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