All "afraid" monsters will run away */
420 if (MON_MONFEAR(m_ptr)) return (TRUE);
424 /* Nearby monsters will not become terrified */
425 if (m_ptr->cdis <= 5) return (FALSE);
427 /* Examine player power (level) */
430 /* Examine monster power (level plus morale) */
431 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
433 /* Optimize extreme cases below */
434 if (m_lev > p_lev + 4) return (FALSE);
435 if (m_lev + 4 <= p_lev) return (TRUE);
437 /* Examine player health */
441 /* Examine monster health */
443 m_mhp = m_ptr->maxhp;
445 /* Prepare to optimize the calculation */
446 p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
447 m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
449 /* Strong players scare strong monsters */
450 if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
454 /* Assume no terror */
460 * @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 /
461 * Search spell castable grid
462 * @param m_idx モンスターの参照ID
463 * @param yp 適したマスのY座標を返す参照ポインタ
464 * @param xp 適したマスのX座標を返す参照ポインタ
465 * @return 有効なマスがあった場合TRUEを返す
467 static bool get_moves_aux2(MONSTER_IDX m_idx, int *yp, int *xp)
469 int i, y, x, y1, x1, best = 999;
472 bool can_open_door = FALSE;
475 monster_type *m_ptr = &m_list[m_idx];
476 monster_race *r_ptr = &r_info[m_ptr->r_idx];
478 /* Monster location */
482 /* Monster can already cast spell to player */
483 if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
485 /* Set current grid cost */
486 now_cost = cave[y1][x1].cost;
487 if (now_cost == 0) now_cost = 999;
489 /* Can monster bash or open doors? */
490 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
492 can_open_door = TRUE;
495 /* Check nearby grids, diagonals first */
496 for (i = 7; i >= 0; i--)
500 /* Get the location */
504 /* Ignore locations off of edge */
505 if (!in_bounds2(y, x)) continue;
507 /* Simply move to player */
508 if (player_bold(y, x)) return (FALSE);
514 /* Monster cannot kill or pass walls */
515 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))))
517 if (cost == 0) continue;
518 if (!can_open_door && is_closed_door(c_ptr->feat)) continue;
521 /* Hack -- for kill or pass wall monster.. */
522 if (cost == 0) cost = 998;
524 if (now_cost < cost) continue;
526 if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
528 /* Accept louder sounds */
529 if (best < cost) continue;
532 (*yp) = y1 + ddy_ddd[i];
533 (*xp) = x1 + ddx_ddd[i];
536 /* No legal move (?) */
537 if (best == 999) return (FALSE);
545 * @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 /
546 * Choose the "best" direction for "flowing"
547 * @param m_idx モンスターの参照ID
548 * @param yp 移動先のマスのY座標を返す参照ポインタ
549 * @param xp 移動先のマスのX座標を返す参照ポインタ
550 * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
551 * @return 有効なマスがあった場合TRUEを返す
553 * Note that ghosts and rock-eaters are never allowed to "flow",\n
554 * since they should move directly towards the player.\n
556 * Prefer "non-diagonal" directions, but twiddle them a little\n
557 * to angle slightly towards the player's actual location.\n
559 * Allow very perceptive monsters to track old "spoor" left by\n
560 * previous locations occupied by the player. This will tend\n
561 * to have monsters end up either near the player or on a grid\n
562 * recently occupied by the player (and left via "teleport").\n
564 * Note that if "smell" is turned on, all monsters get vicious.\n
566 * Also note that teleporting away from a location will cause\n
567 * the monsters who were chasing you to converge on that location\n
568 * as long as you are still near enough to "annoy" them without\n
569 * being close enough to chase directly. I have no idea what will\n
570 * happen if you combine "smell" with low "aaf" values.\n
572 static bool get_moves_aux(MONSTER_IDX m_idx, int *yp, int *xp, bool no_flow)
574 int i, y, x, y1, x1, best;
577 bool use_scent = FALSE;
579 monster_type *m_ptr = &m_list[m_idx];
580 monster_race *r_ptr = &r_info[m_ptr->r_idx];
582 /* Can monster cast attack spell? */
583 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
584 r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
585 r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
587 /* Can move spell castable grid? */
588 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
591 /* Monster can't flow */
592 if (no_flow) return (FALSE);
594 /* Monster can go through rocks */
595 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
596 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
598 /* Monster location */
602 /* Hack -- Player can see us, run towards him */
603 if (player_has_los_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)) return (FALSE);
606 c_ptr = &cave[y1][x1];
608 /* If we can hear noises, advance towards them */
614 /* Otherwise, try to follow a scent trail */
615 else if (c_ptr->when)
618 if (cave[p_ptr->y][p_ptr->x].when - c_ptr->when > 127) return (FALSE);
624 /* Otherwise, advance blindly */
630 /* Check nearby grids, diagonals first */
631 for (i = 7; i >= 0; i--)
633 /* Get the location */
637 /* Ignore locations off of edge */
638 if (!in_bounds2(y, x)) continue;
642 /* We're following a scent trail */
645 int when = c_ptr->when;
647 /* Accept younger scent */
648 if (best > when) continue;
652 /* We're using sound */
657 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
659 else cost = c_ptr->cost;
661 /* Accept louder sounds */
662 if ((cost == 0) || (best < cost)) continue;
666 /* Hack -- Save the "twiddled" location */
667 (*yp) = p_ptr->y + 16 * ddy_ddd[i];
668 (*xp) = p_ptr->x + 16 * ddx_ddd[i];
671 /* No legal move (?) */
672 if (best == 999 || best == 0) return (FALSE);
680 * @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 /
681 * Provide a location to flee to, but give the player a wide berth.
682 * @param m_idx モンスターの参照ID
683 * @param yp 移動先のマスのY座標を返す参照ポインタ
684 * @param xp 移動先のマスのX座標を返す参照ポインタ
685 * @return 有効なマスがあった場合TRUEを返す
687 * A monster may wish to flee to a location that is behind the player,\n
688 * but instead of heading directly for it, the monster should "swerve"\n
689 * around the player so that he has a smaller chance of getting hit.\n
691 static bool get_fear_moves_aux(MONSTER_IDX m_idx, int *yp, int *xp)
693 int y, x, y1, x1, fy, fx, gy = 0, gx = 0;
697 monster_type *m_ptr = &m_list[m_idx];
699 /* Monster location */
703 /* Desired destination */
707 /* Check nearby grids, diagonals first */
708 for (i = 7; i >= 0; i--)
712 /* Get the location */
716 /* Ignore locations off of edge */
717 if (!in_bounds2(y, x)) continue;
719 /* Don't move toward player */
720 /* if (cave[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
722 /* Calculate distance of this grid from our destination */
723 dis = distance(y, x, y1, x1);
725 /* Score this grid */
726 s = 5000 / (dis + 3) - 500 / (cave[y][x].dist + 1);
728 /* No negative scores */
731 /* Ignore lower scores */
732 if (s < score) continue;
734 /* Save the score and time */
737 /* Save the location */
742 /* No legal move (?) */
743 if (score == -1) return (FALSE);
754 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
757 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
758 * offsets of all the locations with a distance of n from a central point,
759 * with an offset of (0,0) indicating no more offsets at this distance.
761 * This is, of course, fairly unreadable, but it eliminates multiple loops
762 * from the previous version.
764 * It is probably better to replace these arrays with code to compute
765 * the relevant arrays, even if the storage is pre-allocated in hard
766 * coded sizes. At the very least, code should be included which is
767 * able to generate and dump these arrays (ala "los()"). XXX XXX XXX
769 * Also, the storage needs could be halved by using bytes. XXX XXX XXX
771 * These arrays could be combined into two big arrays, using sub-arrays
772 * to hold the offsets and lengths of each portion of the sub-arrays, and
773 * this could perhaps also be used somehow in the "look" code. XXX XXX XXX
777 static sint d_off_y_0[] =
780 static sint d_off_x_0[] =
784 static sint d_off_y_1[] =
785 { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
787 static sint d_off_x_1[] =
788 { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
791 static sint d_off_y_2[] =
792 { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
794 static sint d_off_x_2[] =
795 { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
798 static sint d_off_y_3[] =
799 { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2,
802 static sint d_off_x_3[] =
803 { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2,
807 static sint d_off_y_4[] =
808 { -1, -1, -2, -2, -3, -3, -3, -3, -4, -4, -4, 0,
809 0, 1, 1, 2, 2, 3, 3, 3, 3, 4, 4, 4, 0 };
811 static sint d_off_x_4[] =
812 { -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, -4, 4,
813 -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, 0 };
816 static sint d_off_y_5[] =
817 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
818 -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
821 static sint d_off_x_5[] =
822 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
823 -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
827 static sint d_off_y_6[] =
828 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
829 -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
832 static sint d_off_x_6[] =
833 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
834 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
835 -3, 2, 3, -1, 0, 1, 0 };
838 static sint d_off_y_7[] =
839 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
840 -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
841 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
843 static sint d_off_x_7[] =
844 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
845 -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
846 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
850 static sint d_off_y_8[] =
851 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
852 -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
853 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
856 static sint d_off_x_8[] =
857 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
858 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
859 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
863 static sint d_off_y_9[] =
864 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
865 -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
866 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
867 7, 8, 8, 8, 8, 9, 9, 9, 0 };
869 static sint d_off_x_9[] =
870 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
871 -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
872 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
873 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
876 static sint *dist_offsets_y[10] =
878 d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
879 d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
882 static sint *dist_offsets_x[10] =
884 d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
885 d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
889 * @brief モンスターが逃げ込める安全な地点を返す /
890 * Choose a "safe" location near a monster for it to run toward.
891 * @param m_idx モンスターの参照ID
892 * @param yp 移動先のマスのY座標を返す参照ポインタ
893 * @param xp 移動先のマスのX座標を返す参照ポインタ
894 * @return 有効なマスがあった場合TRUEを返す
896 * A location is "safe" if it can be reached quickly and the player\n
897 * is not able to fire into it (it isn't a "clean shot"). So, this will\n
898 * cause monsters to "duck" behind walls. Hopefully, monsters will also\n
899 * try to run towards corridor openings if they are in a room.\n
901 * This function may take lots of CPU time if lots of monsters are\n
904 * Return TRUE if a safe location is available.\n
906 static bool find_safety(MONSTER_IDX m_idx, int *yp, int *xp)
908 monster_type *m_ptr = &m_list[m_idx];
913 int y, x, dy, dx, d, dis, i;
914 int gy = 0, gx = 0, gdis = 0;
921 /* Start with adjacent locations, spread further */
922 for (d = 1; d < 10; d++)
924 /* Get the lists of points with a distance d from (fx, fy) */
925 y_offsets = dist_offsets_y[d];
926 x_offsets = dist_offsets_x[d];
928 /* Check the locations */
929 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
931 i++, dx = x_offsets[i], dy = y_offsets[i])
936 /* Skip illegal locations */
937 if (!in_bounds(y, x)) continue;
941 /* Skip locations in a wall */
942 if (!monster_can_cross_terrain(c_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
944 /* Check for "availability" (if monsters can flow) */
945 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
947 /* Ignore grids very far from the player */
948 if (c_ptr->dist == 0) continue;
950 /* Ignore too-distant grids */
951 if (c_ptr->dist > cave[fy][fx].dist + 2 * d) continue;
954 /* Check for absence of shot (more or less) */
955 if (!projectable(p_ptr->y, p_ptr->x, y, x))
957 /* Calculate distance from player */
958 dis = distance(y, x, p_ptr->y, p_ptr->x);
960 /* Remember if further than previous */
970 /* Check for success */
977 /* Found safe place */
988 * @brief モンスターが隠れ潜める地点を返す /
989 * Choose a good hiding place near a monster for it to run toward.
990 * @param m_idx モンスターの参照ID
991 * @param yp 移動先のマスのY座標を返す参照ポインタ
992 * @param xp 移動先のマスのX座標を返す参照ポインタ
993 * @return 有効なマスがあった場合TRUEを返す
995 * Pack monsters will use this to "ambush" the player and lure him out\n
996 * of corridors into open space so they can swarm him.\n
998 * Return TRUE if a good location is available.\n
1000 static bool find_hiding(MONSTER_IDX m_idx, int *yp, int *xp)
1002 monster_type *m_ptr = &m_list[m_idx];
1003 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1008 int y, x, dy, dx, d, dis, i;
1009 int gy = 0, gx = 0, gdis = 999;
1011 sint *y_offsets, *x_offsets;
1013 /* Start with adjacent locations, spread further */
1014 for (d = 1; d < 10; d++)
1016 /* Get the lists of points with a distance d from (fx, fy) */
1017 y_offsets = dist_offsets_y[d];
1018 x_offsets = dist_offsets_x[d];
1020 /* Check the locations */
1021 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
1023 i++, dx = x_offsets[i], dy = y_offsets[i])
1028 /* Skip illegal locations */
1029 if (!in_bounds(y, x)) continue;
1031 /* Skip occupied locations */
1032 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
1034 /* Check for hidden, available grid */
1035 if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
1037 /* Calculate distance from player */
1038 dis = distance(y, x, p_ptr->y, p_ptr->x);
1040 /* Remember if closer than previous */
1041 if (dis < gdis && dis >= 2)
1050 /* Check for success */
1057 /* Found good place */
1068 * @brief モンスターの移動方向を返す /
1069 * Choose "logical" directions for monster movement
1070 * @param m_idx モンスターの参照ID
1071 * @param mm 移動方向を返す方向IDの参照ポインタ
1072 * @return 有効方向があった場合TRUEを返す
1074 static bool get_moves(MONSTER_IDX m_idx, int *mm)
1076 monster_type *m_ptr = &m_list[m_idx];
1077 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1078 int y = 0, ay, x = 0, ax;
1083 bool will_run = mon_will_run(m_idx);
1085 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (cave[m_ptr->fy][m_ptr->fx].cost > 2));
1086 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
1088 /* Counter attack to an enemy monster */
1089 if (!will_run && m_ptr->target_y)
1091 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
1093 /* The monster must be an enemy, and in LOS */
1095 are_enemies(m_ptr, &m_list[t_m_idx]) &&
1096 los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
1097 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1099 /* Extract the "pseudo-direction" */
1100 y = m_ptr->fy - m_ptr->target_y;
1101 x = m_ptr->fx - m_ptr->target_x;
1106 if (!done && !will_run && is_hostile(m_ptr) &&
1107 (r_ptr->flags1 & RF1_FRIENDS) &&
1108 ((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)) ||
1109 (cave[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1112 * Animal packs try to get the player out of corridors
1113 * (...unless they can move through walls -- TY)
1115 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1116 !(r_ptr->flags2 & RF2_KILL_WALL))
1120 /* Count room grids next to player */
1121 for (i = 0; i < 8; i++)
1123 int xx = p_ptr->x + ddx_ddd[i];
1124 int yy = p_ptr->y + ddy_ddd[i];
1126 if (!in_bounds2(yy, xx)) continue;
1128 c_ptr = &cave[yy][xx];
1131 if (monster_can_cross_terrain(c_ptr->feat, r_ptr, 0))
1133 /* One more room grid */
1137 if (cave[p_ptr->y][p_ptr->x].info & CAVE_ROOM) room -= 2;
1138 if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
1140 /* Not in a room and strong player */
1141 if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1142 (p_ptr->mhp + p_ptr->msp))
1144 /* Find hiding place */
1145 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1149 /* Monster groups try to surround the player */
1150 if (!done && (cave[m_ptr->fy][m_ptr->fx].dist < 3))
1154 /* Find an empty square near the player to fill */
1155 for (i = 0; i < 8; i++)
1157 /* Pick squares near player (semi-randomly) */
1158 y2 = p_ptr->y + ddy_ddd[(m_idx + i) & 7];
1159 x2 = p_ptr->x + ddx_ddd[(m_idx + i) & 7];
1161 /* Already there? */
1162 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1164 /* Attack the player */
1171 if (!in_bounds2(y2, x2)) continue;
1173 /* Ignore filled grids */
1174 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
1176 /* Try to fill this hole */
1180 /* Extract the new "pseudo-direction" */
1191 /* Flow towards the player */
1192 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1194 /* Extract the "pseudo-direction" */
1201 /* Apply fear if possible and necessary */
1202 if (is_pet(m_ptr) && will_run)
1204 /* XXX XXX Not very "smart" */
1209 if (!done && will_run)
1214 /* Try to find safe place */
1215 if (find_safety(m_idx, &y, &x))
1217 /* Attempt to avoid the player */
1220 /* Adjust movement */
1221 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1227 /* This is not a very "smart" method XXX XXX */
1235 /* Check for no move */
1236 if (!x && !y) return (FALSE);
1239 /* Extract the "absolute distances" */
1243 /* Do something weird */
1244 if (y < 0) move_val += 8;
1245 if (x > 0) move_val += 4;
1247 /* Prevent the diamond maneuvre */
1248 if (ay > (ax << 1)) move_val += 2;
1249 else if (ax > (ay << 1)) move_val++;
1251 /* Extract some directions */
1396 /* Wants to move... */
1402 * @brief モンスターから敵モンスターへの命中判定
1403 * @param power 打撃属性による基本命中値
1404 * @param level 攻撃側モンスターのレベル
1405 * @param ac 目標モンスターのAC
1406 * @param stun 攻撃側モンスターが朦朧状態ならTRUEを返す
1407 * @return 命中ならばTRUEを返す
1409 static int check_hit2(int power, int level, int ac, int stun)
1413 /* Percentile dice */
1416 if (stun && one_in_(2)) return FALSE;
1418 /* Hack -- Always miss or hit */
1419 if (k < 10) return (k < 5);
1421 /* Calculate the "attack quality" */
1422 i = (power + (level * 3));
1424 /* Power and Level compete against Armor */
1425 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1432 #define BLOW_EFFECT_TYPE_NONE 0
1433 #define BLOW_EFFECT_TYPE_FEAR 1
1434 #define BLOW_EFFECT_TYPE_SLEEP 2
1435 #define BLOW_EFFECT_TYPE_HEAL 3
1439 * @brief モンスターから敵モンスターへの打撃攻撃処理
1440 * @param m_idx 攻撃側モンスターの参照ID
1441 * @param t_idx 目標側モンスターの参照ID
1442 * @return 実際に打撃処理が行われた場合TRUEを返す
1444 static bool monst_attack_monst(MONSTER_IDX m_idx, IDX t_idx)
1446 monster_type *m_ptr = &m_list[m_idx];
1447 monster_type *t_ptr = &m_list[t_idx];
1449 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1450 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1454 char m_name[80], t_name[80];
1455 char temp[MAX_NLEN];
1457 bool explode = FALSE, touched = FALSE, fear = FALSE;
1458 int y_saver = t_ptr->fy;
1459 int x_saver = t_ptr->fx;
1462 bool see_m = is_seen(m_ptr);
1463 bool see_t = is_seen(t_ptr);
1464 bool see_either = see_m || see_t;
1466 /* Can the player be aware of this attack? */
1467 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1468 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1470 /* Cannot attack self */
1471 if (m_idx == t_idx) return FALSE;
1473 /* Not allowed to attack */
1474 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1476 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1481 /* Extract the effective monster level */
1482 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1484 /* Get the monster name (or "it") */
1485 monster_desc(m_name, m_ptr, 0);
1487 /* Get the monster name (or "it") */
1488 monster_desc(t_name, t_ptr, 0);
1490 /* Assume no blink */
1493 if (!see_either && known)
1498 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 1);
1500 /* Scan through all four blows */
1501 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1503 bool obvious = FALSE;
1505 HIT_POINT power = 0;
1506 HIT_POINT damage = 0;
1510 /* Extract the attack infomation */
1511 int effect = r_ptr->blow[ap_cnt].effect;
1512 int method = r_ptr->blow[ap_cnt].method;
1513 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1514 int d_side = r_ptr->blow[ap_cnt].d_side;
1516 if (!m_ptr->r_idx) break;
1518 /* Stop attacking if the target dies! */
1519 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1522 /* Hack -- no more attacks */
1525 if (method == RBM_SHOOT) continue;
1527 /* Extract the attack "power" */
1528 power = mbe_info[effect].power;
1531 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1534 (void)set_monster_csleep(t_idx, 0);
1538 /* Redraw the health bar */
1539 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
1540 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
1543 /* Describe the attack method */
1548 act = _("%sを殴った。", "hits %s.");
1555 act = _("%sを触った。", "touches %s.");
1562 act = _("%sをパンチした。", "punches %s.");
1569 act = _("%sを蹴った。", "kicks %s.");
1576 act = _("%sをひっかいた。", "claws %s.");
1583 act = _("%sを噛んだ。", "bites %s.");
1590 act = _("%sを刺した。", "stings %s.");
1597 act = _("%sを斬った。", "slashes %s.");
1603 act = _("%sを角で突いた。", "butts %s.");
1610 act = _("%sに体当りした。", "crushes %s.");
1617 act = _("%sを飲み込んだ。", "engulfs %s.");
1624 act = _("%sに請求書をよこした。", "charges %s.");
1631 act = _("%sの体の上を這い回った。", "crawls on %s.");
1638 act = _("%sによだれをたらした。", "drools on %s.");
1645 act = _("%sに唾を吐いた。", "spits on %s.");
1652 if (see_either) disturb(1, 1);
1653 act = _("爆発した。", "explodes.");
1661 act = _("%sをにらんだ。", "gazes at %s.");
1668 act = _("%sに泣きついた。", "wails at %s.");
1675 act = _("%sに胞子を飛ばした。", "releases spores at %s.");
1682 act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
1689 act = _("%sに金をせがんだ。", "begs %s for money.");
1696 act = _("%sを侮辱した。", "insults %s.");
1703 act = _("%sにむかってうめいた。", "moans at %s.");
1710 act = _("%sにむかって歌った。", "sings to %s.");
1717 if (act && see_either)
1720 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1721 strfmt(temp, act, t_name);
1722 msg_format("%^sは%s", m_name, temp);
1724 if (do_silly_attack)
1726 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1727 strfmt(temp, "%s %s.", act, t_name);
1729 else strfmt(temp, act, t_name);
1730 msg_format("%^s %s", m_name, temp);
1734 /* Hack -- assume all attacks are obvious */
1737 /* Roll out the damage */
1738 damage = damroll(d_dice, d_side);
1740 /* Assume no effect */
1741 effect_type = BLOW_EFFECT_TYPE_NONE;
1745 /* Apply appropriate damage */
1754 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1756 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1757 damage = MAX(damage, tmp_damage * 2);
1764 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1779 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1815 effect_type = BLOW_EFFECT_TYPE_FEAR;
1819 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1823 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1824 if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1839 pt = GF_HYPODYNAMIA;
1840 effect_type = BLOW_EFFECT_TYPE_HEAL;
1858 /* Do damage if not exploding */
1861 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1862 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1865 switch (effect_type)
1867 case BLOW_EFFECT_TYPE_FEAR:
1868 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1869 damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1872 case BLOW_EFFECT_TYPE_SLEEP:
1873 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1874 r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1877 case BLOW_EFFECT_TYPE_HEAL:
1878 if ((monster_living(tr_ptr)) && (damage > 2))
1880 bool did_heal = FALSE;
1882 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1885 m_ptr->hp += damroll(4, damage / 6);
1886 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1888 /* Redraw (later) if needed */
1889 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1890 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1892 /* Special message */
1893 if (see_m && did_heal)
1895 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1904 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
1906 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1910 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
1912 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
1913 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1914 damroll (1 + ((tr_ptr->level) / 26),
1915 1 + ((tr_ptr->level) / 17)),
1916 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1920 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1925 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
1927 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1931 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
1933 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
1934 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1935 damroll (1 + ((tr_ptr->level) / 26),
1936 1 + ((tr_ptr->level) / 17)),
1937 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1941 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1946 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
1948 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1952 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
1954 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
1955 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1956 damroll (1 + ((tr_ptr->level) / 26),
1957 1 + ((tr_ptr->level) / 17)),
1958 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1962 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1969 /* Monster missed player */
1972 /* Analyze failed attacks */
1989 (void)set_monster_csleep(t_idx, 0);
1991 /* Visible monsters */
1996 msg_format("%sは%^sの攻撃をかわした。", t_name,m_name);
1998 msg_format("%^s misses %s.", m_name, t_name);
2008 /* Analyze "visible" monsters only */
2009 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
2011 /* Count "obvious" attacks (and ones that cause damage) */
2012 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
2014 /* Count attacks of this type */
2015 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
2017 r_ptr->r_blows[ap_cnt]++;
2025 sound(SOUND_EXPLODE);
2027 /* Cancel Invulnerability */
2028 (void)set_monster_invulner(m_idx, 0, FALSE);
2029 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);
2034 if (blinked && m_ptr->r_idx)
2036 if (teleport_barrier(m_idx))
2040 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."));
2051 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
2058 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
2066 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
2068 return !have_flag(f_ptr->flags, FF_GLASS) ||
2069 (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
2070 (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
2075 * @brief モンスター単体の1ターン行動処理メインルーチン /
2077 * @param m_idx 行動モンスターの参照ID
2080 * The monster is known to be within 100 grids of the player\n
2082 * In several cases, we directly update the monster lore\n
2084 * Note that a monster is only allowed to "reproduce" if there\n
2085 * are a limited number of "reproducing" monsters on the current\n
2086 * level. This should prevent the level from being "swamped" by\n
2087 * reproducing monsters. It also allows a large mass of mice to\n
2088 * prevent a louse from multiplying, but this is a small price to\n
2089 * pay for a simple multiplication method.\n
2091 * XXX Monster fear is slightly odd, in particular, monsters will\n
2092 * fixate on opening a door even if they cannot open it. Actually,\n
2093 * the same thing happens to normal monsters when they hit a door\n
2095 * XXX XXX XXX In addition, monsters which *cannot* open or bash\n
2096 * down a door will still stand there trying to open it...\n
2098 * XXX Technically, need to check for monster in the way\n
2099 * combined with that monster being in a wall (or door?)\n
2101 * A "direction" of "5" means "pick a random direction".\n
2103 static void process_monster(MONSTER_IDX m_idx)
2105 monster_type *m_ptr = &m_list[m_idx];
2106 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2107 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2110 POSITION oy, ox, ny, nx;
2115 feature_type *f_ptr;
2117 monster_type *y_ptr;
2122 bool must_alter_to_move;
2131 bool gets_angry = FALSE;
2137 bool is_riding_mon = (m_idx == p_ptr->riding);
2139 bool see_m = is_seen(m_ptr);
2141 if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
2143 if (rakuba(0, TRUE))
2146 msg_print("地面に落とされた。");
2149 monster_desc(m_name, &m_list[p_ptr->riding], 0);
2150 msg_format("You have fallen from %s.", m_name);
2155 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
2157 choose_new_monster(m_idx, FALSE, 0);
2158 r_ptr = &r_info[m_ptr->r_idx];
2161 /* Players hidden in shadow are almost imperceptable. -LM- */
2162 if (p_ptr->special_defense & NINJA_S_STEALTH)
2164 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2165 if (p_ptr->monlite) tmp /= 3;
2166 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2167 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2168 /* Low-level monsters will find it difficult to locate the player. */
2169 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
2172 /* Are there its parent? */
2173 if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
2175 /* Its parent have gone, it also goes away. */
2181 /* Acquire the monster name */
2182 monster_desc(m_name, m_ptr, 0);
2183 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2186 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2190 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2191 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
2194 /* Delete the monster */
2195 delete_monster_idx(m_idx);
2200 /* Quantum monsters are odd */
2201 if (r_ptr->flags2 & (RF2_QUANTUM))
2203 /* Sometimes skip move */
2204 if (!randint0(2)) return;
2207 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2211 if (is_pet(m_ptr) && !(m_ptr->ml))
2218 /* Acquire the monster name */
2219 monster_desc(m_name, m_ptr, 0);
2222 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2225 /* Generate treasure, etc */
2226 monster_death(m_idx, FALSE);
2228 /* Delete the monster */
2229 delete_monster_idx(m_idx);
2233 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2240 if (m_ptr->r_idx == MON_SHURYUUDAN)
2241 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);
2243 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2245 static int riding_pinch = 0;
2247 if (m_ptr->hp < m_ptr->maxhp/3)
2250 monster_desc(m_name, m_ptr, 0);
2252 if (is_riding_mon && riding_pinch < 2)
2254 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。",
2255 "%^s seems to be in so much pain, and trying to escape from your restriction."), m_name);
2263 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);
2264 if (rakuba(-1, FALSE))
2266 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2272 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) &&
2273 player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))
2275 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);
2277 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);
2278 msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
2281 if (is_riding_mon && rakuba(-1, FALSE))
2283 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2286 /* Check for quest completion */
2287 check_quest_completion(m_ptr);
2289 delete_monster_idx(m_idx);
2296 /* Reset the counter */
2297 if (is_riding_mon) riding_pinch = 0;
2301 /* Handle "sleep" */
2302 if (MON_CSLEEP(m_ptr))
2304 /* Handle non-aggravation - Still sleeping */
2305 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2307 /* Handle aggravation */
2309 /* Reset sleep counter */
2310 (void)set_monster_csleep(m_idx, 0);
2312 /* Notice the "waking up" */
2317 /* Acquire the monster name */
2318 monster_desc(m_name, m_ptr, 0);
2320 /* Dump a message */
2321 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2324 /* Hack -- Count the wakings */
2325 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2332 if (MON_STUNNED(m_ptr))
2334 /* Sometimes skip move */
2335 if (one_in_(2)) return;
2340 p_ptr->update |= (PU_BONUS);
2343 /* No one wants to be your friend if you're aggravating */
2344 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2347 /* Paranoia... no pet uniques outside wizard mode -- TY */
2348 if (is_pet(m_ptr) &&
2349 ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2350 monster_has_hostile_align(NULL, 10, -10, r_ptr))
2351 || (r_ptr->flagsr & RFR_RES_ALL)))
2356 if (p_ptr->inside_battle) gets_angry = FALSE;
2360 if (is_pet(m_ptr) || see_m)
2363 monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
2364 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
2370 /* Get the origin */
2375 /* Attempt to "multiply" if able and allowed */
2376 if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2380 /* Count the adjacent monsters */
2381 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2383 for (x = ox - 1; x <= ox + 1; x++)
2385 /* Ignore locations off of edge */
2386 if (!in_bounds2(y, x)) continue;
2388 if (cave[y][x].m_idx) k++;
2393 if (multiply_barrier(m_idx)) k = 8;
2395 /* Hack -- multiply slower in crowded areas */
2396 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2398 /* Try to multiply */
2399 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2401 /* Take note if visible */
2402 if (m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2404 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2407 /* Multiplying takes energy */
2414 if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
2416 /* Hack -- Ohmu scatters molds! */
2417 if (m_ptr->r_idx == MON_OHMU)
2419 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2421 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2424 int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2425 u32b p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2427 for (k = 0; k < 6; k++)
2429 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
2431 if (m_list[hack_m_idx_ii].ml) count++;
2435 if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2442 if (!p_ptr->inside_battle)
2444 /* Hack! "Cyber" monster makes noise... */
2445 if (m_ptr->ap_r_idx == MON_CYBER &&
2446 one_in_(CYBERNOISE) &&
2447 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2449 if (disturb_minor) disturb(FALSE, FALSE);
2450 msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
2453 /* Some monsters can speak */
2454 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2455 one_in_(SPEAK_CHANCE) &&
2456 player_has_los_bold(oy, ox) &&
2457 projectable(oy, ox, p_ptr->y, p_ptr->x))
2460 char monmessage[1024];
2463 /* Acquire the monster name/poss */
2465 monster_desc(m_name, m_ptr, 0);
2467 strcpy(m_name, _("それ", "It"));
2469 /* Select the file for monster quotes */
2470 if (MON_MONFEAR(m_ptr))
2471 filename = _("monfear_j.txt", "monfear.txt");
2472 else if (is_pet(m_ptr))
2473 filename = _("monpet_j.txt", "monpet.txt");
2474 else if (is_friendly(m_ptr))
2475 filename = _("monfrien_j.txt", "monfrien.txt");
2477 filename = _("monspeak_j.txt", "monspeak.txt");
2478 /* Get the monster line */
2479 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2482 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2487 /* Try to cast spell occasionally */
2488 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2490 bool counterattack = FALSE;
2492 /* Give priority to counter attack? */
2493 if (m_ptr->target_y)
2495 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
2497 /* The monster must be an enemy, and projectable */
2499 are_enemies(m_ptr, &m_list[t_m_idx]) &&
2500 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2502 counterattack = TRUE;
2508 /* Attempt to cast a spell */
2509 if (aware && make_attack_spell(m_idx)) return;
2512 * Attempt to cast a spell at an enemy other than the player
2513 * (may slow the game a smidgeon, but I haven't noticed.)
2515 if (monst_spell_monst(m_idx)) return;
2519 /* Attempt to do counter attack at first */
2520 if (monst_spell_monst(m_idx)) return;
2522 if (aware && make_attack_spell(m_idx)) return;
2526 /* Hack -- Assume no movement */
2527 mm[0] = mm[1] = mm[2] = mm[3] = 0;
2528 mm[4] = mm[5] = mm[6] = mm[7] = 0;
2531 /* Confused -- 100% random */
2532 if (MON_CONFUSED(m_ptr) || !aware)
2534 /* Try four "random" directions */
2535 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2538 /* 75% random movement */
2539 else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2540 (randint0(100) < 75))
2542 /* Memorize flags */
2543 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2545 /* Try four "random" directions */
2546 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2549 /* 50% random movement */
2550 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2551 (randint0(100) < 50))
2553 /* Memorize flags */
2554 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2556 /* Try four "random" directions */
2557 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2560 /* 25% random movement */
2561 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2562 (randint0(100) < 25))
2564 /* Memorize flags */
2565 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2567 /* Try four "random" directions */
2568 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2571 /* Can't reach player - find something else to hit */
2572 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2574 /* Try four "random" directions */
2575 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2577 /* Look for an enemy */
2578 #if 0 /* Hack - Too slow. Mimic pits are horrible with this on. */
2579 get_enemy_dir(m_idx, mm);
2583 /* Pets will follow the player */
2584 else if (is_pet(m_ptr))
2586 /* Are we trying to avoid the player? */
2587 bool avoid = ((p_ptr->pet_follow_distance < 0) &&
2588 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2590 /* Do we want to find the player? */
2591 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2593 /* Should we find the player if we can't find a monster? */
2594 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2596 /* by default, move randomly */
2597 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2599 /* Look for an enemy */
2600 if (!get_enemy_dir(m_idx, mm))
2602 /* Find the player if necessary */
2603 if (avoid || lonely || distant)
2605 /* Remember the leash length */
2606 int dis = p_ptr->pet_follow_distance;
2608 /* Hack -- adjust follow distance temporarily */
2609 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2611 p_ptr->pet_follow_distance = PET_SEEK_DIST;
2614 /* Find the player */
2615 (void)get_moves(m_idx, mm);
2617 /* Restore the leash */
2618 p_ptr->pet_follow_distance = (s16b)dis;
2623 /* Friendly monster movement */
2624 else if (!is_hostile(m_ptr))
2626 /* by default, move randomly */
2627 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2629 /* Look for an enemy */
2630 get_enemy_dir(m_idx, mm);
2632 /* Normal movement */
2635 /* Logical moves, may do nothing */
2636 if (!get_moves(m_idx, mm)) return;
2639 /* Assume nothing */
2643 must_alter_to_move = FALSE;
2645 /* Assume nothing */
2646 did_open_door = FALSE;
2647 did_bash_door = FALSE;
2648 did_take_item = FALSE;
2649 did_kill_item = FALSE;
2650 did_move_body = FALSE;
2651 did_pass_wall = FALSE;
2652 did_kill_wall = FALSE;
2655 /* Take a zero-terminated array of "directions" */
2656 for (i = 0; mm[i]; i++)
2658 /* Get the direction */
2661 /* Hack -- allow "randomized" motion */
2662 if (d == 5) d = ddd[randint0(8)];
2664 /* Get the destination */
2668 /* Ignore locations off of edge */
2669 if (!in_bounds2(ny, nx)) continue;
2671 /* Access that cave grid */
2672 c_ptr = &cave[ny][nx];
2673 f_ptr = &f_info[c_ptr->feat];
2674 can_cross = monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2676 /* Access that cave grid's contents */
2677 y_ptr = &m_list[c_ptr->m_idx];
2679 /* Hack -- player 'in' wall */
2680 if (player_bold(ny, nx))
2685 /* Possibly a monster to attack */
2686 else if (c_ptr->m_idx)
2691 /* Monster destroys walls (and doors) */
2692 else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
2693 (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
2694 have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
2695 check_hp_for_feat_destruction(f_ptr, m_ptr))
2697 /* Eat through walls/doors/rubble */
2699 if (!can_cross) must_alter_to_move = TRUE;
2701 /* Monster destroyed a wall (later) */
2702 did_kill_wall = TRUE;
2705 /* Floor is open? */
2708 /* Go ahead and move */
2711 /* Monster moves through walls (and doors) */
2712 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2713 have_flag(f_ptr->flags, FF_CAN_PASS))
2715 /* Monster went through a wall */
2716 did_pass_wall = TRUE;
2720 /* Handle doors and secret doors */
2721 else if (is_closed_door(c_ptr->feat))
2723 bool may_bash = TRUE;
2725 /* Assume no move allowed */
2728 /* Creature can open doors. */
2729 if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2730 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2735 /* The door is open */
2736 did_open_door = TRUE;
2738 /* Do not bash the door */
2745 /* Locked doors (not jammed) */
2748 /* Try to unlock it XXX XXX XXX */
2749 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2751 /* Unlock the door */
2752 cave_alter_feat(ny, nx, FF_DISARM);
2754 /* Do not bash the door */
2763 /* Stuck doors -- attempt to bash them down if allowed */
2764 if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2765 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2767 /* Attempt to Bash XXX XXX XXX */
2768 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
2771 if (have_flag(f_ptr->flags, FF_GLASS))
2772 msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
2774 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2776 /* Disturb (sometimes) */
2777 if (disturb_minor) disturb(0, 0);
2779 /* The door was bashed open */
2780 did_bash_door = TRUE;
2782 /* Hack -- fall into doorway */
2784 must_alter_to_move = TRUE;
2789 /* Deal with doors in the way */
2790 if (did_open_door || did_bash_door)
2792 /* Break down the door */
2793 if (did_bash_door && ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
2795 cave_alter_feat(ny, nx, FF_BASH);
2797 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2799 /* Update some things */
2800 p_ptr->update |= (PU_FLOW);
2801 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2802 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2811 cave_alter_feat(ny, nx, FF_OPEN);
2814 f_ptr = &f_info[c_ptr->feat];
2816 /* Handle viewable doors */
2821 /* Hack -- check for Glyph of Warding */
2822 if (do_move && is_glyph_grid(c_ptr) &&
2823 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2825 /* Assume no move allowed */
2828 /* Break the ward */
2829 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2831 /* Describe observable breakage */
2832 if (c_ptr->info & CAVE_MARK)
2834 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2837 /* Forget the rune */
2838 c_ptr->info &= ~(CAVE_MARK);
2840 /* Break the rune */
2841 c_ptr->info &= ~(CAVE_OBJECT);
2844 /* Allow movement */
2851 else if (do_move && is_explosive_rune_grid(c_ptr) &&
2852 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2854 /* Assume no move allowed */
2857 /* Break the ward */
2860 /* Break the ward */
2861 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2863 /* Describe observable breakage */
2864 if (c_ptr->info & CAVE_MARK)
2866 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2867 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);
2872 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2875 /* Forget the rune */
2876 c_ptr->info &= ~(CAVE_MARK);
2878 /* Break the rune */
2879 c_ptr->info &= ~(CAVE_OBJECT);
2885 if (!m_ptr->r_idx) return;
2886 /* Allow movement */
2891 /* The player is in the way */
2892 if (do_move && player_bold(ny, nx))
2894 /* Some monsters never attack */
2895 if (r_ptr->flags1 & RF1_NEVER_BLOW)
2897 /* Hack -- memorize lack of attacks */
2898 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
2904 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2905 if (do_move && (d_info[dungeon_type].flags1 & DF1_NO_MELEE))
2907 if (!MON_CONFUSED(m_ptr))
2909 if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2912 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2917 /* The player is in the way. Attack him. */
2920 if (!p_ptr->riding || one_in_(2))
2923 (void)make_attack_normal(m_idx);
2934 /* A monster is in the way */
2935 if (do_move && c_ptr->m_idx)
2937 monster_race *z_ptr = &r_info[y_ptr->r_idx];
2939 /* Assume no movement */
2942 /* Attack 'enemies' */
2943 if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
2944 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
2945 can_cross && (c_ptr->m_idx != p_ptr->riding)) ||
2946 are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
2948 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2950 if (r_ptr->flags2 & RF2_KILL_BODY)
2952 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2956 if (y_ptr->r_idx && (y_ptr->hp >= 0))
2958 if (monst_attack_monst(m_idx, c_ptr->m_idx)) return;
2960 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2961 else if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2963 if (MON_CONFUSED(m_ptr)) return;
2964 else if (r_ptr->flags2 & RF2_STUPID)
2966 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2974 /* Push past weaker monsters (unless leaving a wall) */
2975 else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
2976 (r_ptr->mexp > z_ptr->mexp) &&
2977 can_cross && (c_ptr->m_idx != p_ptr->riding) &&
2978 monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
2980 /* Allow movement */
2983 /* Monster pushed past another monster */
2984 did_move_body = TRUE;
2986 /* Wake up the moved monster */
2987 (void)set_monster_csleep(c_ptr->m_idx, 0);
2989 /* XXX XXX XXX Message */
2995 if (!p_ptr->riding_ryoute && !MON_MONFEAR(&m_list[p_ptr->riding])) do_move = FALSE;
2998 if (did_kill_wall && do_move)
3000 if (one_in_(GRINDNOISE))
3002 if (have_flag(f_ptr->flags, FF_GLASS))
3003 msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
3005 msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
3008 cave_alter_feat(ny, nx, FF_HURT_DISI);
3010 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
3012 /* Update some things */
3013 p_ptr->update |= (PU_FLOW);
3014 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3015 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3020 f_ptr = &f_info[c_ptr->feat];
3022 /* Note changes to viewable region */
3029 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
3031 if (!monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
3033 /* Assume no move allowed */
3039 * Check if monster can cross terrain
3040 * This is checked after the normal attacks
3041 * to allow monsters to attack an enemy,
3042 * even if it can't enter the terrain.
3044 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
3046 /* Assume no move allowed */
3050 /* Some monsters never move */
3051 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
3053 /* Hack -- memorize lack of moves */
3054 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3060 /* Creature has been allowed move */
3066 if (have_flag(f_ptr->flags, FF_TREE))
3068 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3070 m_ptr->energy_need += ENERGY_NEED();
3076 /* Hack -- Update the old location */
3077 cave[oy][ox].m_idx = c_ptr->m_idx;
3079 /* Mega-Hack -- move the old monster, if any */
3082 /* Move the old monster */
3086 /* Update the old monster */
3087 update_mon(c_ptr->m_idx, TRUE);
3090 /* Hack -- Update the new location */
3091 c_ptr->m_idx = (s16b)m_idx;
3093 /* Move the monster */
3097 /* Update the monster */
3098 update_mon(m_idx, TRUE);
3100 /* Redraw the old grid */
3103 /* Redraw the new grid */
3109 /* sound(SOUND_WALK); */
3111 /* Move the player */
3112 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
3115 /* Possible disturb */
3118 (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
3119 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3122 if (is_hostile(m_ptr))
3126 /* Take or Kill objects on the floor */
3127 if (c_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3128 (!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
3130 s16b this_o_idx, next_o_idx;
3131 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
3133 /* Scan all objects in the grid */
3134 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3136 u32b flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
3137 char m_name[80], o_name[MAX_NLEN];
3139 /* Acquire object */
3140 object_type *o_ptr = &o_list[this_o_idx];
3142 /* Acquire next object */
3143 next_o_idx = o_ptr->next_o_idx;
3148 if (o_ptr->tval == TV_GOLD) continue;
3151 * Skip "real" corpses and statues, to avoid extreme
3152 * silliness like a novice rogue pockets full of statues
3155 if ((o_ptr->tval == TV_CORPSE) ||
3156 (o_ptr->tval == TV_STATUE)) continue;
3159 /* Extract some flags */
3160 object_flags(o_ptr, flgs);
3162 /* Acquire the object name */
3163 object_desc(o_name, o_ptr, 0);
3165 /* Acquire the monster name */
3166 monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
3168 /* React to objects that hurt the monster */
3169 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3170 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3171 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
3172 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
3173 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
3174 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
3175 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
3176 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
3177 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
3178 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
3179 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3180 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3181 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3182 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3183 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
3184 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
3185 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
3186 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
3187 if (have_flag(flgs, TR_BRAND_ACID)) flgr |= (RFR_IM_ACID);
3188 if (have_flag(flgs, TR_BRAND_ELEC)) flgr |= (RFR_IM_ELEC);
3189 if (have_flag(flgs, TR_BRAND_FIRE)) flgr |= (RFR_IM_FIRE);
3190 if (have_flag(flgs, TR_BRAND_COLD)) flgr |= (RFR_IM_COLD);
3191 if (have_flag(flgs, TR_BRAND_POIS)) flgr |= (RFR_IM_POIS);
3193 /* The object cannot be picked up by the monster */
3194 if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
3195 ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
3197 /* Only give a message for "take_item" */
3198 if (do_take && (r_ptr->flags2 & RF2_STUPID))
3201 did_take_item = TRUE;
3203 /* Describe observable situations */
3204 if (m_ptr->ml && player_can_see_bold(ny, nx))
3206 /* Dump a message */
3207 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);
3212 /* Pick up the item */
3216 did_take_item = TRUE;
3218 /* Describe observable situations */
3219 if (player_can_see_bold(ny, nx))
3221 /* Dump a message */
3222 msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
3225 /* Excise the object */
3226 excise_object_idx(this_o_idx);
3229 o_ptr->marked &= OM_TOUCHED;
3231 /* Forget location */
3232 o_ptr->iy = o_ptr->ix = 0;
3234 /* Memorize monster */
3235 o_ptr->held_m_idx = (s16b)m_idx;
3238 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3241 m_ptr->hold_o_idx = this_o_idx;
3244 /* Destroy the item if not a pet */
3245 else if (!is_pet(m_ptr))
3248 did_kill_item = TRUE;
3250 /* Describe observable situations */
3251 if (player_has_los_bold(ny, nx))
3253 /* Dump a message */
3254 msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
3257 /* Delete the object */
3258 delete_object_idx(this_o_idx);
3264 /* Stop when done */
3269 * Forward movements failed, but now received LOS attack!
3270 * Try to flow by smell.
3272 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3273 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3275 /* If we haven't done anything, try casting a spell again */
3276 if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
3278 /* Try to cast spell again */
3279 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3281 if (make_attack_spell(m_idx)) return;
3286 /* Notice changes in view */
3289 /* Update some things */
3290 p_ptr->update |= (PU_FLOW);
3293 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3296 /* Notice changes in view */
3297 if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3298 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3300 /* Update some things */
3301 p_ptr->update |= (PU_MON_LITE);
3304 /* Learn things from observable monster */
3305 if (is_original_ap_and_seen(m_ptr))
3307 /* Monster opened a door */
3308 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3310 /* Monster bashed a door */
3311 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3313 /* Monster tried to pick something up */
3314 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3316 /* Monster tried to crush something */
3317 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3319 /* Monster pushed past another monster */
3320 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3322 /* Monster passed through a wall */
3323 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3325 /* Monster destroyed a wall */
3326 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3330 /* Hack -- get "bold" if out of options */
3331 if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3333 /* No longer afraid */
3334 (void)set_monster_monfear(m_idx, 0);
3336 /* Message if seen */
3341 /* Acquire the monster name */
3342 monster_desc(m_name, m_ptr, 0);
3344 /* Dump a message */
3345 msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
3348 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3350 /* XXX XXX XXX Actually do something now (?) */
3355 * @brief 全モンスターのターン管理メインルーチン /
3356 * Process all the "live" monsters, once per game turn.
3359 * During each game turn, we scan through the list of all the "live" monsters,\n
3360 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
3361 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
3363 * Note that monsters can never move in the monster array (except when the\n
3364 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
3366 * This function is responsible for at least half of the processor time\n
3367 * on a normal system with a "normal" amount of monsters and a player doing\n
3370 * When the player is resting, virtually 90% of the processor time is spent\n
3371 * in this function, and its children, "process_monster()" and "make_move()".\n
3373 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
3374 * especially when the player is running.\n
3376 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
3377 * monsters while they are still being "born". A monster is "fresh" only\n
3378 * during the turn in which it is created, and we use the "hack_m_idx" to\n
3379 * determine if the monster is yet to be processed during the current turn.\n
3381 * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
3382 * move before any "nasty" monsters get to use their spell attacks.\n
3384 * Note that when the "knowledge" about the currently tracked monster\n
3385 * changes (flags, attacks, spells), we induce a redraw of the monster\n
3388 void process_monsters(void)
3395 monster_type *m_ptr;
3396 monster_race *r_ptr;
3398 int old_monster_race_idx;
3400 u32b old_r_flags1 = 0L;
3401 u32b old_r_flags2 = 0L;
3402 u32b old_r_flags3 = 0L;
3403 u32b old_r_flags4 = 0L;
3404 u32b old_r_flags5 = 0L;
3405 u32b old_r_flags6 = 0L;
3406 u32b old_r_flagsr = 0L;
3408 byte old_r_blows0 = 0;
3409 byte old_r_blows1 = 0;
3410 byte old_r_blows2 = 0;
3411 byte old_r_blows3 = 0;
3413 byte old_r_cast_spell = 0;
3417 /* Clear monster fighting indicator */
3420 /* Memorize old race */
3421 old_monster_race_idx = p_ptr->monster_race_idx;
3423 /* Acquire knowledge */
3424 if (p_ptr->monster_race_idx)
3426 /* Acquire current monster */
3427 r_ptr = &r_info[p_ptr->monster_race_idx];
3429 /* Memorize flags */
3430 old_r_flags1 = r_ptr->r_flags1;
3431 old_r_flags2 = r_ptr->r_flags2;
3432 old_r_flags3 = r_ptr->r_flags3;
3433 old_r_flags4 = r_ptr->r_flags4;
3434 old_r_flags5 = r_ptr->r_flags5;
3435 old_r_flags6 = r_ptr->r_flags6;
3436 old_r_flagsr = r_ptr->r_flagsr;
3438 /* Memorize blows */
3439 old_r_blows0 = r_ptr->r_blows[0];
3440 old_r_blows1 = r_ptr->r_blows[1];
3441 old_r_blows2 = r_ptr->r_blows[2];
3442 old_r_blows3 = r_ptr->r_blows[3];
3444 /* Memorize castings */
3445 old_r_cast_spell = r_ptr->r_cast_spell;
3449 /* Process the monsters (backwards) */
3450 for (i = m_max - 1; i >= 1; i--)
3452 /* Access the monster */
3454 r_ptr = &r_info[m_ptr->r_idx];
3456 /* Handle "leaving" */
3457 if (p_ptr->leaving) break;
3459 /* Ignore "dead" monsters */
3460 if (!m_ptr->r_idx) continue;
3462 if (p_ptr->wild_mode) continue;
3465 /* Handle "fresh" monsters */
3466 if (m_ptr->mflag & MFLAG_BORN)
3468 /* No longer "fresh" */
3469 m_ptr->mflag &= ~(MFLAG_BORN);
3475 /* Hack -- Require proximity */
3476 if (m_ptr->cdis >= AAF_LIMIT) continue;
3479 /* Access the location */
3483 /* Flow by smell is allowed */
3484 if (!p_ptr->no_flowed)
3486 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3489 /* Assume no move */
3492 /* Handle "sensing radius" */
3493 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3495 /* We can "sense" the player */
3499 /* Handle "sight" and "aggravation" */
3500 else if ((m_ptr->cdis <= MAX_SIGHT || p_ptr->inside_battle) &&
3501 (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3503 /* We can "see" or "feel" the player */
3507 #if 0 /* (cave[p_ptr->y][p_ptr->x].when == cave[fy][fx].when) is always FALSE... */
3508 /* Hack -- Monsters can "smell" the player from far away */
3509 /* Note that most monsters have "aaf" of "20" or so */
3510 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3511 cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_MOVE) &&
3512 (cave[p_ptr->y][p_ptr->x].when == cave[fy][fx].when) &&
3513 (cave[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3514 (cave[fy][fx].dist < r_ptr->aaf))
3516 /* We can "smell" the player */
3520 else if (m_ptr->target_y) test = TRUE;
3523 if (!test) continue;
3526 if (p_ptr->riding == i)
3527 speed = p_ptr->pspeed;
3530 speed = m_ptr->mspeed;
3532 /* Monsters move quickly in Nightmare mode */
3533 if (ironman_nightmare) speed += 5;
3535 if (MON_FAST(m_ptr)) speed += 10;
3536 if (MON_SLOW(m_ptr)) speed -= 10;
3539 /* Give this monster some energy */
3540 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3542 /* Not enough energy to move */
3543 if (m_ptr->energy_need > 0) continue;
3545 /* Use up "some" energy */
3546 m_ptr->energy_need += ENERGY_NEED();
3549 /* Save global index */
3552 /* Process the monster */
3555 reset_target(m_ptr);
3557 /* Give up flow_by_smell when it might useless */
3558 if (p_ptr->no_flowed && one_in_(3))
3559 m_ptr->mflag2 |= MFLAG2_NOFLOW;
3561 /* Hack -- notice death or departure */
3562 if (!p_ptr->playing || p_ptr->is_dead) break;
3564 /* Notice leaving */
3565 if (p_ptr->leaving) break;
3568 /* Reset global index */
3572 /* Tracking a monster race (the same one we were before) */
3573 if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3575 /* Acquire monster race */
3576 r_ptr = &r_info[p_ptr->monster_race_idx];
3578 /* Check for knowledge change */
3579 if ((old_r_flags1 != r_ptr->r_flags1) ||
3580 (old_r_flags2 != r_ptr->r_flags2) ||
3581 (old_r_flags3 != r_ptr->r_flags3) ||
3582 (old_r_flags4 != r_ptr->r_flags4) ||
3583 (old_r_flags5 != r_ptr->r_flags5) ||
3584 (old_r_flags6 != r_ptr->r_flags6) ||
3585 (old_r_flagsr != r_ptr->r_flagsr) ||
3586 (old_r_blows0 != r_ptr->r_blows[0]) ||
3587 (old_r_blows1 != r_ptr->r_blows[1]) ||
3588 (old_r_blows2 != r_ptr->r_blows[2]) ||
3589 (old_r_blows3 != r_ptr->r_blows[3]) ||
3590 (old_r_cast_spell != r_ptr->r_cast_spell))
3593 p_ptr->window |= (PW_MONSTER);
3599 * @brief モンスターの時限ステータスを取得する
3600 * @return m_idx モンスターの参照ID
3601 * @return mproc_type モンスターの時限ステータスID
3604 int get_mproc_idx(MONSTER_IDX m_idx, int mproc_type)
3606 s16b *cur_mproc_list = mproc_list[mproc_type];
3609 for (i = mproc_max[mproc_type] - 1; i >= 0; i--)
3611 if (cur_mproc_list[i] == m_idx) return i;
3618 * @brief モンスターの時限ステータスリストを追加する
3619 * @return m_idx モンスターの参照ID
3620 * @return mproc_type 追加したいモンスターの時限ステータスID
3623 static void mproc_add(MONSTER_IDX m_idx, int mproc_type)
3625 if (mproc_max[mproc_type] < max_m_idx) mproc_list[mproc_type][mproc_max[mproc_type]++] = (s16b)m_idx;
3630 * @brief モンスターの時限ステータスリストを削除
3631 * @return m_idx モンスターの参照ID
3632 * @return mproc_type 削除したいモンスターの時限ステータスID
3635 static void mproc_remove(MONSTER_IDX m_idx, int mproc_type)
3637 int mproc_idx = get_mproc_idx(m_idx, mproc_type);
3638 if (mproc_idx >= 0) mproc_list[mproc_type][mproc_idx] = mproc_list[mproc_type][--mproc_max[mproc_type]];
3643 * @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
3646 void mproc_init(void)
3648 monster_type *m_ptr;
3652 /* Reset "mproc_max[]" */
3653 for (cmi = 0; cmi < MAX_MTIMED; cmi++) mproc_max[cmi] = 0;
3655 /* Process the monsters (backwards) */
3656 for (i = m_max - 1; i >= 1; i--)
3658 /* Access the monster */
3661 /* Ignore "dead" monsters */
3662 if (!m_ptr->r_idx) continue;
3664 for (cmi = 0; cmi < MAX_MTIMED; cmi++)
3666 if (m_ptr->mtimed[cmi]) mproc_add(i, cmi);
3673 * @brief モンスターの睡眠状態値をセットする /
3674 * Set "m_ptr->mtimed[MTIMED_CSLEEP]", notice observable changes
3675 * @param m_idx モンスター参照ID
3677 * @return 別途更新処理が必要な場合TRUEを返す
3679 bool set_monster_csleep(MONSTER_IDX m_idx, int v)
3681 monster_type *m_ptr = &m_list[m_idx];
3682 bool notice = FALSE;
3684 /* Hack -- Force good values */
3685 v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
3690 if (!MON_CSLEEP(m_ptr))
3692 mproc_add(m_idx, MTIMED_CSLEEP);
3700 if (MON_CSLEEP(m_ptr))
3702 mproc_remove(m_idx, MTIMED_CSLEEP);
3708 m_ptr->mtimed[MTIMED_CSLEEP] = (s16b)v;
3710 if (!notice) return FALSE;
3714 /* Update health bar as needed */
3715 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3716 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3719 if (r_info[m_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3726 * @brief モンスターの加速状態値をセット /
3727 * Set "m_ptr->mtimed[MTIMED_FAST]", notice observable changes
3728 * @param m_idx モンスター参照ID
3730 * @return 別途更新処理が必要な場合TRUEを返す
3732 bool set_monster_fast(MONSTER_IDX m_idx, int v)
3734 monster_type *m_ptr = &m_list[m_idx];
3735 bool notice = FALSE;
3737 /* Hack -- Force good values */
3738 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3743 if (!MON_FAST(m_ptr))
3745 mproc_add(m_idx, MTIMED_FAST);
3753 if (MON_FAST(m_ptr))
3755 mproc_remove(m_idx, MTIMED_FAST);
3761 m_ptr->mtimed[MTIMED_FAST] = (s16b)v;
3763 if (!notice) return FALSE;
3765 if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
3772 * Set "m_ptr->mtimed[MTIMED_SLOW]", notice observable changes
3774 bool set_monster_slow(MONSTER_IDX m_idx, int v)
3776 monster_type *m_ptr = &m_list[m_idx];
3777 bool notice = FALSE;
3779 /* Hack -- Force good values */
3780 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3785 if (!MON_SLOW(m_ptr))
3787 mproc_add(m_idx, MTIMED_SLOW);
3795 if (MON_SLOW(m_ptr))
3797 mproc_remove(m_idx, MTIMED_SLOW);
3803 m_ptr->mtimed[MTIMED_SLOW] = (s16b)v;
3805 if (!notice) return FALSE;
3807 if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);
3814 * @brief モンスターの朦朧状態値をセット /
3815 * Set "m_ptr->mtimed[MTIMED_STUNNED]", notice observable changes
3816 * @param m_idx モンスター参照ID
3818 * @return 別途更新処理が必要な場合TRUEを返す
3820 bool set_monster_stunned(MONSTER_IDX m_idx, int v)
3822 monster_type *m_ptr = &m_list[m_idx];
3823 bool notice = FALSE;
3825 /* Hack -- Force good values */
3826 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3831 if (!MON_STUNNED(m_ptr))
3833 mproc_add(m_idx, MTIMED_STUNNED);
3841 if (MON_STUNNED(m_ptr))
3843 mproc_remove(m_idx, MTIMED_STUNNED);
3849 m_ptr->mtimed[MTIMED_STUNNED] = (s16b)v;
3856 * @brief モンスターの混乱状態値をセット /
3857 * Set "m_ptr->mtimed[MTIMED_CONFUSED]", notice observable changes
3858 * @param m_idx モンスター参照ID
3860 * @return 別途更新処理が必要な場合TRUEを返す
3862 bool set_monster_confused(MONSTER_IDX m_idx, int v)
3864 monster_type *m_ptr = &m_list[m_idx];
3865 bool notice = FALSE;
3867 /* Hack -- Force good values */
3868 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3873 if (!MON_CONFUSED(m_ptr))
3875 mproc_add(m_idx, MTIMED_CONFUSED);
3883 if (MON_CONFUSED(m_ptr))
3885 mproc_remove(m_idx, MTIMED_CONFUSED);
3891 m_ptr->mtimed[MTIMED_CONFUSED] = (s16b)v;
3898 * @brief モンスターの恐慌状態値をセット /
3899 * Set "m_ptr->mtimed[MTIMED_MONFEAR]", notice observable changes
3900 * @param m_idx モンスター参照ID
3902 * @return 別途更新処理が必要な場合TRUEを返す
3904 bool set_monster_monfear(MONSTER_IDX m_idx, int v)
3906 monster_type *m_ptr = &m_list[m_idx];
3907 bool notice = FALSE;
3909 /* Hack -- Force good values */
3910 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3915 if (!MON_MONFEAR(m_ptr))
3917 mproc_add(m_idx, MTIMED_MONFEAR);
3925 if (MON_MONFEAR(m_ptr))
3927 mproc_remove(m_idx, MTIMED_MONFEAR);
3933 m_ptr->mtimed[MTIMED_MONFEAR] = (s16b)v;
3935 if (!notice) return FALSE;
3939 /* Update health bar as needed */
3940 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3941 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
3949 * @brief モンスターの無敵状態値をセット /
3950 * Set "m_ptr->mtimed[MTIMED_INVULNER]", notice observable changes
3951 * @param m_idx モンスター参照ID
3953 * @param energy_need TRUEならば無敵解除時に行動ターン消費を行う
3954 * @return 別途更新処理が必要な場合TRUEを返す
3956 bool set_monster_invulner(MONSTER_IDX m_idx, int v, bool energy_need)
3958 monster_type *m_ptr = &m_list[m_idx];
3959 bool notice = FALSE;
3961 /* Hack -- Force good values */
3962 v = (v > 200) ? 200 : (v < 0) ? 0 : v;
3967 if (!MON_INVULNER(m_ptr))
3969 mproc_add(m_idx, MTIMED_INVULNER);
3977 if (MON_INVULNER(m_ptr))
3979 mproc_remove(m_idx, MTIMED_INVULNER);
3980 if (energy_need && !p_ptr->wild_mode) m_ptr->energy_need += ENERGY_NEED();
3986 m_ptr->mtimed[MTIMED_INVULNER] = (s16b)v;
3988 if (!notice) return FALSE;
3992 /* Update health bar as needed */
3993 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3994 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
4001 static u32b csleep_noise;
4004 * @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
4005 * @param m_idx モンスター参照ID
4006 * @param mtimed_idx 更新するモンスターの時限ステータスID
4009 static void process_monsters_mtimed_aux(MONSTER_IDX m_idx, int mtimed_idx)
4011 monster_type *m_ptr = &m_list[m_idx];
4017 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4019 /* Assume does not wake up */
4022 /* Hack -- Require proximity */
4023 if (m_ptr->cdis < AAF_LIMIT)
4025 /* Handle "sensing radius" */
4026 if (m_ptr->cdis <= (is_pet(m_ptr) ? ((r_ptr->aaf > MAX_SIGHT) ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
4028 /* We may wake up */
4032 /* Handle "sight" and "aggravation" */
4033 else if ((m_ptr->cdis <= MAX_SIGHT) && (player_has_los_bold(m_ptr->fy, m_ptr->fx)))
4035 /* We may wake up */
4042 u32b notice = randint0(1024);
4044 /* Nightmare monsters are more alert */
4045 if (ironman_nightmare) notice /= 2;
4047 /* Hack -- See if monster "notices" player */
4048 if ((notice * notice * notice) <= csleep_noise)
4050 /* Hack -- amount of "waking" */
4051 /* Wake up faster near the player */
4052 int d = (m_ptr->cdis < AAF_LIMIT / 2) ? (AAF_LIMIT / m_ptr->cdis) : 1;
4054 /* Hack -- amount of "waking" is affected by speed of player */
4055 d = (d * SPEED_TO_ENERGY(p_ptr->pspeed)) / 10;
4058 /* Monster wakes up "a little bit" */
4061 if (!set_monster_csleep(m_idx, MON_CSLEEP(m_ptr) - d))
4063 /* Notice the "not waking up" */
4064 if (is_original_ap_and_seen(m_ptr))
4066 /* Hack -- Count the ignores */
4067 if (r_ptr->r_ignore < MAX_UCHAR) r_ptr->r_ignore++;
4074 /* Notice the "waking up" */
4079 /* Acquire the monster name */
4080 monster_desc(m_name, m_ptr, 0);
4082 /* Dump a message */
4083 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
4086 if (is_original_ap_and_seen(m_ptr))
4088 /* Hack -- Count the wakings */
4089 if (r_ptr->r_wake < MAX_UCHAR) r_ptr->r_wake++;
4098 /* Reduce by one, note if expires */
4099 if (set_monster_fast(m_idx, MON_FAST(m_ptr) - 1))
4105 /* Acquire the monster name */
4106 monster_desc(m_name, m_ptr, 0);
4108 /* Dump a message */
4109 msg_format(_("%^sはもう加速されていない。", "%^s is no longer fast."), m_name);
4115 /* Reduce by one, note if expires */
4116 if (set_monster_slow(m_idx, MON_SLOW(m_ptr) - 1))
4122 /* Acquire the monster name */
4123 monster_desc(m_name, m_ptr, 0);
4125 /* Dump a message */
4126 msg_format(_("%^sはもう減速されていない。", "%^s is no longer slow."), m_name);
4131 case MTIMED_STUNNED:
4133 int rlev = r_info[m_ptr->r_idx].level;
4135 /* Recover from stun */
4136 if (set_monster_stunned(m_idx, (randint0(10000) <= rlev * rlev) ? 0 : (MON_STUNNED(m_ptr) - 1)))
4138 /* Message if visible */
4143 /* Acquire the monster name */
4144 monster_desc(m_name, m_ptr, 0);
4146 /* Dump a message */
4147 msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), m_name);
4153 case MTIMED_CONFUSED:
4154 /* Reduce the confusion */
4155 if (set_monster_confused(m_idx, MON_CONFUSED(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
4157 /* Message if visible */
4162 /* Acquire the monster name */
4163 monster_desc(m_name, m_ptr, 0);
4165 /* Dump a message */
4166 msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), m_name);
4171 case MTIMED_MONFEAR:
4172 /* Reduce the fear */
4173 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
4182 /* Acquire the monster possessive */
4183 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
4186 /* Acquire the monster name */
4187 monster_desc(m_name, m_ptr, 0);
4189 /* Dump a message */
4191 msg_format("%^sは勇気を取り戻した。", m_name);
4193 msg_format("%^s recovers %s courage.", m_name, m_poss);
4199 case MTIMED_INVULNER:
4200 /* Reduce by one, note if expires */
4201 if (set_monster_invulner(m_idx, MON_INVULNER(m_ptr) - 1, TRUE))
4207 /* Acquire the monster name */
4208 monster_desc(m_name, m_ptr, 0);
4210 /* Dump a message */
4211 msg_format(_("%^sはもう無敵でない。", "%^s is no longer invulnerable."), m_name);
4220 * @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
4221 * @param mtimed_idx 更新するモンスターの時限ステータスID
4224 * Process the counters of monsters (once per 10 game turns)\n
4225 * These functions are to process monsters' counters same as player's.
4227 void process_monsters_mtimed(int mtimed_idx)
4230 s16b *cur_mproc_list = mproc_list[mtimed_idx];
4232 /* Hack -- calculate the "player noise" */
4233 if (mtimed_idx == MTIMED_CSLEEP) csleep_noise = (1L << (30 - p_ptr->skill_stl));
4235 /* Process the monsters (backwards) */
4236 for (i = mproc_max[mtimed_idx] - 1; i >= 0; i--)
4238 /* Access the monster */
4239 process_monsters_mtimed_aux(cur_mproc_list[i], mtimed_idx);
4244 * @brief モンスターへの魔力消去処理
4245 * @param m_idx 魔力消去を受けるモンスターの参照ID
4248 void dispel_monster_status(MONSTER_IDX m_idx)
4250 monster_type *m_ptr = &m_list[m_idx];
4253 monster_desc(m_name, m_ptr, 0);
4254 if (set_monster_invulner(m_idx, 0, TRUE))
4256 if (m_ptr->ml) msg_format(_("%sはもう無敵ではない。", "%^s is no longer invulnerable."), m_name);
4258 if (set_monster_fast(m_idx, 0))
4260 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);
4262 if (set_monster_slow(m_idx, 0))
4264 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);
4269 * @brief モンスターの時間停止処理
4270 * @param num 時間停止を行った敵が行動できる回数
4271 * @param who 時間停止処理の主体ID
4272 * @param vs_player TRUEならば時間停止開始処理を行う
4273 * @return 時間停止が行われている状態ならばTRUEを返す
4275 bool process_the_world(int num, int who, bool vs_player)
4277 monster_type *m_ptr = &m_list[hack_m_idx]; /* the world monster */
4279 if(world_monster) return (FALSE);
4284 monster_desc(m_name, m_ptr, 0);
4287 msg_format(_("「『ザ・ワールド』!時は止まった!」", "%s yells 'The World! Time has stopped!'"), m_name);
4289 msg_format(_("「時よ!」", "%s yells 'Time!'"), m_name);
4290 else msg_print("hek!");
4295 /* This monster cast spells */
4296 world_monster = hack_m_idx;
4298 if (vs_player) do_cmd_redraw();
4302 if(!m_ptr->r_idx) break;
4303 process_monster(world_monster);
4305 reset_target(m_ptr);
4308 if (p_ptr->notice) notice_stuff();
4311 if (p_ptr->update) update_stuff();
4314 if (p_ptr->redraw) redraw_stuff();
4317 if (p_ptr->window) window_stuff();
4320 if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
4324 p_ptr->redraw |= (PR_MAP);
4326 /* Update monsters */
4327 p_ptr->update |= (PU_MONSTERS);
4330 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
4333 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)))
4335 msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
4345 * @brief モンスターの経験値取得処理
4346 * @param m_idx 経験値を得るモンスターの参照ID
4347 * @param s_idx 撃破されたモンスター種族の参照ID
4350 void monster_gain_exp(MONSTER_IDX m_idx, IDX s_idx)
4352 monster_type *m_ptr;
4353 monster_race *r_ptr;
4354 monster_race *s_ptr;
4358 if (m_idx <= 0 || s_idx <= 0) return;
4360 m_ptr = &m_list[m_idx];
4362 /* Paranoia -- Skip dead monsters */
4363 if (!m_ptr->r_idx) return;
4365 r_ptr = &r_info[m_ptr->r_idx];
4366 s_ptr = &r_info[s_idx];
4368 if (p_ptr->inside_battle) return;
4370 if (!r_ptr->next_exp) return;
4372 new_exp = s_ptr->mexp * s_ptr->level / (r_ptr->level + 2);
4373 if (m_idx == p_ptr->riding) new_exp = (new_exp + 1) / 2;
4374 if (!dun_level) new_exp /= 5;
4375 m_ptr->exp += new_exp;
4376 if (m_ptr->mflag2 & MFLAG2_CHAMELEON) return;
4378 if (m_ptr->exp >= r_ptr->next_exp)
4381 int old_hp = m_ptr->hp;
4382 int old_maxhp = m_ptr->max_maxhp;
4383 int old_r_idx = m_ptr->r_idx;
4384 byte old_sub_align = m_ptr->sub_align;
4386 /* Hack -- Reduce the racial counter of previous monster */
4387 real_r_ptr(m_ptr)->cur_num--;
4389 monster_desc(m_name, m_ptr, 0);
4390 m_ptr->r_idx = r_ptr->next_r_idx;
4392 /* Count the monsters on the level */
4393 real_r_ptr(m_ptr)->cur_num++;
4395 m_ptr->ap_r_idx = m_ptr->r_idx;
4396 r_ptr = &r_info[m_ptr->r_idx];
4398 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
4400 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
4404 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
4406 if (ironman_nightmare)
4408 u32b hp = m_ptr->max_maxhp * 2L;
4410 m_ptr->max_maxhp = (s16b)MIN(30000, hp);
4412 m_ptr->maxhp = m_ptr->max_maxhp;
4413 m_ptr->hp = old_hp * m_ptr->maxhp / old_maxhp;
4415 /* dealt damage is 0 at initial*/
4416 m_ptr->dealt_damage = 0;
4418 /* Extract the monster base speed */
4419 m_ptr->mspeed = get_mspeed(r_ptr);
4421 /* Sub-alignment of a monster */
4422 if (!is_pet(m_ptr) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
4423 m_ptr->sub_align = old_sub_align;
4426 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
4427 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
4428 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
4433 if (is_pet(m_ptr) || m_ptr->ml)
4435 if (!ignore_unview || player_can_see_bold(m_ptr->fy, m_ptr->fx))
4439 monster_race *hallu_race;
4443 hallu_race = &r_info[randint1(max_r_idx - 1)];
4445 while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
4446 msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_name + hallu_race->name);
4450 msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_name + r_ptr->name);
4454 if (!p_ptr->image) r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
4456 /* Now you feel very close to this pet. */
4457 m_ptr->parent_m_idx = 0;
4459 update_mon(m_idx, FALSE);
4460 lite_spot(m_ptr->fy, m_ptr->fx);
4462 if (m_idx == p_ptr->riding) p_ptr->update |= PU_BONUS;