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);
67 t_ptr = &m_list[t_idx];
69 /* The monster itself isn't a target */
70 if (t_ptr == m_ptr) continue;
72 /* Paranoia -- Skip dead monsters */
73 if (!t_ptr->r_idx) continue;
77 /* Hack -- only fight away from player */
78 if (p_ptr->pet_follow_distance < 0)
80 /* No fighting near player */
81 if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
86 /* Hack -- no fighting away from player */
87 else if ((m_ptr->cdis < t_ptr->cdis) &&
88 (t_ptr->cdis > p_ptr->pet_follow_distance))
93 if (r_ptr->aaf < t_ptr->cdis) continue;
96 /* Monster must be 'an enemy' */
97 if (!are_enemies(m_ptr, t_ptr)) continue;
99 /* Monster must be projectable if we can't pass through walls */
100 if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
101 ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
103 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
107 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
110 /* OK -- we've got a target */
116 if (!x && !y) return FALSE;
119 /* Extract the direction */
124 if ((y < 0) && (x == 0))
131 else if ((y > 0) && (x == 0))
138 else if ((x > 0) && (y == 0))
145 else if ((x < 0) && (y == 0))
152 else if ((y < 0) && (x < 0))
159 else if ((y < 0) && (x > 0))
166 else if ((y > 0) && (x < 0))
173 else if ((y > 0) && (x > 0))
180 /* Found a monster */
186 * Hack, based on mon_take_hit... perhaps all monster attacks on
187 * other monsters should use this?
189 void mon_take_hit_mon(int m_idx, int dam, bool *fear, cptr note, int who)
191 monster_type *m_ptr = &m_list[m_idx];
193 monster_race *r_ptr = &r_info[m_ptr->r_idx];
197 bool seen = is_seen(m_ptr);
199 /* Can the player be aware of this attack? */
200 bool known = (m_ptr->cdis <= MAX_SIGHT);
202 /* Extract monster name */
203 monster_desc(m_name, m_ptr, 0);
205 /* Redraw (later) if needed */
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);
216 mproc_remove(m_idx, m_ptr->mproc_idx[MPROC_CSLEEP], MPROC_CSLEEP);
217 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
220 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 0);
222 if (m_ptr->invulner && randint0(PENETRATE_INVULNERABILITY))
227 msg_format("%^s¤Ï¥À¥á¡¼¥¸¤ò¼õ¤±¤Ê¤¤¡£", m_name);
229 msg_format("%^s is unharmed.", m_name);
237 if (r_ptr->flagsr & RFR_RES_ALL)
242 if((dam == 0) && one_in_(3)) dam = 1;
249 msg_format("%^s¤Ï¥À¥á¡¼¥¸¤ò¼õ¤±¤Ê¤¤¡£", m_name);
251 msg_format("%^s is unharmed.", m_name);
262 /* It is dead now... or is it? */
265 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
266 (r_ptr->flags7 & RF7_NAZGUL)) &&
267 !p_ptr->inside_battle)
274 if (!monster_living(r_ptr))
285 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
286 /* Unseen death by normal attack */
291 /* Death by special attack */
295 msg_format("%^s%s", m_name, note);
297 msg_format("%^s%s", m_name, note);
301 /* Death by normal attack -- nonliving monster */
302 else if (!monster_living(r_ptr))
305 msg_format("%^s¤ÏÇ˲õ¤µ¤ì¤¿¡£", m_name);
307 msg_format("%^s is destroyed.", m_name);
311 /* Death by normal attack -- living monster */
315 msg_format("%^s¤Ï»¦¤µ¤ì¤¿¡£", m_name);
317 msg_format("%^s is killed.", m_name);
323 monster_gain_exp(who, m_ptr->r_idx);
325 /* Generate treasure */
326 monster_death(m_idx, FALSE);
328 /* Delete the monster */
329 delete_monster_idx(m_idx);
334 /* Monster is dead */
341 /* Mega-Hack -- Pain cancels fear */
342 if (m_ptr->monfear && (dam > 0))
344 int tmp = randint1(dam / 4);
346 /* Cure a little fear */
347 if (tmp < m_ptr->monfear)
350 m_ptr->monfear -= tmp;
353 /* Cure all the fear */
358 mproc_remove(m_idx, m_ptr->mproc_idx[MPROC_MONFEAR], MPROC_MONFEAR);
365 /* Sometimes a monster gets scared by damage */
366 if (!m_ptr->monfear && !(r_ptr->flags3 & RF3_NO_FEAR))
370 /* Percentage of fully healthy */
371 percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
374 * Run (sometimes) if at 10% or less of max hit points,
375 * or (usually) when hit for half its current hit points
377 if (((percentage <= 10) && (randint0(10) < percentage)) ||
378 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
380 /* Hack -- note fear */
383 /* XXX XXX XXX Hack -- Add some timed fear */
384 m_ptr->monfear += (randint1(10) +
385 (((dam >= m_ptr->hp) && (percentage > 7)) ?
386 20 : ((11 - percentage) * 5)));
388 mproc_add(m_idx, MPROC_MONFEAR);
392 #endif /* ALLOW_FEAR */
394 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
396 if (is_pet(&m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
398 set_target(m_ptr, m_list[who].fy, m_list[who].fx);
402 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
406 /* Extract monster name */
407 monster_desc(m_name, m_ptr, 0);
409 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
410 if (rakuba((dam > 200) ? 200 : dam, FALSE))
413 msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name);
415 msg_format("You have thrown off from %s!", m_name);
426 * Returns whether a given monster will try to run from the player.
428 * Monsters will attempt to avoid very powerful players. See below.
430 * Because this function is called so often, little details are important
431 * for efficiency. Like not using "mod" or "div" when possible. And
432 * attempting to check the conditions in an optimal order. Note that
433 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.
435 * Note that this function is responsible for about one to five percent
436 * of the processor use in normal conditions...
438 static int mon_will_run(int m_idx)
440 monster_type *m_ptr = &m_list[m_idx];
444 monster_race *r_ptr = &r_info[m_ptr->r_idx];
453 /* Friends can be commanded to avoid the player */
456 /* Are we trying to avoid the player? */
457 return ((p_ptr->pet_follow_distance < 0) &&
458 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
461 /* Keep monsters from running too far away */
462 if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
464 /* All "afraid" monsters will run away */
465 if (m_ptr->monfear) return (TRUE);
469 /* Nearby monsters will not become terrified */
470 if (m_ptr->cdis <= 5) return (FALSE);
472 /* Examine player power (level) */
475 /* Examine monster power (level plus morale) */
476 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
478 /* Optimize extreme cases below */
479 if (m_lev > p_lev + 4) return (FALSE);
480 if (m_lev + 4 <= p_lev) return (TRUE);
482 /* Examine player health */
486 /* Examine monster health */
488 m_mhp = m_ptr->maxhp;
490 /* Prepare to optimize the calculation */
491 p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
492 m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
494 /* Strong players scare strong monsters */
495 if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
499 /* Assume no terror */
507 * Search spell castable grid
509 static bool get_moves_aux2(int m_idx, int *yp, int *xp)
511 int i, y, x, y1, x1, best = 999;
514 bool can_open_door = FALSE;
517 monster_type *m_ptr = &m_list[m_idx];
518 monster_race *r_ptr = &r_info[m_ptr->r_idx];
520 /* Monster location */
524 /* Monster can already cast spell to player */
525 if (projectable(y1, x1, py, px)) return (FALSE);
527 /* Set current grid cost */
528 now_cost = cave[y1][x1].cost;
529 if (now_cost == 0) now_cost = 999;
531 /* Can monster bash or open doors? */
532 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
534 can_open_door = TRUE;
537 /* Check nearby grids, diagonals first */
538 for (i = 7; i >= 0; i--)
542 /* Get the location */
546 /* Ignore locations off of edge */
547 if (!in_bounds2(y, x)) continue;
549 /* Simply move to player */
550 if (player_bold(y, x)) return (FALSE);
556 /* Monster cannot kill or pass walls */
557 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))))
559 if (cost == 0) continue;
560 if (!can_open_door && is_closed_door(c_ptr->feat)) continue;
563 /* Hack -- for kill or pass wall monster.. */
564 if (cost == 0) cost = 998;
566 if (now_cost < cost) continue;
568 if (!projectable(y, x, py, px)) continue;
570 /* Accept louder sounds */
571 if (best < cost) continue;
574 (*yp) = y1 + ddy_ddd[i];
575 (*xp) = x1 + ddx_ddd[i];
578 /* No legal move (?) */
579 if (best == 999) return (FALSE);
587 * Choose the "best" direction for "flowing"
589 * Note that ghosts and rock-eaters are never allowed to "flow",
590 * since they should move directly towards the player.
592 * Prefer "non-diagonal" directions, but twiddle them a little
593 * to angle slightly towards the player's actual location.
595 * Allow very perceptive monsters to track old "spoor" left by
596 * previous locations occupied by the player. This will tend
597 * to have monsters end up either near the player or on a grid
598 * recently occupied by the player (and left via "teleport").
600 * Note that if "smell" is turned on, all monsters get vicious.
602 * Also note that teleporting away from a location will cause
603 * the monsters who were chasing you to converge on that location
604 * as long as you are still near enough to "annoy" them without
605 * being close enough to chase directly. I have no idea what will
606 * happen if you combine "smell" with low "aaf" values.
608 static bool get_moves_aux(int m_idx, int *yp, int *xp, bool no_flow)
610 int i, y, x, y1, x1, best;
613 bool use_scent = FALSE;
615 monster_type *m_ptr = &m_list[m_idx];
616 monster_race *r_ptr = &r_info[m_ptr->r_idx];
618 /* Can monster cast attack spell? */
619 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
620 r_ptr->flags5 & (RF5_ATTACK_MASK) ||
621 r_ptr->flags6 & (RF6_ATTACK_MASK))
623 /* Can move spell castable grid? */
624 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
627 /* Monster can't flow */
628 if (no_flow) return (FALSE);
630 /* Monster can go through rocks */
631 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
632 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
634 /* Monster location */
638 /* Hack -- Player can see us, run towards him */
639 if (player_has_los_bold(y1, x1) && projectable(py, px, y1, x1)) return (FALSE);
642 c_ptr = &cave[y1][x1];
644 /* If we can hear noises, advance towards them */
650 /* Otherwise, try to follow a scent trail */
651 else if (c_ptr->when)
654 if (cave[py][px].when - c_ptr->when > 127) return (FALSE);
660 /* Otherwise, advance blindly */
666 /* Check nearby grids, diagonals first */
667 for (i = 7; i >= 0; i--)
669 /* Get the location */
673 /* Ignore locations off of edge */
674 if (!in_bounds2(y, x)) continue;
678 /* We're following a scent trail */
681 int when = c_ptr->when;
683 /* Accept younger scent */
684 if (best > when) continue;
688 /* We're using sound */
693 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
695 else cost = c_ptr->cost;
697 /* Accept louder sounds */
698 if ((cost == 0) || (best < cost)) continue;
702 /* Hack -- Save the "twiddled" location */
703 (*yp) = py + 16 * ddy_ddd[i];
704 (*xp) = px + 16 * ddx_ddd[i];
707 /* No legal move (?) */
708 if (best == 999 || best == 0) return (FALSE);
716 * Provide a location to flee to, but give the player a wide berth.
718 * A monster may wish to flee to a location that is behind the player,
719 * but instead of heading directly for it, the monster should "swerve"
720 * around the player so that he has a smaller chance of getting hit.
722 static bool get_fear_moves_aux(int m_idx, int *yp, int *xp)
724 int y, x, y1, x1, fy, fx, gy = 0, gx = 0;
728 monster_type *m_ptr = &m_list[m_idx];
730 /* Monster location */
734 /* Desired destination */
738 /* Check nearby grids, diagonals first */
739 for (i = 7; i >= 0; i--)
743 /* Get the location */
747 /* Ignore locations off of edge */
748 if (!in_bounds2(y, x)) continue;
750 /* Don't move toward player */
751 /* if (cave[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
753 /* Calculate distance of this grid from our destination */
754 dis = distance(y, x, y1, x1);
756 /* Score this grid */
757 s = 5000 / (dis + 3) - 500 / (cave[y][x].dist + 1);
759 /* No negative scores */
762 /* Ignore lower scores */
763 if (s < score) continue;
765 /* Save the score and time */
768 /* Save the location */
773 /* No legal move (?) */
774 if (score == -1) return (FALSE);
785 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
788 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
789 * offsets of all the locations with a distance of n from a central point,
790 * with an offset of (0,0) indicating no more offsets at this distance.
792 * This is, of course, fairly unreadable, but it eliminates multiple loops
793 * from the previous version.
795 * It is probably better to replace these arrays with code to compute
796 * the relevant arrays, even if the storage is pre-allocated in hard
797 * coded sizes. At the very least, code should be included which is
798 * able to generate and dump these arrays (ala "los()"). XXX XXX XXX
800 * Also, the storage needs could be halved by using bytes. XXX XXX XXX
802 * These arrays could be combined into two big arrays, using sub-arrays
803 * to hold the offsets and lengths of each portion of the sub-arrays, and
804 * this could perhaps also be used somehow in the "look" code. XXX XXX XXX
808 static sint d_off_y_0[] =
811 static sint d_off_x_0[] =
815 static sint d_off_y_1[] =
816 { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
818 static sint d_off_x_1[] =
819 { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
822 static sint d_off_y_2[] =
823 { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
825 static sint d_off_x_2[] =
826 { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
829 static sint d_off_y_3[] =
830 { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2,
833 static sint d_off_x_3[] =
834 { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2,
838 static sint d_off_y_4[] =
839 { -1, -1, -2, -2, -3, -3, -3, -3, -4, -4, -4, 0,
840 0, 1, 1, 2, 2, 3, 3, 3, 3, 4, 4, 4, 0 };
842 static sint d_off_x_4[] =
843 { -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, -4, 4,
844 -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, 0 };
847 static sint d_off_y_5[] =
848 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
849 -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
852 static sint d_off_x_5[] =
853 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
854 -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
858 static sint d_off_y_6[] =
859 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
860 -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
863 static sint d_off_x_6[] =
864 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
865 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
866 -3, 2, 3, -1, 0, 1, 0 };
869 static sint d_off_y_7[] =
870 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
871 -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
872 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
874 static sint d_off_x_7[] =
875 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
876 -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
877 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
881 static sint d_off_y_8[] =
882 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
883 -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
884 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
887 static sint d_off_x_8[] =
888 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
889 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
890 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
894 static sint d_off_y_9[] =
895 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
896 -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
897 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
898 7, 8, 8, 8, 8, 9, 9, 9, 0 };
900 static sint d_off_x_9[] =
901 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
902 -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
903 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
904 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
907 static sint *dist_offsets_y[10] =
909 d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
910 d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
913 static sint *dist_offsets_x[10] =
915 d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
916 d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
920 * Choose a "safe" location near a monster for it to run toward.
922 * A location is "safe" if it can be reached quickly and the player
923 * is not able to fire into it (it isn't a "clean shot"). So, this will
924 * cause monsters to "duck" behind walls. Hopefully, monsters will also
925 * try to run towards corridor openings if they are in a room.
927 * This function may take lots of CPU time if lots of monsters are
930 * Return TRUE if a safe location is available.
932 static bool find_safety(int m_idx, int *yp, int *xp)
934 monster_type *m_ptr = &m_list[m_idx];
939 int y, x, dy, dx, d, dis, i;
940 int gy = 0, gx = 0, gdis = 0;
947 /* Start with adjacent locations, spread further */
948 for (d = 1; d < 10; d++)
950 /* Get the lists of points with a distance d from (fx, fy) */
951 y_offsets = dist_offsets_y[d];
952 x_offsets = dist_offsets_x[d];
954 /* Check the locations */
955 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
957 i++, dx = x_offsets[i], dy = y_offsets[i])
962 /* Skip illegal locations */
963 if (!in_bounds(y, x)) continue;
967 /* Skip locations in a wall */
968 if (!monster_can_cross_terrain(c_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
970 /* Check for "availability" (if monsters can flow) */
971 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
973 /* Ignore grids very far from the player */
974 if (c_ptr->dist == 0) continue;
976 /* Ignore too-distant grids */
977 if (c_ptr->dist > cave[fy][fx].dist + 2 * d) continue;
980 /* Check for absence of shot (more or less) */
981 if (!projectable(py, px, y, x))
983 /* Calculate distance from player */
984 dis = distance(y, x, py, px);
986 /* Remember if further than previous */
996 /* Check for success */
1003 /* Found safe place */
1014 * Choose a good hiding place near a monster for it to run toward.
1016 * Pack monsters will use this to "ambush" the player and lure him out
1017 * of corridors into open space so they can swarm him.
1019 * Return TRUE if a good location is available.
1021 static bool find_hiding(int m_idx, int *yp, int *xp)
1023 monster_type *m_ptr = &m_list[m_idx];
1024 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1029 int y, x, dy, dx, d, dis, i;
1030 int gy = 0, gx = 0, gdis = 999;
1032 sint *y_offsets, *x_offsets;
1034 /* Start with adjacent locations, spread further */
1035 for (d = 1; d < 10; d++)
1037 /* Get the lists of points with a distance d from (fx, fy) */
1038 y_offsets = dist_offsets_y[d];
1039 x_offsets = dist_offsets_x[d];
1041 /* Check the locations */
1042 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
1044 i++, dx = x_offsets[i], dy = y_offsets[i])
1049 /* Skip illegal locations */
1050 if (!in_bounds(y, x)) continue;
1052 /* Skip occupied locations */
1053 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
1055 /* Check for hidden, available grid */
1056 if (!projectable(py, px, y, x) && 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) &&
1114 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1116 /* Extract the "pseudo-direction" */
1117 y = m_ptr->fy - m_ptr->target_y;
1118 x = m_ptr->fx - m_ptr->target_x;
1123 if (!done && !will_run && is_hostile(m_ptr) &&
1124 (r_ptr->flags1 & RF1_FRIENDS) &&
1125 ((los(m_ptr->fy, m_ptr->fx, py, px) && projectable(m_ptr->fy, m_ptr->fx, py, px)) ||
1126 (cave[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1129 * Animal packs try to get the player out of corridors
1130 * (...unless they can move through walls -- TY)
1132 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1133 !(r_ptr->flags2 & RF2_KILL_WALL))
1137 /* Count room grids next to player */
1138 for (i = 0; i < 8; i++)
1140 int xx = px + ddx_ddd[i];
1141 int yy = py + ddy_ddd[i];
1143 if (!in_bounds2(yy, xx)) continue;
1145 c_ptr = &cave[yy][xx];
1148 if (monster_can_cross_terrain(c_ptr->feat, r_ptr, 0))
1150 /* One more room grid */
1154 if (cave[py][px].info & CAVE_ROOM) room -= 2;
1155 if (!r_ptr->flags4 && !r_ptr->flags5 && !r_ptr->flags6) room -= 2;
1157 /* Not in a room and strong player */
1158 if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1159 (p_ptr->mhp + p_ptr->msp))
1161 /* Find hiding place */
1162 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1166 /* Monster groups try to surround the player */
1167 if (!done && (cave[m_ptr->fy][m_ptr->fx].dist < 3))
1171 /* Find an empty square near the player to fill */
1172 for (i = 0; i < 8; i++)
1174 /* Pick squares near player (semi-randomly) */
1175 y2 = py + ddy_ddd[(m_idx + i) & 7];
1176 x2 = px + ddx_ddd[(m_idx + i) & 7];
1178 /* Already there? */
1179 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1181 /* Attack the player */
1188 if (!in_bounds2(y2, x2)) continue;
1190 /* Ignore filled grids */
1191 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
1193 /* Try to fill this hole */
1197 /* Extract the new "pseudo-direction" */
1208 /* Flow towards the player */
1209 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1211 /* Extract the "pseudo-direction" */
1218 /* Apply fear if possible and necessary */
1219 if (is_pet(m_ptr) && will_run)
1221 /* XXX XXX Not very "smart" */
1226 if (!done && will_run)
1231 /* Try to find safe place */
1232 if (find_safety(m_idx, &y, &x))
1234 /* Attempt to avoid the player */
1237 /* Adjust movement */
1238 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1244 /* This is not a very "smart" method XXX XXX */
1252 /* Check for no move */
1253 if (!x && !y) return (FALSE);
1256 /* Extract the "absolute distances" */
1260 /* Do something weird */
1261 if (y < 0) move_val += 8;
1262 if (x > 0) move_val += 4;
1264 /* Prevent the diamond maneuvre */
1265 if (ay > (ax << 1)) move_val += 2;
1266 else if (ax > (ay << 1)) move_val++;
1268 /* Extract some directions */
1413 /* Wants to move... */
1418 static int check_hit2(int power, int level, int ac, int stun)
1422 /* Percentile dice */
1425 if (stun && one_in_(2)) return FALSE;
1427 /* Hack -- Always miss or hit */
1428 if (k < 10) return (k < 5);
1430 /* Calculate the "attack quality" */
1431 i = (power + (level * 3));
1433 /* Power and Level compete against Armor */
1434 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1441 /* Monster attacks monster */
1442 static bool monst_attack_monst(int m_idx, int t_idx)
1444 monster_type *m_ptr = &m_list[m_idx];
1445 monster_type *t_ptr = &m_list[t_idx];
1447 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1448 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1452 char m_name[80], t_name[80];
1454 bool blinked, heal_effect;
1455 bool explode = FALSE, touched = FALSE, fear = FALSE;
1456 int y_saver = t_ptr->fy;
1457 int x_saver = t_ptr->fx;
1459 bool see_m = is_seen(m_ptr);
1460 bool see_t = is_seen(t_ptr);
1461 bool see_either = see_m || see_t;
1463 /* Can the player be aware of this attack? */
1464 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1465 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1467 /* Cannot attack self */
1468 if (m_idx == t_idx) return FALSE;
1470 /* Not allowed to attack */
1471 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1473 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1478 /* Extract the effective monster level */
1479 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1481 /* Get the monster name (or "it") */
1482 monster_desc(m_name, m_ptr, 0);
1484 /* Get the monster name (or "it") */
1485 monster_desc(t_name, t_ptr, 0);
1487 /* Assume no blink */
1490 if (!see_either && known)
1495 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 0);
1497 /* Scan through all four blows */
1498 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1500 bool obvious = FALSE;
1507 /* Extract the attack infomation */
1508 int effect = r_ptr->blow[ap_cnt].effect;
1509 int method = r_ptr->blow[ap_cnt].method;
1510 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1511 int d_side = r_ptr->blow[ap_cnt].d_side;
1513 if (!m_ptr->r_idx) break;
1515 /* Stop attacking if the target dies! */
1516 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1519 /* Hack -- no more attacks */
1522 if (method == RBM_SHOOT) continue;
1524 /* Extract the attack "power" */
1525 power = mbe_info[effect].power;
1528 if (!effect || check_hit2(power, rlev, ac, m_ptr->stunned))
1534 mproc_remove(t_idx, t_ptr->mproc_idx[MPROC_CSLEEP], MPROC_CSLEEP);
1535 if (tr_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
1540 /* Redraw the health bar */
1541 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
1542 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
1545 /* Describe the attack method */
1551 act = "%s¤ò²¥¤Ã¤¿¡£";
1563 act = "%s¤ò¿¨¤Ã¤¿¡£";
1565 act = "touches %s.";
1575 act = "%s¤ò¥Ñ¥ó¥Á¤·¤¿¡£";
1577 act = "punches %s.";
1587 act = "%s¤ò½³¤Ã¤¿¡£";
1599 act = "%s¤ò¤Ò¤Ã¤«¤¤¤¿¡£";
1611 act = "%s¤ò³ú¤ó¤À¡£";
1623 act = "%s¤ò»É¤·¤¿¡£";
1635 act = "%s¤ò»Â¤Ã¤¿¡£";
1637 act = "slashes %s.";
1646 act = "%s¤ò³Ñ¤ÇÆͤ¤¤¿¡£";
1658 act = "%s¤ËÂÎÅö¤ê¤·¤¿¡£";
1660 act = "crushes %s.";
1670 act = "%s¤ò°û¤ß¹þ¤ó¤À¡£";
1672 act = "engulfs %s.";
1682 act = "%s¤ËÀÁµá½ñ¤ò¤è¤³¤·¤¿¡£";
1684 act = "charges %s.";
1694 act = "%s¤ÎÂΤξå¤òÇ礤²ó¤Ã¤¿¡£";
1696 act = "crawls on %s.";
1706 act = "%s¤Ë¤è¤À¤ì¤ò¤¿¤é¤·¤¿¡£";
1708 act = "drools on %s.";
1718 act = "%s¤ËÂäòÅǤ¤¤¿¡£";
1720 act = "spits on %s.";
1729 if (see_either) disturb(1, 0);
1744 act = "%s¤ò¤Ë¤é¤ó¤À¡£";
1746 act = "gazes at %s.";
1756 act = "%s¤Ëµã¤¤Ä¤¤¤¿¡£";
1758 act = "wails at %s.";
1768 act = "%s¤Ë˦»Ò¤òÈô¤Ð¤·¤¿¡£";
1770 act = "releases spores at %s.";
1780 act = "%s¤ËXXX4¤òÈô¤Ð¤·¤¿¡£";
1782 act = "projects XXX4's at %s.";
1792 act = "%s¤Ë¶â¤ò¤»¤¬¤ó¤À¡£";
1794 act = "begs %s for money.";
1804 act = "%s¤òÉî¿«¤·¤¿¡£";
1806 act = "insults %s.";
1816 act = "%s¤Ë¤à¤«¤Ã¤Æ¤¦¤á¤¤¤¿¡£";
1818 act = "moans at %s.";
1828 act = "%s¤Ë¤à¤«¤Ã¤Æ²Î¤Ã¤¿¡£";
1830 act = "sings to %s.";
1839 if (act && see_either)
1842 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1843 strfmt(temp, act, t_name);
1844 msg_format("%^s¤Ï%s", m_name, temp);
1846 if (do_silly_attack)
1848 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1849 strfmt(temp, "%s %s.", act, t_name);
1851 else strfmt(temp, act, t_name);
1852 msg_format("%^s %s", m_name, temp);
1856 /* Hack -- assume all attacks are obvious */
1859 /* Roll out the damage */
1860 damage = damroll(d_dice, d_side);
1862 /* Assume no healing effect */
1863 heal_effect = FALSE;
1867 /* Apply appropriate damage */
1879 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13)) {
1880 int tmp_damage = damage-(damage*((ac < 150) ? ac : 150)/250);
1881 damage = MAX(damage, tmp_damage*2);
1887 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1917 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1964 pt = GF_OLD_SLEEP; /* sort of close... */
1980 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1983 earthquake(m_ptr->fy, m_ptr->fx, 8);
2016 /* Do damage if not exploding */
2019 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
2020 (pt == GF_OLD_SLEEP ? r_ptr->level : damage), pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
2025 if ((monster_living(tr_ptr)) && (damage > 2))
2027 bool did_heal = FALSE;
2029 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
2032 m_ptr->hp += damroll(4, damage / 6);
2033 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2035 /* Redraw (later) if needed */
2036 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2037 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2039 /* Special message */
2040 if (see_m && did_heal)
2043 msg_format("%s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
2045 msg_format("%^s appears healthier.", m_name);
2055 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
2057 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
2062 msg_format("%^s¤ÏÆÍÁ³Ç®¤¯¤Ê¤Ã¤¿¡ª", m_name);
2064 msg_format("%^s is suddenly very hot!", m_name);
2067 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
2068 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2069 damroll (1 + ((tr_ptr->level) / 26),
2070 1 + ((tr_ptr->level) / 17)),
2071 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
2075 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
2080 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
2082 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
2087 msg_format("%^s¤ÏÆÍÁ³´¨¤¯¤Ê¤Ã¤¿¡ª", m_name);
2089 msg_format("%^s is suddenly very cold!", m_name);
2092 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
2093 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2094 damroll (1 + ((tr_ptr->level) / 26),
2095 1 + ((tr_ptr->level) / 17)),
2096 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
2100 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
2105 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
2107 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
2112 msg_format("%^s¤ÏÅÅ·â¤ò¿©¤é¤Ã¤¿¡ª", m_name);
2114 msg_format("%^s gets zapped!", m_name);
2117 if (m_ptr->ml && is_original_ap_and_seen(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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
2132 /* Monster missed player */
2135 /* Analyze failed attacks */
2155 mproc_remove(t_idx, t_ptr->mproc_idx[MPROC_CSLEEP], MPROC_CSLEEP);
2156 if (tr_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
2160 /* Redraw the health bar */
2161 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
2162 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
2166 /* Visible monsters */
2171 msg_format("%s¤Ï%^s¤Î¹¶·â¤ò¤«¤ï¤·¤¿¡£", t_name,m_name);
2173 msg_format("%^s misses %s.", m_name, t_name);
2184 /* Analyze "visible" monsters only */
2185 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
2187 /* Count "obvious" attacks (and ones that cause damage) */
2188 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
2190 /* Count attacks of this type */
2191 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
2193 r_ptr->r_blows[ap_cnt]++;
2201 sound(SOUND_EXPLODE);
2203 /* Cancel Invulnerability */
2204 if (m_ptr->invulner)
2206 m_ptr->invulner = 0;
2207 mproc_remove(m_idx, m_ptr->mproc_idx[MPROC_INVULNER], MPROC_INVULNER);
2211 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_idx);
2213 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, " explodes into tiny shreds.", m_idx);
2220 if (blinked && m_ptr->r_idx)
2225 msg_print("Å¥ËÀ¤Ï¾Ð¤Ã¤Æƨ¤²¤¿¡ª");
2227 msg_print("The thief flees laughing!");
2235 teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE, FALSE);
2245 * The monster is known to be within 100 grids of the player
2247 * In several cases, we directly update the monster lore
2249 * Note that a monster is only allowed to "reproduce" if there
2250 * are a limited number of "reproducing" monsters on the current
2251 * level. This should prevent the level from being "swamped" by
2252 * reproducing monsters. It also allows a large mass of mice to
2253 * prevent a louse from multiplying, but this is a small price to
2254 * pay for a simple multiplication method.
2256 * XXX Monster fear is slightly odd, in particular, monsters will
2257 * fixate on opening a door even if they cannot open it. Actually,
2258 * the same thing happens to normal monsters when they hit a door
2260 * XXX XXX XXX In addition, monsters which *cannot* open or bash
2261 * down a door will still stand there trying to open it...
2263 * XXX Technically, need to check for monster in the way
2264 * combined with that monster being in a wall (or door?)
2266 * A "direction" of "5" means "pick a random direction".
2268 static void process_monster(int m_idx)
2270 monster_type *m_ptr = &m_list[m_idx];
2271 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2272 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2274 int i, d, oy, ox, ny, nx;
2279 feature_type *f_ptr;
2281 monster_type *y_ptr;
2294 bool gets_angry = FALSE;
2300 bool is_riding_mon = (m_idx == p_ptr->riding);
2302 bool see_m = is_seen(m_ptr);
2304 if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
2306 if (rakuba(0, TRUE))
2309 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2312 monster_desc(m_name, &m_list[p_ptr->riding], 0);
2313 msg_format("You have fallen from %s.", m_name);
2318 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !m_ptr->csleep)
2320 choose_new_monster(m_idx, FALSE, 0);
2321 r_ptr = &r_info[m_ptr->r_idx];
2324 /* Players hidden in shadow are almost imperceptable. -LM- */
2325 if (p_ptr->special_defense & NINJA_S_STEALTH)
2327 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2328 if (p_ptr->monlite) tmp /= 3;
2329 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2330 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2331 /* Low-level monsters will find it difficult to locate the player. */
2332 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
2335 /* Are there its parent? */
2336 if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
2338 /* Its parent have gone, it also goes away. */
2344 /* Acquire the monster name */
2345 monster_desc(m_name, m_ptr, 0);
2348 msg_format("%s¤Ï¾Ã¤¨µî¤Ã¤¿¡ª", m_name);
2350 msg_format("%^s disappears!", m_name);
2354 /* Delete the monster */
2355 delete_monster_idx(m_idx);
2360 /* Quantum monsters are odd */
2361 if (r_ptr->flags2 & (RF2_QUANTUM))
2363 /* Sometimes skip move */
2364 if (!randint0(2)) return;
2367 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2371 if (is_pet(m_ptr) && !(m_ptr->ml))
2378 /* Acquire the monster name */
2379 monster_desc(m_name, m_ptr, 0);
2383 msg_format("%s¤Ï¾Ã¤¨µî¤Ã¤¿¡ª", m_name);
2385 msg_format("%^s disappears!", m_name);
2389 /* Generate treasure, etc */
2390 monster_death(m_idx, FALSE);
2392 /* Delete the monster */
2393 delete_monster_idx(m_idx);
2398 msg_print("¾¯¤·¤Î´ÖÈᤷ¤¤µ¤Ê¬¤Ë¤Ê¤Ã¤¿¡£");
2400 msg_print("You feel sad for a moment.");
2408 if (m_ptr->r_idx == MON_SHURYUUDAN)
2410 mon_take_hit_mon(m_idx, 1, &fear, "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_idx);
2412 mon_take_hit_mon(m_idx, 1, &fear, " explodes into tiny shreds.", m_idx);
2415 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2417 static int riding_pinch = 0;
2419 if (m_ptr->hp < m_ptr->maxhp/3)
2422 monster_desc(m_name, m_ptr, 0);
2424 if (is_riding_mon && riding_pinch < 2)
2427 msg_format("%s¤Ï½ý¤ÎÄˤµ¤Î;¤ê¤¢¤Ê¤¿¤Î«Çû¤«¤éƨ¤ì¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", m_name);
2429 msg_format("%^s seems to be in so much pain, and trying to escape from your restriction.", m_name);
2439 msg_format("%s¤Ï¤¢¤Ê¤¿¤Î«Çû¤«¤éæ½Ð¤·¤¿¡£", m_name);
2441 msg_format("%^s succeeded to escape from your restriction!", m_name);
2443 if (rakuba(-1, FALSE))
2446 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2448 msg_print("You have fallen from riding pet.");
2455 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) &&
2456 player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, py, px))
2459 msg_format("%^s¡Ö¥Ô¥ó¥Á¤À¡ªÂàµÑ¤µ¤»¤Æ¤â¤é¤¦¡ª¡×", m_name);
2461 msg_format("%^s says 'It is the pinch! I will retreat'.", m_name);
2465 msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¡¦¥ì¥Ù¥ë¤Î´¬Êª¤òÆɤó¤À¡£", m_name);
2466 msg_format("%^s¤¬¾Ã¤¨µî¤Ã¤¿¡£", m_name);
2468 msg_format("%^s read a scroll of teleport level.", m_name);
2469 msg_format("%^s disappears.", m_name);
2473 if (is_riding_mon && rakuba(-1, FALSE))
2476 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2478 msg_print("You have fallen from riding pet.");
2482 /* Check for quest completion */
2483 check_quest_completion(m_ptr);
2485 delete_monster_idx(m_idx);
2492 /* Reset the counter */
2493 if (is_riding_mon) riding_pinch = 0;
2497 /* Handle "sleep" */
2500 /* Handle non-aggravation - Still sleeping */
2501 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2503 /* Handle aggravation */
2505 /* Reset sleep counter */
2507 mproc_remove(m_idx, m_ptr->mproc_idx[MPROC_CSLEEP], MPROC_CSLEEP);
2508 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
2510 /* Notice the "waking up" */
2515 /* Acquire the monster name */
2516 monster_desc(m_name, m_ptr, 0);
2518 /* Dump a message */
2520 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
2522 msg_format("%^s wakes up.", m_name);
2528 /* Redraw the health bar */
2529 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2530 if (is_riding_mon) p_ptr->redraw |= (PR_UHEALTH);
2532 /* Hack -- Count the wakings */
2533 if ((r_ptr->r_wake < MAX_UCHAR) && is_original_ap(m_ptr))
2543 /* Sometimes skip move */
2544 if (one_in_(2)) return;
2549 p_ptr->update |= (PU_BONUS);
2552 /* No one wants to be your friend if you're aggravating */
2553 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2556 /* Paranoia... no pet uniques outside wizard mode -- TY */
2557 if (is_pet(m_ptr) &&
2558 ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2559 monster_has_hostile_align(NULL, 10, -10, r_ptr))
2560 || (r_ptr->flagsr & RFR_RES_ALL)))
2565 if (p_ptr->inside_battle) gets_angry = FALSE;
2569 if (is_pet(m_ptr) || see_m)
2572 monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
2574 msg_format("%^s¤ÏÆÍÁ³Å¨¤Ë¤Þ¤ï¤Ã¤¿¡ª", m_name);
2576 msg_format("%^s suddenly becomes hostile!", m_name);
2583 /* Get the origin */
2588 /* Attempt to "multiply" if able and allowed */
2589 if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2593 /* Count the adjacent monsters */
2594 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2596 for (x = ox - 1; x <= ox + 1; x++)
2598 /* Ignore locations off of edge */
2599 if (!in_bounds2(y, x)) continue;
2601 if (cave[y][x].m_idx) k++;
2605 /* Hack -- multiply slower in crowded areas */
2606 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2608 /* Try to multiply */
2609 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2611 /* Take note if visible */
2612 if (m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2614 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2617 /* Multiplying takes energy */
2624 if (r_ptr->flags6 & RF6_SPECIAL)
2626 /* Hack -- Ohmu scatters molds! */
2627 if (m_ptr->r_idx == MON_OHMU)
2629 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2631 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2634 int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2635 u32b p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2637 for (k = 0; k < 6; k++)
2639 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_BIZARRE1, (PM_ALLOW_GROUP | p_mode)))
2641 if (m_list[hack_m_idx_ii].ml) count++;
2645 if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2652 if (!p_ptr->inside_battle)
2654 /* Hack! "Cyber" monster makes noise... */
2655 if (m_ptr->ap_r_idx == MON_CYBER &&
2656 one_in_(CYBERNOISE) &&
2657 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2659 if (disturb_minor) disturb(FALSE, FALSE);
2661 msg_print("½Å¸ü¤Ê²»¤¬Ê¹¤³¤¨¤¿¡£");
2663 msg_print("You hear heavy steps.");
2668 /* Some monsters can speak */
2669 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2670 one_in_(SPEAK_CHANCE) &&
2671 player_has_los_bold(oy, ox) &&
2672 projectable(oy, ox, py, px))
2675 char monmessage[1024];
2678 /* Acquire the monster name/poss */
2680 monster_desc(m_name, m_ptr, 0);
2683 strcpy(m_name, "¤½¤ì");
2685 strcpy(m_name, "It");
2689 /* Select the file for monster quotes */
2692 filename = "monfear_j.txt";
2694 filename = "monfear.txt";
2697 else if (is_pet(m_ptr))
2699 filename = "monpet_j.txt";
2701 filename = "monpet.txt";
2704 else if (is_friendly(m_ptr))
2706 filename = "monfrien_j.txt";
2708 filename = "monfrien.txt";
2713 filename = "monspeak_j.txt";
2715 filename = "monspeak.txt";
2719 /* Get the monster line */
2720 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2724 msg_format("%^s%s", m_name, monmessage);
2726 msg_format("%^s %s", m_name, monmessage);
2733 /* Try to cast spell occasionally */
2734 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2736 bool counterattack = FALSE;
2738 /* Give priority to counter attack? */
2739 if (m_ptr->target_y)
2741 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
2743 /* The monster must be an enemy, and projectable */
2745 are_enemies(m_ptr, &m_list[t_m_idx]) &&
2746 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2748 counterattack = TRUE;
2754 /* Attempt to cast a spell */
2755 if (aware && make_attack_spell(m_idx)) return;
2758 * Attempt to cast a spell at an enemy other than the player
2759 * (may slow the game a smidgeon, but I haven't noticed.)
2761 if (monst_spell_monst(m_idx)) return;
2765 /* Attempt to do counter attack at first */
2766 if (monst_spell_monst(m_idx)) return;
2768 if (aware && make_attack_spell(m_idx)) return;
2772 /* Hack -- Assume no movement */
2773 mm[0] = mm[1] = mm[2] = mm[3] = 0;
2774 mm[4] = mm[5] = mm[6] = mm[7] = 0;
2777 /* Confused -- 100% random */
2778 if (m_ptr->confused || !aware)
2780 /* Try four "random" directions */
2781 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2784 /* 75% random movement */
2785 else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2786 (randint0(100) < 75))
2788 /* Memorize flags */
2789 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2791 /* Try four "random" directions */
2792 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2795 /* 50% random movement */
2796 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2797 (randint0(100) < 50))
2799 /* Memorize flags */
2800 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2802 /* Try four "random" directions */
2803 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2806 /* 25% random movement */
2807 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2808 (randint0(100) < 25))
2810 /* Memorize flags */
2811 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2813 /* Try four "random" directions */
2814 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2817 /* Can't reach player - find something else to hit */
2818 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2820 /* Try four "random" directions */
2821 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2823 /* Look for an enemy */
2824 #if 0 /* Hack - Too slow. Mimic pits are horrible with this on. */
2825 get_enemy_dir(m_idx, mm);
2829 /* Pets will follow the player */
2830 else if (is_pet(m_ptr))
2832 /* Are we trying to avoid the player? */
2833 bool avoid = ((p_ptr->pet_follow_distance < 0) &&
2834 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2836 /* Do we want to find the player? */
2837 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2839 /* Should we find the player if we can't find a monster? */
2840 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2842 /* by default, move randomly */
2843 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2845 /* Look for an enemy */
2846 if (!get_enemy_dir(m_idx, mm))
2848 /* Find the player if necessary */
2849 if (avoid || lonely || distant)
2851 /* Remember the leash length */
2852 int dis = p_ptr->pet_follow_distance;
2854 /* Hack -- adjust follow distance temporarily */
2855 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2857 p_ptr->pet_follow_distance = PET_SEEK_DIST;
2860 /* Find the player */
2861 (void)get_moves(m_idx, mm);
2863 /* Restore the leash */
2864 p_ptr->pet_follow_distance = dis;
2869 /* Friendly monster movement */
2870 else if (!is_hostile(m_ptr))
2872 /* by default, move randomly */
2873 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2875 /* Look for an enemy */
2876 get_enemy_dir(m_idx, mm);
2878 /* Normal movement */
2881 /* Logical moves, may do nothing */
2882 if (!get_moves(m_idx, mm)) return;
2885 /* Assume nothing */
2890 /* Assume nothing */
2891 did_open_door = FALSE;
2892 did_bash_door = FALSE;
2893 did_take_item = FALSE;
2894 did_kill_item = FALSE;
2895 did_move_body = FALSE;
2896 did_pass_wall = FALSE;
2897 did_kill_wall = FALSE;
2900 /* Take a zero-terminated array of "directions" */
2901 for (i = 0; mm[i]; i++)
2903 /* Get the direction */
2906 /* Hack -- allow "randomized" motion */
2907 if (d == 5) d = ddd[randint0(8)];
2909 /* Get the destination */
2913 /* Ignore locations off of edge */
2914 if (!in_bounds2(ny, nx)) continue;
2916 /* Access that cave grid */
2917 c_ptr = &cave[ny][nx];
2918 f_ptr = &f_info[c_ptr->feat];
2919 can_cross = monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2921 /* Access that cave grid's contents */
2922 y_ptr = &m_list[c_ptr->m_idx];
2924 /* Hack -- player 'in' wall */
2925 if (player_bold(ny, nx))
2930 else if (c_ptr->m_idx)
2932 /* Possibly a monster to attack */
2936 /* Floor is open? */
2939 /* Go ahead and move */
2942 /* Monster moves through walls (and doors) */
2943 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2944 have_flag(f_ptr->flags, FF_CAN_PASS))
2946 /* Monster went through a wall */
2947 did_pass_wall = TRUE;
2950 if ((r_ptr->flags2 & RF2_KILL_WALL) && have_flag(f_ptr->flags, FF_TUNNEL) &&
2951 !have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_PERMANENT))
2953 /* Monster destroyed a wall (later) */
2954 did_kill_wall = TRUE;
2958 /* Monster destroys walls (and doors) */
2959 else if ((r_ptr->flags2 & RF2_KILL_WALL) && !is_riding_mon &&
2960 have_flag(f_ptr->flags, FF_TUNNEL) && !have_flag(f_ptr->flags, FF_PERMANENT))
2962 /* Eat through walls/doors/rubble */
2965 /* Monster destroyed a wall (later) */
2966 did_kill_wall = TRUE;
2969 /* Handle doors and secret doors */
2970 else if (is_closed_door(c_ptr->feat))
2972 bool may_bash = TRUE;
2973 feature_type *f_ptr = &f_info[c_ptr->feat];
2975 /* Assume no move allowed */
2978 /* Creature can open doors. */
2979 if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2980 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2985 /* The door is open */
2986 did_open_door = TRUE;
2988 /* Do not bash the door */
2995 /* Locked doors (not jammed) */
2998 /* Try to unlock it XXX XXX XXX */
2999 if (randint0(m_ptr->hp / 10) > f_ptr->power)
3001 /* Unlock the door */
3002 cave_alter_feat(ny, nx, FF_DISARM);
3004 /* Do not bash the door */
3013 /* Stuck doors -- attempt to bash them down if allowed */
3014 if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
3015 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
3017 /* Attempt to Bash XXX XXX XXX */
3018 if (randint0(m_ptr->hp / 10) > f_ptr->power)
3022 msg_print("¥É¥¢¤òᤳ«¤±¤ë²»¤¬¤·¤¿¡ª");
3024 msg_print("You hear a door burst open!");
3027 /* Disturb (sometimes) */
3028 if (disturb_minor) disturb(0, 0);
3030 /* The door was bashed open */
3031 did_bash_door = TRUE;
3033 /* Hack -- fall into doorway */
3039 /* Deal with doors in the way */
3040 if (did_open_door || did_bash_door)
3042 /* Break down the door */
3043 if (did_bash_door && ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat)))
3045 cave_alter_feat(ny, nx, FF_BASH);
3051 cave_alter_feat(ny, nx, FF_OPEN);
3054 /* Handle viewable doors */
3059 /* Hack -- check for Glyph of Warding */
3060 if (do_move && is_glyph_grid(c_ptr) &&
3061 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
3063 /* Assume no move allowed */
3066 /* Break the ward */
3067 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
3069 /* Describe observable breakage */
3070 if (c_ptr->info & CAVE_MARK)
3073 msg_print("¼é¤ê¤Î¥ë¡¼¥ó¤¬²õ¤ì¤¿¡ª");
3075 msg_print("The rune of protection is broken!");
3079 /* Forget the rune */
3080 c_ptr->info &= ~(CAVE_MARK);
3082 /* Break the rune */
3083 c_ptr->info &= ~(CAVE_OBJECT);
3086 /* Allow movement */
3093 else if (do_move && is_explosive_rune_grid(c_ptr) &&
3094 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
3096 /* Assume no move allowed */
3099 /* Break the ward */
3102 /* Break the ward */
3103 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
3105 /* Describe observable breakage */
3106 if (c_ptr->info & CAVE_MARK)
3109 msg_print("¥ë¡¼¥ó¤¬Çúȯ¤·¤¿¡ª");
3111 msg_print("The rune explodes!");
3114 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);
3120 msg_print("Çúȯ¤Î¥ë¡¼¥ó¤Ï²ò½ü¤µ¤ì¤¿¡£");
3122 msg_print("An explosive rune was disarmed.");
3126 /* Forget the rune */
3127 c_ptr->info &= ~(CAVE_MARK);
3129 /* Break the rune */
3130 c_ptr->info &= ~(CAVE_OBJECT);
3136 if (!m_ptr->r_idx) return;
3137 /* Allow movement */
3142 /* The player is in the way */
3143 if (do_move && player_bold(ny, nx))
3145 /* Some monsters never attack */
3146 if (r_ptr->flags1 & RF1_NEVER_BLOW)
3148 /* Hack -- memorize lack of attacks */
3149 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
3155 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
3156 if (do_move && (d_info[dungeon_type].flags1 & DF1_NO_MELEE))
3158 if (!m_ptr->confused)
3160 if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
3163 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
3168 /* The player is in the way. Attack him. */
3171 if (!p_ptr->riding || one_in_(2))
3174 (void)make_attack_normal(m_idx);
3185 /* A monster is in the way */
3186 if (do_move && c_ptr->m_idx)
3188 monster_race *z_ptr = &r_info[y_ptr->r_idx];
3190 /* Assume no movement */
3193 /* Attack 'enemies' */
3194 if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
3195 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
3196 can_cross && (c_ptr->m_idx != p_ptr->riding)) ||
3197 are_enemies(m_ptr, y_ptr) || m_ptr->confused)
3199 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
3201 if (r_ptr->flags2 & RF2_KILL_BODY)
3203 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
3207 if (y_ptr->r_idx && (y_ptr->hp >= 0))
3209 if (monst_attack_monst(m_idx, c_ptr->m_idx)) return;
3211 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
3212 else if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3214 if (m_ptr->confused) return;
3215 else if (r_ptr->flags2 & RF2_STUPID)
3217 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
3225 /* Push past weaker monsters (unless leaving a wall) */
3226 else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
3227 (r_ptr->mexp > z_ptr->mexp) &&
3228 can_cross && (c_ptr->m_idx != p_ptr->riding) &&
3229 monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
3231 /* Allow movement */
3234 /* Monster pushed past another monster */
3235 did_move_body = TRUE;
3239 /* Wake up the moved monster */
3241 mproc_remove(c_ptr->m_idx, y_ptr->mproc_idx[MPROC_CSLEEP], MPROC_CSLEEP);
3242 if (z_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) p_ptr->update |= (PU_MON_LITE);
3246 /* Redraw the health bar */
3247 if (p_ptr->health_who == c_ptr->m_idx) p_ptr->redraw |= (PR_HEALTH);
3251 /* XXX XXX XXX Message */
3256 * Check if monster can cross terrain
3257 * This is checked after the normal attacks
3258 * to allow monsters to attack an enemy,
3259 * even if it can't enter the terrain.
3261 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
3263 /* Assume no move allowed */
3267 /* Some monsters never move */
3268 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
3270 /* Hack -- memorize lack of attacks */
3271 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3279 if (!p_ptr->riding_ryoute && !(m_list[p_ptr->riding].monfear)) do_move = FALSE;
3282 /* Creature has been allowed move */
3285 s16b this_o_idx, next_o_idx;
3292 if (one_in_(GRINDNOISE))
3295 msg_print("¥®¥·¥®¥·¤¤¤¦²»¤¬Ê¹¤³¤¨¤ë¡£");
3297 msg_print("There is a grinding sound.");
3301 cave_alter_feat(ny, nx, FF_HURT_DISI);
3303 /* Note changes to viewable region */
3306 else if (have_flag(f_ptr->flags, FF_TREE))
3308 if (!(r_ptr->flags7 & RF7_CAN_FLY) && (!is_riding_mon || !p_ptr->levitation) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3310 m_ptr->energy_need += ENERGY_NEED();
3316 /* Hack -- Update the old location */
3317 cave[oy][ox].m_idx = c_ptr->m_idx;
3319 /* Mega-Hack -- move the old monster, if any */
3322 /* Move the old monster */
3326 /* Update the old monster */
3327 update_mon(c_ptr->m_idx, TRUE);
3330 /* Hack -- Update the new location */
3331 c_ptr->m_idx = m_idx;
3333 /* Move the monster */
3337 /* Update the monster */
3338 update_mon(m_idx, TRUE);
3340 /* Redraw the old grid */
3343 /* Redraw the new grid */
3349 /* sound(SOUND_WALK); */
3351 /* Move the player */
3352 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
3355 /* Possible disturb */
3358 (disturb_near && (m_ptr->mflag & MFLAG_VIEW)) ||
3359 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3362 if (is_hostile(m_ptr))
3366 /* Scan all objects in the grid */
3367 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3371 /* Acquire object */
3372 o_ptr = &o_list[this_o_idx];
3374 /* Acquire next object */
3375 next_o_idx = o_ptr->next_o_idx;
3378 if (o_ptr->tval == TV_GOLD) continue;
3381 * Skip "real" corpses and statues, to avoid extreme
3382 * silliness like a novice rogue pockets full of statues
3385 if ((o_ptr->tval == TV_CORPSE) ||
3386 (o_ptr->tval == TV_STATUE)) continue;
3388 /* Take or Kill objects on the floor */
3389 if ((r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3390 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS)))
3392 u32b flgs[TR_FLAG_SIZE];
3398 char o_name[MAX_NLEN];
3400 /* Extract some flags */
3401 object_flags(o_ptr, flgs);
3403 /* Acquire the object name */
3404 object_desc(o_name, o_ptr, 0);
3406 /* Acquire the monster name */
3407 monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
3409 /* React to objects that hurt the monster */
3410 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3411 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3412 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
3413 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
3414 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
3415 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
3416 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
3417 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
3418 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
3419 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
3420 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3421 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3422 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3423 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3424 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
3425 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
3426 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
3427 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
3429 /* The object cannot be picked up by the monster */
3430 if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2))
3432 /* Only give a message for "take_item" */
3433 if ((r_ptr->flags2 & (RF2_TAKE_ITEM)) && (r_ptr->flags2 & (RF2_STUPID)))
3436 did_take_item = TRUE;
3438 /* Describe observable situations */
3439 if (m_ptr->ml && player_can_see_bold(ny, nx))
3441 /* Dump a message */
3443 msg_format("%^s¤Ï%s¤ò½¦¤ª¤¦¤È¤·¤¿¤¬¡¢¤À¤á¤À¤Ã¤¿¡£", m_name, o_name);
3445 msg_format("%^s tries to pick up %s, but fails.", m_name, o_name);
3451 /* Pick up the item */
3452 else if (r_ptr->flags2 & RF2_TAKE_ITEM)
3455 did_take_item = TRUE;
3457 /* Describe observable situations */
3458 if (player_can_see_bold(ny, nx))
3460 /* Dump a message */
3462 msg_format("%^s¤¬%s¤ò½¦¤Ã¤¿¡£", m_name, o_name);
3464 msg_format("%^s picks up %s.", m_name, o_name);
3468 /* Excise the object */
3469 excise_object_idx(this_o_idx);
3474 /* Forget location */
3475 o_ptr->iy = o_ptr->ix = 0;
3477 /* Memorize monster */
3478 o_ptr->held_m_idx = m_idx;
3481 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3484 m_ptr->hold_o_idx = this_o_idx;
3487 /* Destroy the item if not a pet */
3488 else if (!is_pet(m_ptr))
3491 did_kill_item = TRUE;
3493 /* Describe observable situations */
3494 if (player_has_los_bold(ny, nx))
3496 /* Dump a message */
3498 msg_format("%^s¤¬%s¤òÇ˲õ¤·¤¿¡£", m_name, o_name);
3500 msg_format("%^s destroys %s.", m_name, o_name);
3504 /* Delete the object */
3505 delete_object_idx(this_o_idx);
3511 /* Stop when done */
3516 * Forward movements failed, but now received LOS attack!
3517 * Try to flow by smell.
3519 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3520 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3522 /* If we haven't done anything, try casting a spell again */
3523 if (!do_turn && !do_move && !m_ptr->monfear && !is_riding_mon && aware)
3525 /* Try to cast spell again */
3526 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3528 if (make_attack_spell(m_idx)) return;
3533 /* Notice changes in view */
3536 /* Update some things */
3537 p_ptr->update |= (PU_FLOW);
3540 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3543 /* Notice changes in view */
3544 if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3545 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3547 /* Update some things */
3548 p_ptr->update |= (PU_MON_LITE);
3551 /* Learn things from observable monster */
3552 if (is_original_ap_and_seen(m_ptr))
3554 /* Monster opened a door */
3555 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3557 /* Monster bashed a door */
3558 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3560 /* Monster tried to pick something up */
3561 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3563 /* Monster tried to crush something */
3564 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3566 /* Monster pushed past another monster */
3567 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3569 /* Monster passed through a wall */
3570 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3572 /* Monster destroyed a wall */
3573 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3577 /* Hack -- get "bold" if out of options */
3578 if (!do_turn && !do_move && m_ptr->monfear && aware)
3580 /* No longer afraid */
3582 mproc_remove(m_idx, m_ptr->mproc_idx[MPROC_MONFEAR], MPROC_MONFEAR);
3584 /* Message if seen */
3589 /* Acquire the monster name */
3590 monster_desc(m_name, m_ptr, 0);
3592 /* Dump a message */
3594 msg_format("%^s¤ÏÀ襤¤ò·è°Õ¤·¤¿¡ª", m_name);
3596 msg_format("%^s turns to fight!", m_name);
3599 chg_virtue(V_COMPASSION, -1);
3601 /* Redraw (later) if needed */
3602 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3605 /* XXX XXX XXX Actually do something now (?) */
3610 * Process all the "live" monsters, once per game turn.
3612 * During each game turn, we scan through the list of all the "live" monsters,
3613 * (backwards, so we can excise any "freshly dead" monsters), energizing each
3614 * monster, and allowing fully energized monsters to move, attack, pass, etc.
3616 * Note that monsters can never move in the monster array (except when the
3617 * "compact_monsters()" function is called by "dungeon()" or "save_player()").
3619 * This function is responsible for at least half of the processor time
3620 * on a normal system with a "normal" amount of monsters and a player doing
3623 * When the player is resting, virtually 90% of the processor time is spent
3624 * in this function, and its children, "process_monster()" and "make_move()".
3626 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",
3627 * especially when the player is running.
3629 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"
3630 * monsters while they are still being "born". A monster is "fresh" only
3631 * during the turn in which it is created, and we use the "hack_m_idx" to
3632 * determine if the monster is yet to be processed during the current turn.
3634 * Note the special "MFLAG_NICE" flag, which allows the player to get one
3635 * move before any "nasty" monsters get to use their spell attacks.
3637 * Note that when the "knowledge" about the currently tracked monster
3638 * changes (flags, attacks, spells), we induce a redraw of the monster
3641 void process_monsters(void)
3648 monster_type *m_ptr;
3649 monster_race *r_ptr;
3651 int old_monster_race_idx;
3653 u32b old_r_flags1 = 0L;
3654 u32b old_r_flags2 = 0L;
3655 u32b old_r_flags3 = 0L;
3656 u32b old_r_flags4 = 0L;
3657 u32b old_r_flags5 = 0L;
3658 u32b old_r_flags6 = 0L;
3659 u32b old_r_flagsr = 0L;
3661 byte old_r_blows0 = 0;
3662 byte old_r_blows1 = 0;
3663 byte old_r_blows2 = 0;
3664 byte old_r_blows3 = 0;
3666 byte old_r_cast_spell = 0;
3670 /* Clear monster fighting indicator */
3673 /* Memorize old race */
3674 old_monster_race_idx = p_ptr->monster_race_idx;
3676 /* Acquire knowledge */
3677 if (p_ptr->monster_race_idx)
3679 /* Acquire current monster */
3680 r_ptr = &r_info[p_ptr->monster_race_idx];
3682 /* Memorize flags */
3683 old_r_flags1 = r_ptr->r_flags1;
3684 old_r_flags2 = r_ptr->r_flags2;
3685 old_r_flags3 = r_ptr->r_flags3;
3686 old_r_flags4 = r_ptr->r_flags4;
3687 old_r_flags5 = r_ptr->r_flags5;
3688 old_r_flags6 = r_ptr->r_flags6;
3689 old_r_flagsr = r_ptr->r_flagsr;
3691 /* Memorize blows */
3692 old_r_blows0 = r_ptr->r_blows[0];
3693 old_r_blows1 = r_ptr->r_blows[1];
3694 old_r_blows2 = r_ptr->r_blows[2];
3695 old_r_blows3 = r_ptr->r_blows[3];
3697 /* Memorize castings */
3698 old_r_cast_spell = r_ptr->r_cast_spell;
3702 /* Process the monsters (backwards) */
3703 for (i = m_max - 1; i >= 1; i--)
3705 /* Access the monster */
3707 r_ptr = &r_info[m_ptr->r_idx];
3709 /* Handle "leaving" */
3710 if (p_ptr->leaving) break;
3712 /* Ignore "dead" monsters */
3713 if (!m_ptr->r_idx) continue;
3715 if (p_ptr->wild_mode) continue;
3718 /* Handle "fresh" monsters */
3719 if (m_ptr->mflag & MFLAG_BORN)
3721 /* No longer "fresh" */
3722 m_ptr->mflag &= ~(MFLAG_BORN);
3728 /* Hack -- Require proximity */
3729 if (m_ptr->cdis >= AAF_LIMIT) continue;
3732 /* Access the location */
3736 /* Flow by smell is allowed */
3737 if (!p_ptr->no_flowed)
3739 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3742 /* Assume no move */
3745 /* Handle "sensing radius" */
3746 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3748 /* We can "sense" the player */
3752 /* Handle "sight" and "aggravation" */
3753 else if ((m_ptr->cdis <= MAX_SIGHT) &&
3754 (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3756 /* We can "see" or "feel" the player */
3760 #if 0 /* (cave[py][px].when == cave[fy][fx].when) is always FALSE... */
3761 /* Hack -- Monsters can "smell" the player from far away */
3762 /* Note that most monsters have "aaf" of "20" or so */
3763 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3764 cave_have_flag_bold(py, px, FF_MOVE) &&
3765 (cave[py][px].when == cave[fy][fx].when) &&
3766 (cave[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3767 (cave[fy][fx].dist < r_ptr->aaf))
3769 /* We can "smell" the player */
3773 else if (m_ptr->target_y) test = TRUE;
3776 if (!test) continue;
3779 if (p_ptr->riding == i)
3780 speed = p_ptr->pspeed;
3783 speed = m_ptr->mspeed;
3785 /* Monsters move quickly in Nightmare mode */
3786 if (ironman_nightmare) speed += 5;
3788 if (m_ptr->fast) speed += 10;
3789 if (m_ptr->slow) speed -= 10;
3792 /* Give this monster some energy */
3793 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3795 /* Not enough energy to move */
3796 if (m_ptr->energy_need > 0) continue;
3798 /* Use up "some" energy */
3799 m_ptr->energy_need += ENERGY_NEED();
3802 /* Save global index */
3805 /* Process the monster */
3808 reset_target(m_ptr);
3810 /* Give up flow_by_smell when it might useless */
3811 if (p_ptr->no_flowed && one_in_(3))
3812 m_ptr->mflag2 |= MFLAG2_NOFLOW;
3814 /* Hack -- notice death or departure */
3815 if (!p_ptr->playing || p_ptr->is_dead) break;
3817 /* Notice leaving */
3818 if (p_ptr->leaving) break;
3821 /* Reset global index */
3825 /* Tracking a monster race (the same one we were before) */
3826 if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3828 /* Acquire monster race */
3829 r_ptr = &r_info[p_ptr->monster_race_idx];
3831 /* Check for knowledge change */
3832 if ((old_r_flags1 != r_ptr->r_flags1) ||
3833 (old_r_flags2 != r_ptr->r_flags2) ||
3834 (old_r_flags3 != r_ptr->r_flags3) ||
3835 (old_r_flags4 != r_ptr->r_flags4) ||
3836 (old_r_flags5 != r_ptr->r_flags5) ||
3837 (old_r_flags6 != r_ptr->r_flags6) ||
3838 (old_r_flagsr != r_ptr->r_flagsr) ||
3839 (old_r_blows0 != r_ptr->r_blows[0]) ||
3840 (old_r_blows1 != r_ptr->r_blows[1]) ||
3841 (old_r_blows2 != r_ptr->r_blows[2]) ||
3842 (old_r_blows3 != r_ptr->r_blows[3]) ||
3843 (old_r_cast_spell != r_ptr->r_cast_spell))
3846 p_ptr->window |= (PW_MONSTER);
3853 bool process_the_world(int num, int who, bool vs_player)
3855 monster_type *m_ptr = &m_list[hack_m_idx]; /* the world monster */
3857 if(world_monster) return (FALSE);
3862 monster_desc(m_name, m_ptr, 0);
3866 msg_print("¡Ö¡Ø¥¶¡¦¥ï¡¼¥ë¥É¡Ù¡ª»þ¤Ï»ß¤Þ¤Ã¤¿¡ª¡×");
3868 msg_format("%s yells 'The World! Time has stopped!'", m_name);
3872 msg_print("¡Ö»þ¤è¡ª¡×");
3874 msg_format("%s yells 'Time!'", m_name);
3876 else msg_print("hek!");
3881 /* This monster cast spells */
3882 world_monster = hack_m_idx;
3884 if (vs_player) do_cmd_redraw();
3888 if(!m_ptr->r_idx) break;
3889 process_monster(world_monster);
3891 reset_target(m_ptr);
3894 if (p_ptr->notice) notice_stuff();
3897 if (p_ptr->update) update_stuff();
3900 if (p_ptr->redraw) redraw_stuff();
3903 if (p_ptr->window) window_stuff();
3906 if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
3910 p_ptr->redraw |= (PR_MAP);
3912 /* Update monsters */
3913 p_ptr->update |= (PU_MONSTERS);
3916 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3919 if (vs_player || (player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(py, px, m_ptr->fy, m_ptr->fx)))
3922 msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
3924 msg_print("You feel time flowing around you once more.");
3935 void monster_gain_exp(int m_idx, int s_idx)
3937 monster_type *m_ptr = &m_list[m_idx];
3938 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3939 monster_race *s_ptr = &r_info[s_idx];
3942 if (p_ptr->inside_battle) return;
3944 if (!r_ptr->next_exp) return;
3946 new_exp = s_ptr->mexp * s_ptr->level / (r_ptr->level + 2);
3947 if (m_idx == p_ptr->riding) new_exp = (new_exp + 1) / 2;
3948 if (!dun_level) new_exp /= 5;
3949 m_ptr->exp += new_exp;
3950 if (m_ptr->mflag2 & MFLAG2_CHAMELEON) return;
3952 if (m_ptr->exp >= r_ptr->next_exp)
3955 int old_hp = m_ptr->hp;
3956 int old_maxhp = m_ptr->max_maxhp;
3957 int old_r_idx = m_ptr->r_idx;
3958 byte old_sub_align = m_ptr->sub_align;
3960 /* Hack -- Reduce the racial counter of previous monster */
3961 real_r_ptr(m_ptr)->cur_num--;
3963 monster_desc(m_name, m_ptr, 0);
3964 m_ptr->r_idx = r_ptr->next_r_idx;
3966 /* Count the monsters on the level */
3967 real_r_ptr(m_ptr)->cur_num++;
3969 m_ptr->ap_r_idx = m_ptr->r_idx;
3970 r_ptr = &r_info[m_ptr->r_idx];
3972 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
3974 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
3978 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
3980 if (ironman_nightmare)
3982 u32b hp = m_ptr->max_maxhp * 2L;
3984 m_ptr->max_maxhp = (s16b)MIN(30000, hp);
3986 m_ptr->maxhp = m_ptr->max_maxhp;
3987 m_ptr->hp = old_hp * m_ptr->maxhp / old_maxhp;
3989 /* Extract the monster base speed */
3990 m_ptr->mspeed = get_mspeed(r_ptr);
3992 /* Sub-alignment of a monster */
3993 if (!is_pet(m_ptr) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
3994 m_ptr->sub_align = old_sub_align;
3997 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3998 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
3999 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
4004 if (is_pet(m_ptr) || m_ptr->ml)
4006 if (!ignore_unview || player_can_see_bold(m_ptr->fy, m_ptr->fx))
4009 msg_format("%s¤Ï%s¤Ë¿Ê²½¤·¤¿¡£", m_name, r_name + r_ptr->name);
4011 msg_format("%^s evolved into %s.", m_name, r_name + r_ptr->name);
4015 r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
4017 /* Now you feel very close to this pet. */
4018 m_ptr->parent_m_idx = 0;
4020 update_mon(m_idx, FALSE);
4021 lite_spot(m_ptr->fy, m_ptr->fx);
4023 if (m_idx == p_ptr->riding) p_ptr->update |= PU_BONUS;