4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
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.
11 /* Purpose: Monster spells and movement */
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).
20 #define SPEAK_CHANCE 8
25 * Calculate the direction to the next enemy
27 static bool get_enemy_dir(int m_idx, int *mm)
35 monster_type *m_ptr = &m_list[m_idx];
36 monster_race *r_ptr = &r_info[m_ptr->r_idx];
40 if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
42 y = m_list[riding_t_m_idx].fy;
43 x = m_list[riding_t_m_idx].fx;
45 else if (is_pet(m_ptr) && pet_t_m_idx)
47 y = m_list[pet_t_m_idx].fy;
48 x = m_list[pet_t_m_idx].fx;
52 if (p_ptr->inside_battle)
54 start = randint1(m_max-1)+m_max;
55 if(randint0(2)) plus = -1;
57 else start = m_max + 1;
59 /* Scan thru all monsters */
60 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
62 int dummy = (i % m_max);
68 t_ptr = &m_list[t_idx];
70 /* The monster itself isn't a target */
71 if (t_ptr == m_ptr) continue;
73 /* Paranoia -- Skip dead monsters */
74 if (!t_ptr->r_idx) continue;
78 /* Hack -- only fight away from player */
79 if (p_ptr->pet_follow_distance < 0)
81 /* No fighting near player */
82 if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
87 /* Hack -- no fighting away from player */
88 else if ((m_ptr->cdis < t_ptr->cdis) &&
89 (t_ptr->cdis > p_ptr->pet_follow_distance))
94 if (r_ptr->aaf < t_ptr->cdis) continue;
97 /* Monster must be 'an enemy' */
98 if (!are_enemies(m_ptr, t_ptr)) continue;
100 can_pass_wall = (((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)));
102 /* Monster must be projectable if we can't pass through walls */
103 if (!can_pass_wall &&
104 !projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
109 !in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
114 /* OK -- we've got a target */
120 if (!x && !y) return FALSE;
123 /* Extract the direction */
128 if ((y < 0) && (x == 0))
135 else if ((y > 0) && (x == 0))
142 else if ((x > 0) && (y == 0))
149 else if ((x < 0) && (y == 0))
156 else if ((y < 0) && (x < 0))
163 else if ((y < 0) && (x > 0))
170 else if ((y > 0) && (x < 0))
177 else if ((y > 0) && (x > 0))
184 /* Found a monster */
190 * Hack, based on mon_take_hit... perhaps all monster attacks on
191 * other monsters should use this?
193 void mon_take_hit_mon(int m_idx, int dam, bool *fear, cptr note, int who)
195 monster_type *m_ptr = &m_list[m_idx];
197 monster_race *r_ptr = &r_info[m_ptr->r_idx];
201 bool seen = m_ptr->ml;
203 /* Can the player be aware of this attack? */
204 bool known = (m_ptr->cdis <= MAX_SIGHT);
206 /* Extract monster name */
207 monster_desc(m_name, m_ptr, 0);
209 /* Redraw (later) if needed */
210 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
211 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
216 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
218 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 0);
220 if (m_ptr->invulner && randint0(PENETRATE_INVULNERABILITY))
225 msg_format("%^s¤Ï¥À¥á¡¼¥¸¤ò¼õ¤±¤Ê¤¤¡£", m_name);
227 msg_format("%^s is unharmed.", m_name);
235 if (r_ptr->flagsr & RFR_RES_ALL)
240 if((dam == 0) && one_in_(3)) dam = 1;
247 msg_format("%^s¤Ï¥À¥á¡¼¥¸¤ò¼õ¤±¤Ê¤¤¡£", m_name);
249 msg_format("%^s is unharmed.", m_name);
260 /* It is dead now... or is it? */
263 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
264 (r_ptr->flags7 & RF7_NAZGUL)) &&
265 !p_ptr->inside_battle)
272 if (!monster_living(r_ptr))
283 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
284 /* Unseen death by normal attack */
289 /* Death by special attack */
293 msg_format("%^s%s", m_name, note);
295 msg_format("%^s%s", m_name, note);
299 /* Death by normal attack -- nonliving monster */
300 else if (!monster_living(r_ptr))
303 msg_format("%^s¤ÏÇ˲õ¤µ¤ì¤¿¡£", m_name);
305 msg_format("%^s is destroyed.", m_name);
309 /* Death by normal attack -- living monster */
313 msg_format("%^s¤Ï»¦¤µ¤ì¤¿¡£", m_name);
315 msg_format("%^s is killed.", m_name);
321 monster_gain_exp(who, m_ptr->r_idx);
323 /* Generate treasure */
324 monster_death(m_idx, FALSE);
326 /* Delete the monster */
327 delete_monster_idx(m_idx);
332 /* Monster is dead */
339 /* Mega-Hack -- Pain cancels fear */
340 if (m_ptr->monfear && (dam > 0))
342 int tmp = randint1(dam / 4);
344 /* Cure a little fear */
345 if (tmp < m_ptr->monfear)
348 m_ptr->monfear -= tmp;
351 /* Cure all the fear */
362 /* Sometimes a monster gets scared by damage */
363 if (!m_ptr->monfear && !(r_ptr->flags3 & RF3_NO_FEAR))
367 /* Percentage of fully healthy */
368 percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
371 * Run (sometimes) if at 10% or less of max hit points,
372 * or (usually) when hit for half its current hit points
374 if (((percentage <= 10) && (randint0(10) < percentage)) ||
375 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
377 /* Hack -- note fear */
380 /* XXX XXX XXX Hack -- Add some timed fear */
381 m_ptr->monfear += (randint1(10) +
382 (((dam >= m_ptr->hp) && (percentage > 7)) ?
383 20 : ((11 - percentage) * 5)));
387 #endif /* ALLOW_FEAR */
389 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
391 if (is_pet(&m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
393 set_target(m_ptr, m_list[who].fy, m_list[who].fx);
397 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
401 /* Extract monster name */
402 monster_desc(m_name, m_ptr, 0);
404 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
405 if (rakuba((dam > 200) ? 200 : dam, FALSE))
408 msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name);
410 msg_format("You have thrown off from %s!", m_name);
421 * Returns whether a given monster will try to run from the player.
423 * Monsters will attempt to avoid very powerful players. See below.
425 * Because this function is called so often, little details are important
426 * for efficiency. Like not using "mod" or "div" when possible. And
427 * attempting to check the conditions in an optimal order. Note that
428 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.
430 * Note that this function is responsible for about one to five percent
431 * of the processor use in normal conditions...
433 static int mon_will_run(int m_idx)
435 monster_type *m_ptr = &m_list[m_idx];
439 monster_race *r_ptr = &r_info[m_ptr->r_idx];
448 /* Friends can be commanded to avoid the player */
451 /* Are we trying to avoid the player? */
452 return ((p_ptr->pet_follow_distance < 0) &&
453 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
456 /* Keep monsters from running too far away */
457 if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
459 /* All "afraid" monsters will run away */
460 if (m_ptr->monfear) return (TRUE);
464 /* Nearby monsters will not become terrified */
465 if (m_ptr->cdis <= 5) return (FALSE);
467 /* Examine player power (level) */
470 /* Examine monster power (level plus morale) */
471 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
473 /* Optimize extreme cases below */
474 if (m_lev > p_lev + 4) return (FALSE);
475 if (m_lev + 4 <= p_lev) return (TRUE);
477 /* Examine player health */
481 /* Examine monster health */
483 m_mhp = m_ptr->maxhp;
485 /* Prepare to optimize the calculation */
486 p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
487 m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
489 /* Strong players scare strong monsters */
490 if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
494 /* Assume no terror */
502 * Search spell castable grid
504 static bool get_moves_aux2(int m_idx, int *yp, int *xp)
506 int i, y, x, y1, x1, best = 999;
509 bool can_open_door = FALSE;
512 monster_type *m_ptr = &m_list[m_idx];
513 monster_race *r_ptr = &r_info[m_ptr->r_idx];
515 /* Monster location */
519 /* Monster can already cast spell to player */
520 if (projectable(y1, x1, py, px)) return (FALSE);
522 /* Set current grid cost */
523 now_cost = cave[y1][x1].cost;
524 if (now_cost == 0) now_cost = 999;
526 /* Can monster bash or open doors? */
527 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
529 can_open_door = TRUE;
532 /* Check nearby grids, diagonals first */
533 for (i = 7; i >= 0; i--)
537 /* Get the location */
541 /* Ignore locations off of edge */
542 if (!in_bounds2(y, x)) continue;
544 /* Simply move to player */
545 if (player_bold(y, x)) return (FALSE);
551 /* Monster cannot kill or pass walls */
552 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))))
554 if (cost == 0) continue;
555 if (!can_open_door && is_closed_door(c_ptr->feat)) continue;
558 /* Hack -- for kill or pass wall monster.. */
559 if (cost == 0) cost = 998;
561 if (now_cost < cost) continue;
563 if (!projectable(y, x, py, px)) continue;
565 /* Accept louder sounds */
566 if (best < cost) continue;
569 (*yp) = y1 + ddy_ddd[i];
570 (*xp) = x1 + ddx_ddd[i];
573 /* No legal move (?) */
574 if (best == 999) return (FALSE);
582 * Choose the "best" direction for "flowing"
584 * Note that ghosts and rock-eaters are never allowed to "flow",
585 * since they should move directly towards the player.
587 * Prefer "non-diagonal" directions, but twiddle them a little
588 * to angle slightly towards the player's actual location.
590 * Allow very perceptive monsters to track old "spoor" left by
591 * previous locations occupied by the player. This will tend
592 * to have monsters end up either near the player or on a grid
593 * recently occupied by the player (and left via "teleport").
595 * Note that if "smell" is turned on, all monsters get vicious.
597 * Also note that teleporting away from a location will cause
598 * the monsters who were chasing you to converge on that location
599 * as long as you are still near enough to "annoy" them without
600 * being close enough to chase directly. I have no idea what will
601 * happen if you combine "smell" with low "aaf" values.
603 static bool get_moves_aux(int m_idx, int *yp, int *xp, bool no_flow)
605 int i, y, x, y1, x1, best;
608 bool use_scent = FALSE;
610 monster_type *m_ptr = &m_list[m_idx];
611 monster_race *r_ptr = &r_info[m_ptr->r_idx];
613 /* Can monster cast attack spell? */
614 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
615 r_ptr->flags5 & (RF5_ATTACK_MASK) ||
616 r_ptr->flags6 & (RF6_ATTACK_MASK))
618 /* Can move spell castable grid? */
619 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
622 /* Monster can't flow */
623 if (no_flow) return (FALSE);
625 /* Monster can go through rocks */
626 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
627 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
629 /* Monster location */
633 /* Hack -- Player can see us, run towards him */
634 if (player_has_los_bold(y1, x1)) return (FALSE);
637 c_ptr = &cave[y1][x1];
639 /* If we can hear noises, advance towards them */
645 /* Otherwise, try to follow a scent trail */
646 else if (c_ptr->when)
649 if (cave[py][px].when - c_ptr->when > 127) return (FALSE);
655 /* Otherwise, advance blindly */
661 /* Check nearby grids, diagonals first */
662 for (i = 7; i >= 0; i--)
664 /* Get the location */
668 /* Ignore locations off of edge */
669 if (!in_bounds2(y, x)) continue;
673 /* We're following a scent trail */
676 int when = c_ptr->when;
678 /* Accept younger scent */
679 if (best > when) continue;
683 /* We're using sound */
688 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
690 else cost = c_ptr->cost;
692 /* Accept louder sounds */
693 if ((cost == 0) || (best < cost)) continue;
697 /* Hack -- Save the "twiddled" location */
698 (*yp) = py + 16 * ddy_ddd[i];
699 (*xp) = px + 16 * ddx_ddd[i];
702 /* No legal move (?) */
703 if (best == 999 || best == 0) return (FALSE);
711 * Provide a location to flee to, but give the player a wide berth.
713 * A monster may wish to flee to a location that is behind the player,
714 * but instead of heading directly for it, the monster should "swerve"
715 * around the player so that he has a smaller chance of getting hit.
717 static bool get_fear_moves_aux(int m_idx, int *yp, int *xp)
719 int y, x, y1, x1, fy, fx, gy = 0, gx = 0;
723 monster_type *m_ptr = &m_list[m_idx];
725 /* Monster location */
729 /* Desired destination */
733 /* Check nearby grids, diagonals first */
734 for (i = 7; i >= 0; i--)
738 /* Get the location */
742 /* Ignore locations off of edge */
743 if (!in_bounds2(y, x)) continue;
745 /* Don't move toward player */
746 /* if (cave[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
748 /* Calculate distance of this grid from our destination */
749 dis = distance(y, x, y1, x1);
751 /* Score this grid */
752 s = 5000 / (dis + 3) - 500 / (cave[y][x].dist + 1);
754 /* No negative scores */
757 /* Ignore lower scores */
758 if (s < score) continue;
760 /* Save the score and time */
763 /* Save the location */
768 /* No legal move (?) */
769 if (score == -1) return (FALSE);
780 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
783 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
784 * offsets of all the locations with a distance of n from a central point,
785 * with an offset of (0,0) indicating no more offsets at this distance.
787 * This is, of course, fairly unreadable, but it eliminates multiple loops
788 * from the previous version.
790 * It is probably better to replace these arrays with code to compute
791 * the relevant arrays, even if the storage is pre-allocated in hard
792 * coded sizes. At the very least, code should be included which is
793 * able to generate and dump these arrays (ala "los()"). XXX XXX XXX
795 * Also, the storage needs could be halved by using bytes. XXX XXX XXX
797 * These arrays could be combined into two big arrays, using sub-arrays
798 * to hold the offsets and lengths of each portion of the sub-arrays, and
799 * this could perhaps also be used somehow in the "look" code. XXX XXX XXX
803 static sint d_off_y_0[] =
806 static sint d_off_x_0[] =
810 static sint d_off_y_1[] =
811 { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
813 static sint d_off_x_1[] =
814 { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
817 static sint d_off_y_2[] =
818 { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
820 static sint d_off_x_2[] =
821 { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
824 static sint d_off_y_3[] =
825 { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2,
828 static sint d_off_x_3[] =
829 { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2,
833 static sint d_off_y_4[] =
834 { -1, -1, -2, -2, -3, -3, -3, -3, -4, -4, -4, 0,
835 0, 1, 1, 2, 2, 3, 3, 3, 3, 4, 4, 4, 0 };
837 static sint d_off_x_4[] =
838 { -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, -4, 4,
839 -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, 0 };
842 static sint d_off_y_5[] =
843 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
844 -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
847 static sint d_off_x_5[] =
848 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
849 -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
853 static sint d_off_y_6[] =
854 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
855 -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
858 static sint d_off_x_6[] =
859 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
860 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
861 -3, 2, 3, -1, 0, 1, 0 };
864 static sint d_off_y_7[] =
865 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
866 -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
867 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
869 static sint d_off_x_7[] =
870 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
871 -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
872 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
876 static sint d_off_y_8[] =
877 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
878 -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
879 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
882 static sint d_off_x_8[] =
883 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
884 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
885 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
889 static sint d_off_y_9[] =
890 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
891 -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
892 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
893 7, 8, 8, 8, 8, 9, 9, 9, 0 };
895 static sint d_off_x_9[] =
896 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
897 -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
898 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
899 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
902 static sint *dist_offsets_y[10] =
904 d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
905 d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
908 static sint *dist_offsets_x[10] =
910 d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
911 d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
915 * Choose a "safe" location near a monster for it to run toward.
917 * A location is "safe" if it can be reached quickly and the player
918 * is not able to fire into it (it isn't a "clean shot"). So, this will
919 * cause monsters to "duck" behind walls. Hopefully, monsters will also
920 * try to run towards corridor openings if they are in a room.
922 * This function may take lots of CPU time if lots of monsters are
925 * Return TRUE if a safe location is available.
927 static bool find_safety(int m_idx, int *yp, int *xp)
929 monster_type *m_ptr = &m_list[m_idx];
934 int y, x, dy, dx, d, dis, i;
935 int gy = 0, gx = 0, gdis = 0;
942 /* Start with adjacent locations, spread further */
943 for (d = 1; d < 10; d++)
945 /* Get the lists of points with a distance d from (fx, fy) */
946 y_offsets = dist_offsets_y[d];
947 x_offsets = dist_offsets_x[d];
949 /* Check the locations */
950 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
952 i++, dx = x_offsets[i], dy = y_offsets[i])
957 /* Skip illegal locations */
958 if (!in_bounds(y, x)) continue;
962 /* Skip locations in a wall */
963 if (!cave_floor_grid(c_ptr)) continue;
965 /* Check for "availability" (if monsters can flow) */
966 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
968 /* Ignore grids very far from the player */
969 if (c_ptr->dist == 0) continue;
971 /* Ignore too-distant grids */
972 if (c_ptr->dist > cave[fy][fx].dist + 2 * d) continue;
975 /* Check for absence of shot (more or less) */
976 if (!player_has_los_grid(c_ptr))
979 /* Calculate distance from player */
980 dis = distance(y, x, py, px);
982 /* Remember if further than previous */
992 /* Check for success */
999 /* Found safe place */
1010 * Choose a good hiding place near a monster for it to run toward.
1012 * Pack monsters will use this to "ambush" the player and lure him out
1013 * of corridors into open space so they can swarm him.
1015 * Return TRUE if a good location is available.
1017 static bool find_hiding(int m_idx, int *yp, int *xp)
1019 monster_type *m_ptr = &m_list[m_idx];
1020 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1025 int y, x, dy, dx, d, dis, i;
1026 int gy = 0, gx = 0, gdis = 999;
1028 sint *y_offsets, *x_offsets;
1032 /* Start with adjacent locations, spread further */
1033 for (d = 1; d < 10; d++)
1035 /* Get the lists of points with a distance d from (fx, fy) */
1036 y_offsets = dist_offsets_y[d];
1037 x_offsets = dist_offsets_x[d];
1039 /* Check the locations */
1040 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
1042 i++, dx = x_offsets[i], dy = y_offsets[i])
1047 /* Skip illegal locations */
1048 if (!in_bounds(y, x)) continue;
1050 c_ptr = &cave[y][x];
1052 /* Skip occupied locations */
1053 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
1055 /* Check for hidden, available grid */
1056 if (!player_has_los_grid(c_ptr) && clean_shot(fy, fx, y, x, FALSE))
1058 /* Calculate distance from player */
1059 dis = distance(y, x, py, px);
1061 /* Remember if closer than previous */
1062 if (dis < gdis && dis >= 2)
1071 /* Check for success */
1078 /* Found good place */
1089 * Choose "logical" directions for monster movement
1091 static bool get_moves(int m_idx, int *mm)
1093 monster_type *m_ptr = &m_list[m_idx];
1094 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1100 bool will_run = mon_will_run(m_idx);
1102 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (cave[m_ptr->fy][m_ptr->fx].cost > 2));
1103 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
1105 /* Counter attack to an enemy monster */
1106 if (!will_run && m_ptr->target_y)
1108 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
1110 /* The monster must be an enemy, and in LOS */
1112 are_enemies(m_ptr, &m_list[t_m_idx]) &&
1113 los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1115 /* Extract the "pseudo-direction" */
1116 y = m_ptr->fy - m_ptr->target_y;
1117 x = m_ptr->fx - m_ptr->target_x;
1122 if (!done && !will_run && is_hostile(m_ptr) &&
1123 (r_ptr->flags1 & RF1_FRIENDS) &&
1124 (los(m_ptr->fy, m_ptr->fx, py, px) ||
1125 (cave[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1128 * Animal packs try to get the player out of corridors
1129 * (...unless they can move through walls -- TY)
1131 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1132 !(r_ptr->flags2 & RF2_KILL_WALL))
1136 /* Count room grids next to player */
1137 for (i = 0; i < 8; i++)
1139 int xx = px + ddx_ddd[i];
1140 int yy = py + ddy_ddd[i];
1142 if (!in_bounds2(yy, xx)) continue;
1144 c_ptr = &cave[yy][xx];
1147 if (monster_can_cross_terrain(c_ptr->feat, r_ptr, 0))
1149 /* One more room grid */
1153 if (cave[py][px].info & CAVE_ROOM) room -= 2;
1154 if (!r_ptr->flags4 && !r_ptr->flags5 && !r_ptr->flags6) room -= 2;
1156 /* Not in a room and strong player */
1157 if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1158 (p_ptr->mhp + p_ptr->msp))
1160 /* Find hiding place */
1161 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1165 /* Monster groups try to surround the player */
1166 if (!done && (cave[m_ptr->fy][m_ptr->fx].dist < 3))
1170 /* Find an empty square near the player to fill */
1171 for (i = 0; i < 8; i++)
1173 /* Pick squares near player (semi-randomly) */
1174 y2 = py + ddy_ddd[(m_idx + i) & 7];
1175 x2 = px + ddx_ddd[(m_idx + i) & 7];
1177 /* Already there? */
1178 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1180 /* Attack the player */
1187 if (!in_bounds2(y2, x2)) continue;
1189 /* Ignore filled grids */
1190 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
1192 /* Try to fill this hole */
1196 /* Extract the new "pseudo-direction" */
1207 /* Flow towards the player */
1208 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1210 /* Extract the "pseudo-direction" */
1217 /* Apply fear if possible and necessary */
1218 if (is_pet(m_ptr) && will_run)
1220 /* XXX XXX Not very "smart" */
1225 if (!done && will_run)
1230 /* Try to find safe place */
1231 if (find_safety(m_idx, &y, &x))
1233 /* Attempt to avoid the player */
1236 /* Adjust movement */
1237 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1243 /* This is not a very "smart" method XXX XXX */
1251 /* Check for no move */
1252 if (!x && !y) return (FALSE);
1255 /* Extract the "absolute distances" */
1259 /* Do something weird */
1260 if (y < 0) move_val += 8;
1261 if (x > 0) move_val += 4;
1263 /* Prevent the diamond maneuvre */
1264 if (ay > (ax << 1)) move_val += 2;
1265 else if (ax > (ay << 1)) move_val++;
1267 /* Extract some directions */
1412 /* Wants to move... */
1417 static int check_hit2(int power, int level, int ac, int stun)
1421 /* Percentile dice */
1424 if (stun && one_in_(2)) return FALSE;
1426 /* Hack -- Always miss or hit */
1427 if (k < 10) return (k < 5);
1429 /* Calculate the "attack quality" */
1430 i = (power + (level * 3));
1432 /* Power and Level compete against Armor */
1433 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1440 /* Monster attacks monster */
1441 static bool monst_attack_monst(int m_idx, int t_idx)
1443 monster_type *m_ptr = &m_list[m_idx];
1444 monster_type *t_ptr = &m_list[t_idx];
1446 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1447 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1451 char m_name[80], t_name[80];
1453 bool blinked, heal_effect;
1454 bool explode = FALSE, touched = FALSE, fear = FALSE;
1455 int y_saver = t_ptr->fy;
1456 int x_saver = t_ptr->fx;
1458 bool see_m = m_ptr->ml;
1459 bool see_t = t_ptr->ml;
1460 bool see_either = see_m || see_t;
1462 /* Can the player be aware of this attack? */
1463 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1464 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1466 /* Cannot attack self */
1467 if (m_idx == t_idx) return FALSE;
1469 /* Not allowed to attack */
1470 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1472 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1477 /* Extract the effective monster level */
1478 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1480 /* Get the monster name (or "it") */
1481 monster_desc(m_name, m_ptr, 0);
1483 /* Get the monster name (or "it") */
1484 monster_desc(t_name, t_ptr, 0);
1486 /* Assume no blink */
1489 if (!see_either && known)
1494 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 0);
1496 /* Scan through all four blows */
1497 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1499 bool obvious = FALSE;
1506 /* Extract the attack infomation */
1507 int effect = r_ptr->blow[ap_cnt].effect;
1508 int method = r_ptr->blow[ap_cnt].method;
1509 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1510 int d_side = r_ptr->blow[ap_cnt].d_side;
1512 if (!m_ptr->r_idx) break;
1514 /* Stop attacking if the target dies! */
1515 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1518 /* Hack -- no more attacks */
1521 if (blinked) /* Stop! */
1526 if (method == RBM_SHOOT) continue;
1528 /* Extract the attack "power" */
1529 power = mbe_info[effect].power;
1532 if (!effect || check_hit2(power, rlev, ac, m_ptr->stunned))
1537 if (tr_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
1539 /* Describe the attack method */
1545 act = "%s¤ò²¥¤Ã¤¿¡£";
1557 act = "%s¤ò¿¨¤Ã¤¿¡£";
1559 act = "touches %s.";
1569 act = "%s¤ò¥Ñ¥ó¥Á¤·¤¿¡£";
1571 act = "punches %s.";
1581 act = "%s¤ò½³¤Ã¤¿¡£";
1593 act = "%s¤ò¤Ò¤Ã¤«¤¤¤¿¡£";
1605 act = "%s¤ò³ú¤ó¤À¡£";
1617 act = "%s¤ò»É¤·¤¿¡£";
1629 act = "%s¤ò»Â¤Ã¤¿¡£";
1631 act = "slashes %s.";
1640 act = "%s¤ò³Ñ¤ÇÆͤ¤¤¿¡£";
1652 act = "%s¤ËÂÎÅö¤ê¤·¤¿¡£";
1654 act = "crushes %s.";
1664 act = "%s¤ò°û¤ß¹þ¤ó¤À¡£";
1666 act = "engulfs %s.";
1676 act = "%s¤ËÀÁµá½ñ¤ò¤è¤³¤·¤¿¡£";
1678 act = "charges %s.";
1688 act = "%s¤ÎÂΤξå¤òÇ礤²ó¤Ã¤¿¡£";
1690 act = "crawls on %s.";
1700 act = "%s¤Ë¤è¤À¤ì¤ò¤¿¤é¤·¤¿¡£";
1702 act = "drools on %s.";
1712 act = "%s¤ËÂäòÅǤ¤¤¿¡£";
1714 act = "spits on %s.";
1723 if (see_either) disturb(1, 0);
1738 act = "%s¤ò¤Ë¤é¤ó¤À¡£";
1740 act = "gazes at %s.";
1750 act = "%s¤Ëµã¤¤Ä¤¤¤¿¡£";
1752 act = "wails at %s.";
1762 act = "%s¤Ë˦»Ò¤òÈô¤Ð¤·¤¿¡£";
1764 act = "releases spores at %s.";
1774 act = "%s¤ËXXX4¤òÈô¤Ð¤·¤¿¡£";
1776 act = "projects XXX4's at %s.";
1786 act = "%s¤Ë¶â¤ò¤»¤¬¤ó¤À¡£";
1788 act = "begs %s for money.";
1798 act = "%s¤òÉî¿«¤·¤¿¡£";
1800 act = "insults %s.";
1810 act = "%s¤Ë¤à¤«¤Ã¤Æ¤¦¤á¤¤¤¿¡£";
1812 act = "moans at %s.";
1822 act = "%s¤Ë¤à¤«¤Ã¤Æ²Î¤Ã¤¿¡£";
1824 act = "sings to %s.";
1833 if (act && see_either)
1836 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1837 strfmt(temp, act, t_name);
1838 msg_format("%^s¤Ï%s", m_name, temp);
1840 if (do_silly_attack)
1842 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1843 strfmt(temp, "%s %s.", act, t_name);
1845 else strfmt(temp, act, t_name);
1846 msg_format("%^s %s", m_name, temp);
1850 /* Hack -- assume all attacks are obvious */
1853 /* Roll out the damage */
1854 damage = damroll(d_dice, d_side);
1856 /* Assume no healing effect */
1857 heal_effect = FALSE;
1861 /* Apply appropriate damage */
1873 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13)) {
1874 int tmp_damage = damage-(damage*((ac < 150) ? ac : 150)/250);
1875 damage = MAX(damage, tmp_damage*2);
1881 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1911 if (one_in_(2)) blinked = TRUE;
1958 pt = GF_OLD_SLEEP; /* sort of close... */
1974 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1977 earthquake(m_ptr->fy, m_ptr->fx, 8);
2010 /* Do damage if not exploding */
2013 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
2014 (pt == GF_OLD_SLEEP ? r_ptr->level : damage), pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
2019 if ((monster_living(tr_ptr)) && (damage > 2))
2021 bool did_heal = FALSE;
2023 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
2026 m_ptr->hp += damroll(4, damage / 6);
2027 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2029 /* Redraw (later) if needed */
2030 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2031 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2033 /* Special message */
2034 if (see_m && did_heal)
2037 msg_format("%s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
2039 msg_format("%^s appears healthier.", m_name);
2049 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
2051 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
2057 msg_format("%^s¤ÏÆÍÁ³Ç®¤¯¤Ê¤Ã¤¿¡ª", m_name);
2059 msg_format("%^s is suddenly very hot!", m_name);
2062 if (see_t && is_original_ap(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
2064 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2065 damroll (1 + ((tr_ptr->level) / 26),
2066 1 + ((tr_ptr->level) / 17)),
2067 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
2071 if (see_m && is_original_ap(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
2076 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
2078 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
2084 msg_format("%^s¤ÏÆÍÁ³´¨¤¯¤Ê¤Ã¤¿¡ª", m_name);
2086 msg_format("%^s is suddenly very cold!", m_name);
2089 if (see_t && is_original_ap(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
2091 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2092 damroll (1 + ((tr_ptr->level) / 26),
2093 1 + ((tr_ptr->level) / 17)),
2094 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
2098 if (see_m && is_original_ap(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
2103 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
2105 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
2111 msg_format("%^s¤ÏÅÅ·â¤ò¿©¤é¤Ã¤¿¡ª", m_name);
2113 msg_format("%^s gets zapped!", m_name);
2116 if (see_t && is_original_ap(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
2118 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2119 damroll (1 + ((tr_ptr->level) / 26),
2120 1 + ((tr_ptr->level) / 17)),
2121 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
2125 if (see_m && is_original_ap(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
2132 /* Monster missed player */
2135 /* Analyze failed attacks */
2154 if (tr_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
2156 /* Visible monsters */
2161 msg_format("%s¤Ï%^s¤Î¹¶·â¤ò¤«¤ï¤·¤¿¡£", t_name,m_name);
2163 msg_format("%^s misses %s.", m_name, t_name);
2174 /* Analyze "visible" monsters only */
2175 if (see_m && !do_silly_attack)
2177 /* Count "obvious" attacks (and ones that cause damage) */
2178 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
2180 /* Count attacks of this type */
2181 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
2183 r_ptr->r_blows[ap_cnt]++;
2191 sound(SOUND_EXPLODE);
2193 /* Cancel Invulnerability */
2194 if (m_ptr->invulner) m_ptr->invulner = 0;
2197 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_idx);
2199 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, " explodes into tiny shreds.", m_idx);
2213 msg_print("Å¥ËÀ¤Ï¾Ð¤Ã¤Æƨ¤²¤¿¡ª");
2215 msg_print("The thief flees laughing!");
2224 teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE);
2234 * The monster is known to be within 100 grids of the player
2236 * In several cases, we directly update the monster lore
2238 * Note that a monster is only allowed to "reproduce" if there
2239 * are a limited number of "reproducing" monsters on the current
2240 * level. This should prevent the level from being "swamped" by
2241 * reproducing monsters. It also allows a large mass of mice to
2242 * prevent a louse from multiplying, but this is a small price to
2243 * pay for a simple multiplication method.
2245 * XXX Monster fear is slightly odd, in particular, monsters will
2246 * fixate on opening a door even if they cannot open it. Actually,
2247 * the same thing happens to normal monsters when they hit a door
2249 * XXX XXX XXX In addition, monsters which *cannot* open or bash
2250 * down a door will still stand there trying to open it...
2252 * XXX Technically, need to check for monster in the way
2253 * combined with that monster being in a wall (or door?)
2255 * A "direction" of "5" means "pick a random direction".
2257 static void process_monster(int m_idx)
2259 monster_type *m_ptr = &m_list[m_idx];
2260 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2261 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2263 int i, d, oy, ox, ny, nx;
2268 feature_type *f_ptr;
2270 monster_type *y_ptr;
2283 bool gets_angry = FALSE;
2289 bool is_riding_mon = (m_idx == p_ptr->riding);
2291 if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
2293 if (rakuba(0, TRUE))
2296 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2299 monster_desc(m_name, &m_list[p_ptr->riding], 0);
2300 msg_format("You have fallen from %s.", m_name);
2305 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !m_ptr->csleep)
2307 choose_new_monster(m_idx, FALSE, 0);
2308 r_ptr = &r_info[m_ptr->r_idx];
2311 /* Players hidden in shadow are almost imperceptable. -LM- */
2312 if (p_ptr->special_defense & NINJA_S_STEALTH)
2314 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2315 if (p_ptr->monlite) tmp /= 3;
2316 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2317 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2318 /* Low-level monsters will find it difficult to locate the player. */
2319 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
2322 /* Are there its parent? */
2323 if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
2325 /* Its parent have gone, it also goes away. */
2331 /* Acquire the monster name */
2332 monster_desc(m_name, m_ptr, 0);
2335 msg_format("%s¤Ï¾Ã¤¨µî¤Ã¤¿¡ª", m_name);
2337 msg_format("%^s disappears!", m_name);
2341 /* Delete the monster */
2342 delete_monster_idx(m_idx);
2347 /* Quantum monsters are odd */
2348 if (r_ptr->flags2 & (RF2_QUANTUM))
2350 /* Sometimes skip move */
2351 if (!randint0(2)) return;
2354 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2358 if (is_pet(m_ptr) && !(m_ptr->ml))
2365 /* Acquire the monster name */
2366 monster_desc(m_name, m_ptr, 0);
2370 msg_format("%s¤Ï¾Ã¤¨µî¤Ã¤¿¡ª", m_name);
2372 msg_format("%^s disappears!", m_name);
2377 /* Generate treasure, etc */
2378 monster_death(m_idx, FALSE);
2380 /* Delete the monster */
2381 delete_monster_idx(m_idx);
2386 msg_print("¾¯¤·¤Î´ÖÈᤷ¤¤µ¤Ê¬¤Ë¤Ê¤Ã¤¿¡£");
2388 msg_print("You feel sad for a moment.");
2397 if (m_ptr->r_idx == MON_SHURYUUDAN)
2399 mon_take_hit_mon(m_idx, 1, &fear, "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_idx);
2401 mon_take_hit_mon(m_idx, 1, &fear, " explodes into tiny shreds.", m_idx);
2404 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2406 static int riding_pinch = 0;
2408 if (m_ptr->hp < m_ptr->maxhp/3)
2411 monster_desc(m_name, m_ptr, 0);
2413 if (is_riding_mon && riding_pinch < 2)
2416 msg_format("%s¤Ï½ý¤ÎÄˤµ¤Î;¤ê¤¢¤Ê¤¿¤Î«Çû¤«¤éƨ¤ì¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", m_name);
2418 msg_format("%^s seems to be in so much pain, and trying to escape from your restriction.", m_name);
2428 msg_format("%s¤Ï¤¢¤Ê¤¿¤Î«Çû¤«¤éæ½Ð¤·¤¿¡£", m_name);
2430 msg_format("%^s succeeded to escape from your restriction!", m_name);
2432 if (rakuba(-1, FALSE))
2435 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2437 msg_print("You have fallen from riding pet.");
2444 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))
2447 msg_format("%^s¡Ö¥Ô¥ó¥Á¤À¡ªÂàµÑ¤µ¤»¤Æ¤â¤é¤¦¡ª¡×", m_name);
2449 msg_format("%^s says 'It is the pinch! I will retreat'.", m_name);
2453 msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¡¦¥ì¥Ù¥ë¤Î´¬Êª¤òÆɤó¤À¡£", m_name);
2454 msg_format("%^s¤¬¾Ã¤¨µî¤Ã¤¿¡£", m_name);
2456 msg_format("%^s read a scroll of teleport level.", m_name);
2457 msg_format("%^s disappears.", m_name);
2461 if (is_riding_mon && rakuba(-1, FALSE))
2464 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2466 msg_print("You have fallen from riding pet.");
2470 /* Check for quest completion */
2471 check_quest_completion(m_ptr);
2473 delete_monster_idx(m_idx);
2480 /* Reset the counter */
2481 if (is_riding_mon) riding_pinch = 0;
2485 /* Handle "sleep" */
2488 /* Handle non-aggravation - Still sleeping */
2489 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2491 /* Handle aggravation */
2493 /* Reset sleep counter */
2496 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
2498 /* Notice the "waking up" */
2503 /* Acquire the monster name */
2504 monster_desc(m_name, m_ptr, 0);
2506 /* Dump a message */
2508 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
2510 msg_format("%^s wakes up.", m_name);
2513 /* Redraw the health bar */
2514 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2515 if (is_riding_mon) p_ptr->redraw |= (PR_UHEALTH);
2517 /* Hack -- Count the wakings */
2518 if (r_ptr->r_wake < MAX_UCHAR)
2528 /* Sometimes skip move */
2529 if (one_in_(2)) return;
2534 p_ptr->update |= (PU_BONUS);
2537 /* No one wants to be your friend if you're aggravating */
2538 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2541 /* Paranoia... no pet uniques outside wizard mode -- TY */
2542 if (is_pet(m_ptr) &&
2543 ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2544 monster_has_hostile_align(NULL, 10, -10, r_ptr))
2545 || (r_ptr->flagsr & RFR_RES_ALL)))
2550 if (p_ptr->inside_battle) gets_angry = FALSE;
2555 monster_desc(m_name, m_ptr, 0);
2557 msg_format("%^s¤ÏÆÍÁ³Å¨¤Ë¤Þ¤ï¤Ã¤¿¡ª", m_name);
2559 msg_format("%^s suddenly becomes hostile!", m_name);
2565 /* Get the origin */
2570 /* Attempt to "multiply" if able and allowed */
2571 if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2575 /* Count the adjacent monsters */
2576 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2578 for (x = ox - 1; x <= ox + 1; x++)
2580 /* Ignore locations off of edge */
2581 if (!in_bounds2(y, x)) continue;
2583 if (cave[y][x].m_idx) k++;
2587 /* Hack -- multiply slower in crowded areas */
2588 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2590 /* Try to multiply */
2591 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2593 /* Take note if visible */
2594 if (m_ptr->ml && m_list[hack_m_idx_ii].ml && is_original_ap(m_ptr))
2596 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2599 /* Multiplying takes energy */
2606 if (r_ptr->flags6 & RF6_SPECIAL)
2608 /* Hack -- Ohmu scatters molds! */
2609 if (m_ptr->r_idx == MON_OHMU)
2611 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2613 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2616 int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2617 u32b p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2619 for (k = 0; k < 6; k++)
2621 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_BIZARRE1, (PM_ALLOW_GROUP | p_mode)))
2623 if (m_list[hack_m_idx_ii].ml) count++;
2627 if (count && m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2634 if (!p_ptr->inside_battle)
2636 /* Hack! "Cyber" monster makes noise... */
2637 if (m_ptr->ap_r_idx == MON_CYBER &&
2638 one_in_(CYBERNOISE) &&
2639 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2641 if (disturb_minor) disturb(FALSE, FALSE);
2643 msg_print("½Å¸ü¤Ê²»¤¬Ê¹¤³¤¨¤¿¡£");
2645 msg_print("You hear heavy steps.");
2650 /* Some monsters can speak */
2651 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2652 one_in_(SPEAK_CHANCE) &&
2653 player_has_los_bold(oy, ox))
2656 char monmessage[1024];
2659 /* Acquire the monster name/poss */
2661 monster_desc(m_name, m_ptr, 0);
2664 strcpy(m_name, "¤½¤ì");
2666 strcpy(m_name, "It");
2670 /* Select the file for monster quotes */
2673 filename = "monfear_j.txt";
2675 filename = "monfear.txt";
2678 else if (is_pet(m_ptr))
2680 filename = "monpet_j.txt";
2682 filename = "monpet.txt";
2685 else if (is_friendly(m_ptr))
2687 filename = "monfrien_j.txt";
2689 filename = "monfrien.txt";
2694 filename = "monspeak_j.txt";
2696 filename = "monspeak.txt";
2700 /* Get the monster line */
2701 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2705 msg_format("%^s%s", m_name, monmessage);
2707 msg_format("%^s %s", m_name, monmessage);
2714 /* Try to cast spell occasionally */
2715 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2717 bool counterattack = FALSE;
2719 /* Give priority to counter attack? */
2720 if (m_ptr->target_y)
2722 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
2724 /* The monster must be an enemy, and projectable */
2726 are_enemies(m_ptr, &m_list[t_m_idx]) &&
2727 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2729 counterattack = TRUE;
2735 /* Attempt to cast a spell */
2736 if (aware && make_attack_spell(m_idx)) return;
2739 * Attempt to cast a spell at an enemy other than the player
2740 * (may slow the game a smidgeon, but I haven't noticed.)
2742 if (monst_spell_monst(m_idx)) return;
2746 /* Attempt to do counter attack at first */
2747 if (monst_spell_monst(m_idx)) return;
2749 if (aware && make_attack_spell(m_idx)) return;
2753 /* Hack -- Assume no movement */
2754 mm[0] = mm[1] = mm[2] = mm[3] = 0;
2755 mm[4] = mm[5] = mm[6] = mm[7] = 0;
2758 /* Confused -- 100% random */
2759 if (m_ptr->confused || !aware)
2761 /* Try four "random" directions */
2762 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2765 /* 75% random movement */
2766 else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2767 (randint0(100) < 75))
2769 /* Memorize flags */
2770 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2772 /* Try four "random" directions */
2773 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2776 /* 50% random movement */
2777 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2778 (randint0(100) < 50))
2780 /* Memorize flags */
2781 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2783 /* Try four "random" directions */
2784 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2787 /* 25% random movement */
2788 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2789 (randint0(100) < 25))
2791 /* Memorize flags */
2792 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2794 /* Try four "random" directions */
2795 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2798 /* Can't reach player - find something else to hit */
2799 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2801 /* Try four "random" directions */
2802 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2804 /* Look for an enemy */
2805 #if 0 /* Hack - Too slow. Mimic pits are horrible with this on. */
2806 get_enemy_dir(m_idx, mm);
2810 /* Pets will follow the player */
2811 else if (is_pet(m_ptr))
2813 /* Are we trying to avoid the player? */
2814 bool avoid = ((p_ptr->pet_follow_distance < 0) &&
2815 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2817 /* Do we want to find the player? */
2818 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2820 /* Should we find the player if we can't find a monster? */
2821 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2823 /* by default, move randomly */
2824 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2826 /* Look for an enemy */
2827 if (!get_enemy_dir(m_idx, mm))
2829 /* Find the player if necessary */
2830 if (avoid || lonely || distant)
2832 /* Remember the leash length */
2833 int dis = p_ptr->pet_follow_distance;
2835 /* Hack -- adjust follow distance temporarily */
2836 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2838 p_ptr->pet_follow_distance = PET_SEEK_DIST;
2841 /* Find the player */
2842 get_moves(m_idx, mm);
2844 /* Restore the leash */
2845 p_ptr->pet_follow_distance = dis;
2850 /* Friendly monster movement */
2851 else if (!is_hostile(m_ptr))
2853 /* by default, move randomly */
2854 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2856 /* Look for an enemy */
2857 get_enemy_dir(m_idx, mm);
2859 /* Normal movement */
2862 /* Logical moves, may do nothing */
2863 if (!get_moves(m_idx, mm)) return;
2866 /* Assume nothing */
2871 /* Assume nothing */
2872 did_open_door = FALSE;
2873 did_bash_door = FALSE;
2874 did_take_item = FALSE;
2875 did_kill_item = FALSE;
2876 did_move_body = FALSE;
2877 did_pass_wall = FALSE;
2878 did_kill_wall = FALSE;
2881 /* Take a zero-terminated array of "directions" */
2882 for (i = 0; mm[i]; i++)
2884 /* Get the direction */
2887 /* Hack -- allow "randomized" motion */
2888 if (d == 5) d = ddd[randint0(8)];
2890 /* Get the destination */
2894 /* Ignore locations off of edge */
2895 if (!in_bounds2(ny, nx)) continue;
2897 /* Access that cave grid */
2898 c_ptr = &cave[ny][nx];
2899 f_ptr = &f_info[c_ptr->feat];
2900 can_cross = monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2902 /* Access that cave grid's contents */
2903 y_ptr = &m_list[c_ptr->m_idx];
2905 /* Hack -- player 'in' wall */
2906 if (player_bold(ny, nx))
2911 else if (c_ptr->m_idx)
2913 /* Possibly a monster to attack */
2917 /* Floor is open? */
2920 /* Go ahead and move */
2923 /* Monster moves through walls (and doors) */
2924 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2925 !have_flag(f_ptr->flags, FF_MOVE))
2927 /* Monster went through a wall */
2928 did_pass_wall = TRUE;
2931 if ((r_ptr->flags2 & RF2_KILL_WALL) && have_flag(f_ptr->flags, FF_TUNNEL) &&
2932 !have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_PERMANENT))
2934 /* Monster destroyed a wall (later) */
2935 did_kill_wall = TRUE;
2939 /* Monster destroys walls (and doors) */
2940 else if ((r_ptr->flags2 & RF2_KILL_WALL) && !is_riding_mon &&
2941 have_flag(f_ptr->flags, FF_TUNNEL) && !have_flag(f_ptr->flags, FF_PERMANENT))
2943 /* Eat through walls/doors/rubble */
2946 /* Monster destroyed a wall (later) */
2947 did_kill_wall = TRUE;
2950 /* Handle doors and secret doors */
2951 else if (is_closed_door(c_ptr->feat))
2953 bool may_bash = TRUE;
2954 feature_type *f_ptr = &f_info[c_ptr->feat];
2956 /* Assume no move allowed */
2959 /* Creature can open doors. */
2960 if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2961 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2966 /* The door is open */
2967 did_open_door = TRUE;
2969 /* Do not bash the door */
2972 /* Assume no move allowed */
2976 /* Locked doors (not jammed) */
2979 /* Try to unlock it XXX XXX XXX */
2980 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2982 /* Unlock the door */
2983 cave_alter_feat(ny, nx, FF_OPEN);
2985 /* Do not bash the door */
2991 /* Stuck doors -- attempt to bash them down if allowed */
2992 if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2993 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2995 /* Attempt to Bash XXX XXX XXX */
2996 if (randint0(m_ptr->hp / 10) > f_ptr->power)
3000 msg_print("¥É¥¢¤òᤳ«¤±¤ë²»¤¬¤·¤¿¡ª");
3002 msg_print("You hear a door burst open!");
3005 /* Disturb (sometimes) */
3006 if (disturb_minor) disturb(0, 0);
3008 /* The door was bashed open */
3009 did_bash_door = TRUE;
3011 /* Hack -- fall into doorway */
3017 /* Deal with doors in the way */
3018 if (did_open_door || did_bash_door)
3020 /* Break down the door */
3021 if (did_bash_door && (randint0(100) < 50))
3023 cave_alter_feat(ny, nx, FF_BASH);
3029 cave_alter_feat(ny, nx, FF_OPEN);
3032 /* Handle viewable doors */
3033 if (player_has_los_bold(ny, nx)) do_view = TRUE;
3037 /* Hack -- check for Glyph of Warding */
3038 if (do_move && is_glyph_grid(c_ptr) &&
3039 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
3041 /* Assume no move allowed */
3044 /* Break the ward */
3045 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
3047 /* Describe observable breakage */
3048 if (c_ptr->info & CAVE_MARK)
3051 msg_print("¼é¤ê¤Î¥ë¡¼¥ó¤¬²õ¤ì¤¿¡ª");
3053 msg_print("The rune of protection is broken!");
3057 /* Forget the rune */
3058 c_ptr->info &= ~(CAVE_MARK);
3060 /* Break the rune */
3061 c_ptr->info &= ~(CAVE_OBJECT);
3064 /* Allow movement */
3071 else if (do_move && is_explosive_rune_grid(c_ptr) &&
3072 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
3074 /* Assume no move allowed */
3077 /* Break the ward */
3080 /* Break the ward */
3081 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
3083 /* Describe observable breakage */
3084 if (c_ptr->info & CAVE_MARK)
3087 msg_print("¥ë¡¼¥ó¤¬Çúȯ¤·¤¿¡ª");
3089 msg_print("The rune explodes!");
3092 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);
3098 msg_print("Çúȯ¤Î¥ë¡¼¥ó¤Ï²ò½ü¤µ¤ì¤¿¡£");
3100 msg_print("An explosive rune was disarmed.");
3104 /* Forget the rune */
3105 c_ptr->info &= ~(CAVE_MARK);
3107 /* Break the rune */
3108 c_ptr->info &= ~(CAVE_OBJECT);
3114 if (!m_ptr->r_idx) return;
3115 /* Allow movement */
3120 /* The player is in the way */
3121 if (do_move && player_bold(ny, nx))
3123 /* Some monsters never attack */
3124 if (r_ptr->flags1 & RF1_NEVER_BLOW)
3126 /* Hack -- memorize lack of attacks */
3127 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
3133 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
3134 if (do_move && (d_info[dungeon_type].flags1 & DF1_NO_MELEE))
3136 if (!m_ptr->confused)
3138 if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
3141 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
3146 /* The player is in the way. Attack him. */
3149 if (!p_ptr->riding || one_in_(2))
3152 (void)make_attack_normal(m_idx);
3163 /* A monster is in the way */
3164 if (do_move && c_ptr->m_idx)
3166 monster_race *z_ptr = &r_info[y_ptr->r_idx];
3168 /* Assume no movement */
3171 /* Attack 'enemies' */
3172 if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
3173 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
3174 can_cross && (c_ptr->m_idx != p_ptr->riding)) ||
3175 are_enemies(m_ptr, y_ptr) || m_ptr->confused)
3177 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
3179 if (r_ptr->flags2 & RF2_KILL_BODY)
3181 if (is_original_ap(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
3185 if (y_ptr->r_idx && (y_ptr->hp >= 0))
3187 if (monst_attack_monst(m_idx, c_ptr->m_idx)) return;
3189 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
3190 else if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3192 if (m_ptr->confused) return;
3193 else if (r_ptr->flags2 & RF2_STUPID)
3195 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
3203 /* Push past weaker monsters (unless leaving a wall) */
3204 else if ((r_ptr->flags2 & RF2_MOVE_BODY) &&
3205 (r_ptr->mexp > z_ptr->mexp) &&
3206 can_cross && (c_ptr->m_idx != p_ptr->riding) &&
3207 monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
3209 /* Allow movement */
3212 /* Monster pushed past another monster */
3213 did_move_body = TRUE;
3215 /* XXX XXX XXX Message */
3220 * Check if monster can cross terrain
3221 * This is checked after the normal attacks
3222 * to allow monsters to attack an enemy,
3223 * even if it can't enter the terrain.
3225 if (do_move && !can_cross && !did_kill_wall)
3227 /* Assume no move allowed */
3231 /* Some monsters never move */
3232 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
3234 /* Hack -- memorize lack of attacks */
3235 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3243 if (!p_ptr->riding_ryoute && !(m_list[p_ptr->riding].monfear)) do_move = FALSE;
3246 /* Creature has been allowed move */
3249 s16b this_o_idx, next_o_idx;
3254 /* Hack -- Update the old location */
3255 cave[oy][ox].m_idx = c_ptr->m_idx;
3259 if (one_in_(GRINDNOISE))
3262 msg_print("¥®¥·¥®¥·¤¤¤¦²»¤¬Ê¹¤³¤¨¤ë¡£");
3264 msg_print("There is a grinding sound.");
3268 cave_alter_feat(ny, nx, FF_HURT_DISI);
3270 /* Note changes to viewable region */
3271 if (player_has_los_bold(ny, nx)) do_view = TRUE;
3273 else if (have_flag(f_ptr->flags, FF_TREE))
3275 if (!(r_ptr->flags7 & RF7_CAN_FLY) && (!is_riding_mon || !p_ptr->ffall) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3277 m_ptr->energy_need += ENERGY_NEED();
3281 /* Mega-Hack -- move the old monster, if any */
3284 /* Move the old monster */
3288 /* Update the old monster */
3289 update_mon(c_ptr->m_idx, TRUE);
3291 /* Wake up the moved monster */
3294 if (r_info[y_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
3295 p_ptr->update |= (PU_MON_LITE);
3298 /* Hack -- Update the new location */
3299 c_ptr->m_idx = m_idx;
3301 /* Move the monster */
3305 /* Update the monster */
3306 update_mon(m_idx, TRUE);
3314 /* Redraw the old grid */
3317 /* Redraw the new grid */
3325 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
3327 /* Update the monsters */
3328 p_ptr->update |= (PU_DISTANCE);
3330 /* Update sub-windows */
3331 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3334 /* Possible disturb */
3337 (disturb_near && (m_ptr->mflag & MFLAG_VIEW)) ||
3338 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3341 if (is_hostile(m_ptr))
3345 /* Scan all objects in the grid */
3346 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3350 /* Acquire object */
3351 o_ptr = &o_list[this_o_idx];
3353 /* Acquire next object */
3354 next_o_idx = o_ptr->next_o_idx;
3357 if (o_ptr->tval == TV_GOLD) continue;
3360 * Skip "real" corpses and statues, to avoid extreme
3361 * silliness like a novice rogue pockets full of statues
3364 if ((o_ptr->tval == TV_CORPSE) ||
3365 (o_ptr->tval == TV_STATUE)) continue;
3367 /* Take or Kill objects on the floor */
3368 if ((r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3369 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS)))
3371 u32b flgs[TR_FLAG_SIZE];
3377 char o_name[MAX_NLEN];
3379 /* Extract some flags */
3380 object_flags(o_ptr, flgs);
3382 /* Acquire the object name */
3383 object_desc(o_name, o_ptr, 0);
3385 /* Acquire the monster name */
3386 monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
3388 /* React to objects that hurt the monster */
3389 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3390 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3391 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
3392 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
3393 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
3394 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
3395 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
3396 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
3397 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
3398 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
3399 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3400 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3401 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3402 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3403 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
3404 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
3405 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
3406 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
3408 /* The object cannot be picked up by the monster */
3409 if (artifact_p(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
3412 /* Only give a message for "take_item" */
3413 if ((r_ptr->flags2 & (RF2_TAKE_ITEM)) && (r_ptr->flags2 & (RF2_STUPID)))
3416 did_take_item = TRUE;
3418 /* Describe observable situations */
3419 if (m_ptr->ml && player_can_see_bold(ny, nx))
3421 /* Dump a message */
3423 msg_format("%^s¤Ï%s¤ò½¦¤ª¤¦¤È¤·¤¿¤¬¡¢¤À¤á¤À¤Ã¤¿¡£", m_name, o_name);
3425 msg_format("%^s tries to pick up %s, but fails.", m_name, o_name);
3431 /* Pick up the item */
3432 else if (r_ptr->flags2 & RF2_TAKE_ITEM)
3435 did_take_item = TRUE;
3437 /* Describe observable situations */
3438 if (player_can_see_bold(ny, nx))
3440 /* Dump a message */
3442 msg_format("%^s¤¬%s¤ò½¦¤Ã¤¿¡£", m_name, o_name);
3444 msg_format("%^s picks up %s.", m_name, o_name);
3448 /* Excise the object */
3449 excise_object_idx(this_o_idx);
3454 /* Forget location */
3455 o_ptr->iy = o_ptr->ix = 0;
3457 /* Memorize monster */
3458 o_ptr->held_m_idx = m_idx;
3461 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3464 m_ptr->hold_o_idx = this_o_idx;
3467 /* Destroy the item if not a pet */
3468 else if (!is_pet(m_ptr))
3471 did_kill_item = TRUE;
3473 /* Describe observable situations */
3474 if (player_has_los_bold(ny, nx))
3476 /* Dump a message */
3478 msg_format("%^s¤¬%s¤òÇ˲õ¤·¤¿¡£", m_name, o_name);
3480 msg_format("%^s destroys %s.", m_name, o_name);
3484 /* Delete the object */
3485 delete_object_idx(this_o_idx);
3491 /* Stop when done */
3496 * Forward movements failed, but now received LOS attack!
3497 * Try to flow by smell.
3499 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3500 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3502 /* If we haven't done anything, try casting a spell again */
3503 if (!do_turn && !do_move && !m_ptr->monfear && !is_riding_mon && aware)
3505 /* Try to cast spell again */
3506 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3508 if (make_attack_spell(m_idx)) return;
3513 /* Notice changes in view */
3516 /* Update some things */
3517 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
3520 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3523 /* Notice changes in view */
3524 if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3525 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3527 /* Update some things */
3528 p_ptr->update |= (PU_MON_LITE);
3531 /* Learn things from observable monster */
3532 if (m_ptr->ml && is_original_ap(m_ptr))
3534 /* Monster opened a door */
3535 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3537 /* Monster bashed a door */
3538 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3540 /* Monster tried to pick something up */
3541 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3543 /* Monster tried to crush something */
3544 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3546 /* Monster pushed past another monster */
3547 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3549 /* Monster passed through a wall */
3550 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3552 /* Monster destroyed a wall */
3553 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3557 /* Hack -- get "bold" if out of options */
3558 if (!do_turn && !do_move && m_ptr->monfear && aware)
3560 /* No longer afraid */
3563 /* Message if seen */
3568 /* Acquire the monster name */
3569 monster_desc(m_name, m_ptr, 0);
3571 /* Dump a message */
3573 msg_format("%^s¤ÏÀ襤¤ò·è°Õ¤·¤¿¡ª", m_name);
3575 msg_format("%^s turns to fight!", m_name);
3578 /* Redraw (later) if needed */
3579 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3581 chg_virtue(V_COMPASSION, -1);
3584 /* XXX XXX XXX Actually do something now (?) */
3589 * Process all the "live" monsters, once per game turn.
3591 * During each game turn, we scan through the list of all the "live" monsters,
3592 * (backwards, so we can excise any "freshly dead" monsters), energizing each
3593 * monster, and allowing fully energized monsters to move, attack, pass, etc.
3595 * Note that monsters can never move in the monster array (except when the
3596 * "compact_monsters()" function is called by "dungeon()" or "save_player()").
3598 * This function is responsible for at least half of the processor time
3599 * on a normal system with a "normal" amount of monsters and a player doing
3602 * When the player is resting, virtually 90% of the processor time is spent
3603 * in this function, and its children, "process_monster()" and "make_move()".
3605 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",
3606 * especially when the player is running.
3608 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"
3609 * monsters while they are still being "born". A monster is "fresh" only
3610 * during the turn in which it is created, and we use the "hack_m_idx" to
3611 * determine if the monster is yet to be processed during the current turn.
3613 * Note the special "MFLAG_NICE" flag, which allows the player to get one
3614 * move before any "nasty" monsters get to use their spell attacks.
3616 * Note that when the "knowledge" about the currently tracked monster
3617 * changes (flags, attacks, spells), we induce a redraw of the monster
3620 void process_monsters(void)
3627 monster_type *m_ptr;
3628 monster_race *r_ptr;
3630 int old_monster_race_idx;
3632 u32b old_r_flags1 = 0L;
3633 u32b old_r_flags2 = 0L;
3634 u32b old_r_flags3 = 0L;
3635 u32b old_r_flags4 = 0L;
3636 u32b old_r_flags5 = 0L;
3637 u32b old_r_flags6 = 0L;
3638 u32b old_r_flagsr = 0L;
3640 byte old_r_blows0 = 0;
3641 byte old_r_blows1 = 0;
3642 byte old_r_blows2 = 0;
3643 byte old_r_blows3 = 0;
3645 byte old_r_cast_spell = 0;
3649 /* Clear monster fighting indicator */
3652 /* Memorize old race */
3653 old_monster_race_idx = p_ptr->monster_race_idx;
3655 /* Acquire knowledge */
3656 if (p_ptr->monster_race_idx)
3658 /* Acquire current monster */
3659 r_ptr = &r_info[p_ptr->monster_race_idx];
3661 /* Memorize flags */
3662 old_r_flags1 = r_ptr->r_flags1;
3663 old_r_flags2 = r_ptr->r_flags2;
3664 old_r_flags3 = r_ptr->r_flags3;
3665 old_r_flags4 = r_ptr->r_flags4;
3666 old_r_flags5 = r_ptr->r_flags5;
3667 old_r_flags6 = r_ptr->r_flags6;
3668 old_r_flagsr = r_ptr->r_flagsr;
3670 /* Memorize blows */
3671 old_r_blows0 = r_ptr->r_blows[0];
3672 old_r_blows1 = r_ptr->r_blows[1];
3673 old_r_blows2 = r_ptr->r_blows[2];
3674 old_r_blows3 = r_ptr->r_blows[3];
3676 /* Memorize castings */
3677 old_r_cast_spell = r_ptr->r_cast_spell;
3681 /* Process the monsters (backwards) */
3682 for (i = m_max - 1; i >= 1; i--)
3684 /* Access the monster */
3686 r_ptr = &r_info[m_ptr->r_idx];
3688 /* Handle "leaving" */
3689 if (p_ptr->leaving) break;
3691 /* Ignore "dead" monsters */
3692 if (!m_ptr->r_idx) continue;
3694 if (p_ptr->wild_mode) continue;
3697 /* Handle "fresh" monsters */
3698 if (m_ptr->mflag & MFLAG_BORN)
3700 /* No longer "fresh" */
3701 m_ptr->mflag &= ~(MFLAG_BORN);
3707 /* Hack -- Require proximity */
3708 if (m_ptr->cdis >= AAF_LIMIT) continue;
3711 /* Access the location */
3715 /* Flow by smell is allowed */
3716 if (!p_ptr->no_flowed)
3718 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3721 /* Assume no move */
3724 /* Handle "sensing radius" */
3725 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3727 /* We can "sense" the player */
3731 /* Handle "sight" and "aggravation" */
3732 else if ((m_ptr->cdis <= MAX_SIGHT) &&
3733 (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3735 /* We can "see" or "feel" the player */
3739 #if 0 /* (cave[py][px].when == cave[fy][fx].when) is always FALSE... */
3740 /* Hack -- Monsters can "smell" the player from far away */
3741 /* Note that most monsters have "aaf" of "20" or so */
3742 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3743 have_flag(f_flags_bold(py, px), FF_MOVE) &&
3744 (cave[py][px].when == cave[fy][fx].when) &&
3745 (cave[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3746 (cave[fy][fx].dist < r_ptr->aaf))
3748 /* We can "smell" the player */
3752 else if (m_ptr->target_y) test = TRUE;
3755 if (!test) continue;
3758 if (p_ptr->riding == i)
3759 speed = p_ptr->pspeed;
3762 speed = m_ptr->mspeed;
3764 /* Monsters move quickly in Nightmare mode */
3765 if (ironman_nightmare) speed += 5;
3767 if (m_ptr->fast) speed += 10;
3768 if (m_ptr->slow) speed -= 10;
3771 /* Give this monster some energy */
3772 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3774 /* Not enough energy to move */
3775 if (m_ptr->energy_need > 0) continue;
3777 /* Use up "some" energy */
3778 m_ptr->energy_need += ENERGY_NEED();
3781 /* Save global index */
3784 /* Process the monster */
3787 reset_target(m_ptr);
3789 /* Give up flow_by_smell when it might useless */
3790 if (p_ptr->no_flowed && one_in_(3))
3791 m_ptr->mflag2 |= MFLAG2_NOFLOW;
3793 /* Hack -- notice death or departure */
3794 if (!p_ptr->playing || p_ptr->is_dead) break;
3796 /* Notice leaving */
3797 if (p_ptr->leaving) break;
3800 /* Reset global index */
3804 /* Tracking a monster race (the same one we were before) */
3805 if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3807 /* Acquire monster race */
3808 r_ptr = &r_info[p_ptr->monster_race_idx];
3810 /* Check for knowledge change */
3811 if ((old_r_flags1 != r_ptr->r_flags1) ||
3812 (old_r_flags2 != r_ptr->r_flags2) ||
3813 (old_r_flags3 != r_ptr->r_flags3) ||
3814 (old_r_flags4 != r_ptr->r_flags4) ||
3815 (old_r_flags5 != r_ptr->r_flags5) ||
3816 (old_r_flags6 != r_ptr->r_flags6) ||
3817 (old_r_flagsr != r_ptr->r_flagsr) ||
3818 (old_r_blows0 != r_ptr->r_blows[0]) ||
3819 (old_r_blows1 != r_ptr->r_blows[1]) ||
3820 (old_r_blows2 != r_ptr->r_blows[2]) ||
3821 (old_r_blows3 != r_ptr->r_blows[3]) ||
3822 (old_r_cast_spell != r_ptr->r_cast_spell))
3825 p_ptr->window |= (PW_MONSTER);
3832 bool process_the_world(int num, int who, bool vs_player)
3834 monster_type *m_ptr = &m_list[hack_m_idx]; /* the world monster */
3836 if(world_monster) return (FALSE);
3841 monster_desc(m_name, m_ptr, 0);
3845 msg_print("¡Ö¡Ø¥¶¡¦¥ï¡¼¥ë¥É¡Ù¡ª»þ¤Ï»ß¤Þ¤Ã¤¿¡ª¡×");
3847 msg_format("%s yells 'The World! Time has stopped!'", m_name);
3851 msg_print("¡Ö»þ¤è¡ª¡×");
3853 msg_format("%s yells 'Time!'", m_name);
3855 else msg_print("hek!");
3860 /* This monster cast spells */
3861 world_monster = hack_m_idx;
3863 if (vs_player) do_cmd_redraw();
3867 if(!m_ptr->r_idx) break;
3868 process_monster(world_monster);
3870 reset_target(m_ptr);
3873 if (p_ptr->notice) notice_stuff();
3876 if (p_ptr->update) update_stuff();
3879 if (p_ptr->redraw) redraw_stuff();
3882 if (p_ptr->window) window_stuff();
3885 if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
3889 p_ptr->redraw |= (PR_MAP);
3891 /* Update monsters */
3892 p_ptr->update |= (PU_MONSTERS);
3895 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3898 if (vs_player || los(py, px, m_ptr->fy, m_ptr->fx))
3901 msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
3903 msg_print("You feel time flowing around you once more.");
3914 void monster_gain_exp(int m_idx, int s_idx)
3916 monster_type *m_ptr = &m_list[m_idx];
3917 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3918 monster_race *s_ptr = &r_info[s_idx];
3921 if (p_ptr->inside_battle) return;
3923 if (!r_ptr->next_exp) return;
3925 new_exp = s_ptr->mexp * s_ptr->level / (r_ptr->level + 2);
3926 if (m_idx == p_ptr->riding) new_exp = (new_exp + 1) / 2;
3927 if (!dun_level) new_exp /= 5;
3928 m_ptr->exp += new_exp;
3929 if (m_ptr->mflag2 & MFLAG2_CHAMELEON) return;
3931 if (m_ptr->exp >= r_ptr->next_exp)
3934 int old_hp = m_ptr->hp;
3935 int old_maxhp = m_ptr->max_maxhp;
3936 int old_r_idx = m_ptr->r_idx;
3937 byte old_sub_align = m_ptr->sub_align;
3939 /* Hack -- Reduce the racial counter of previous monster */
3940 real_r_ptr(m_ptr)->cur_num--;
3942 monster_desc(m_name, m_ptr, 0);
3943 m_ptr->r_idx = r_ptr->next_r_idx;
3945 /* Count the monsters on the level */
3946 real_r_ptr(m_ptr)->cur_num++;
3948 m_ptr->ap_r_idx = m_ptr->r_idx;
3949 r_ptr = &r_info[m_ptr->r_idx];
3951 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
3953 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
3957 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
3959 if (ironman_nightmare)
3961 u32b hp = m_ptr->max_maxhp * 2L;
3963 m_ptr->max_maxhp = (s16b)MIN(30000, hp);
3965 m_ptr->maxhp = m_ptr->max_maxhp;
3966 m_ptr->hp = old_hp * m_ptr->maxhp / old_maxhp;
3968 /* Extract the monster base speed */
3969 m_ptr->mspeed = get_mspeed(r_ptr);
3971 /* Sub-alignment of a monster */
3972 if (!is_pet(m_ptr) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
3973 m_ptr->sub_align = old_sub_align;
3976 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3977 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
3978 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
3983 if (is_pet(m_ptr) || m_ptr->ml)
3986 msg_format("%s¤Ï%s¤Ë¿Ê²½¤·¤¿¡£", m_name, r_name + r_ptr->name);
3988 msg_format("%^s evolved into %s.", m_name, r_name + r_ptr->name);
3990 r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
3992 /* Now you feel very close to this pet. */
3993 m_ptr->parent_m_idx = 0;
3995 update_mon(m_idx, FALSE);
3996 lite_spot(m_ptr->fy, m_ptr->fx);
3998 if (m_idx == p_ptr->riding) p_ptr->update |= PU_BONUS;