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[hengband/hengband.git] / src / melee2.c
1 /* File: melee2.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
6  * This software may be copied and distributed for educational, research,
7  * and not for profit purposes provided that this copyright and statement
8  * are included in all such copies.  Other copyrights may also apply.
9  */
10
11 /* Purpose: Monster spells and movement */
12
13 /*
14 * This file has several additions to it by Keldon Jones (keldon@umr.edu)
15 * to improve the general quality of the AI (version 0.1.1).
16 */
17
18 #include "angband.h"
19
20 #define SPEAK_CHANCE 8
21 #define GRINDNOISE 20
22 #define CYBERNOISE 20
23
24 /*
25  * Calculate the direction to the next enemy
26  */
27 static bool get_enemy_dir(int m_idx, int *mm)
28 {
29         int i;
30         int x = 0, y = 0;
31         int t_idx;
32         int start;
33         int plus = 1;
34
35         monster_type *m_ptr = &m_list[m_idx];
36         monster_race *r_ptr = &r_info[m_ptr->r_idx];
37
38         monster_type *t_ptr;
39
40         if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
41         {
42                 y = m_list[riding_t_m_idx].fy;
43                 x = m_list[riding_t_m_idx].fx;
44         }
45         else if (is_pet(m_ptr) && pet_t_m_idx)
46         {
47                 y = m_list[pet_t_m_idx].fy;
48                 x = m_list[pet_t_m_idx].fx;
49         }
50         else
51         {
52                 if (p_ptr->inside_battle)
53                 {
54                         start = randint1(m_max-1)+m_max;
55                         if(randint0(2)) plus = -1;
56                 }
57                 else start = m_max + 1;
58
59                 /* Scan thru all monsters */
60                 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
61                 {
62                         int dummy = (i % m_max);
63                         bool can_pass_wall;
64
65                         if (!dummy) continue;
66
67                         t_idx = dummy;
68                         t_ptr = &m_list[t_idx];
69
70                         /* The monster itself isn't a target */
71                         if (t_ptr == m_ptr) continue;
72
73                         /* Paranoia -- Skip dead monsters */
74                         if (!t_ptr->r_idx) continue;
75
76                         if (is_pet(m_ptr))
77                         {
78                                 /* Hack -- only fight away from player */
79                                 if (p_ptr->pet_follow_distance < 0)
80                                 {
81                                         /* No fighting near player */
82                                         if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
83                                         {
84                                                 continue;
85                                         }
86                                 }
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))
90                                 {
91                                         continue;
92                                 }
93
94                                 if (r_ptr->aaf < t_ptr->cdis) continue;
95                         }
96
97                         /* Monster must be 'an enemy' */
98                         if (!are_enemies(m_ptr, t_ptr)) continue;
99
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)));
101
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))
105                         {
106                                 continue;
107                         }
108                         if (can_pass_wall &&
109                                 !in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx))
110                         {
111                                 continue;
112                         }
113
114                         /* OK -- we've got a target */
115                         y = t_ptr->fy;
116                         x = t_ptr->fx;
117
118                         break;
119                 }
120                 if (!x && !y) return FALSE;
121         }
122
123         /* Extract the direction */
124         x -= m_ptr->fx;
125         y -= m_ptr->fy;
126
127         /* North */
128         if ((y < 0) && (x == 0))
129         {
130                 mm[0] = 8;
131                 mm[1] = 7;
132                 mm[2] = 9;
133         }
134         /* South */
135         else if ((y > 0) && (x == 0))
136         {
137                 mm[0] = 2;
138                 mm[1] = 1;
139                 mm[2] = 3;
140         }
141         /* East */
142         else if ((x > 0) && (y == 0))
143         {
144                 mm[0] = 6;
145                 mm[1] = 9;
146                 mm[2] = 3;
147         }
148         /* West */
149         else if ((x < 0) && (y == 0))
150         {
151                 mm[0] = 4;
152                 mm[1] = 7;
153                 mm[2] = 1;
154         }
155         /* North-West */
156         else if ((y < 0) && (x < 0))
157         {
158                 mm[0] = 7;
159                 mm[1] = 4;
160                 mm[2] = 8;
161         }
162         /* North-East */
163         else if ((y < 0) && (x > 0))
164         {
165                 mm[0] = 9;
166                 mm[1] = 6;
167                 mm[2] = 8;
168         }
169         /* South-West */
170         else if ((y > 0) && (x < 0))
171         {
172                 mm[0] = 1;
173                 mm[1] = 4;
174                 mm[2] = 2;
175         }
176         /* South-East */
177         else if ((y > 0) && (x > 0))
178         {
179                 mm[0] = 3;
180                 mm[1] = 6;
181                 mm[2] = 2;
182         }
183
184         /* Found a monster */
185         return TRUE;
186 }
187
188
189 /*
190  * Hack, based on mon_take_hit... perhaps all monster attacks on
191  * other monsters should use this?
192  */
193 void mon_take_hit_mon(int m_idx, int dam, bool *fear, cptr note, int who)
194 {
195         monster_type    *m_ptr = &m_list[m_idx];
196
197         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
198
199         char m_name[160];
200
201         bool seen = m_ptr->ml;
202
203         /* Can the player be aware of this attack? */
204         bool known = (m_ptr->cdis <= MAX_SIGHT);
205
206         /* Extract monster name */
207         monster_desc(m_name, m_ptr, 0);
208
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);
212
213         /* Wake it up */
214         m_ptr->csleep = 0;
215
216         if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
217
218         if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 0);
219
220         if (m_ptr->invulner && randint0(PENETRATE_INVULNERABILITY))
221         {
222                 if (seen)
223                 {
224 #ifdef JP
225 msg_format("%^s¤Ï¥À¥á¡¼¥¸¤ò¼õ¤±¤Ê¤¤¡£", m_name);
226 #else
227                         msg_format("%^s is unharmed.", m_name);
228 #endif
229
230                 }
231
232                 return;
233         }
234
235         if (r_ptr->flagsr & RFR_RES_ALL)
236         {
237                 if(dam > 0)
238                 {
239                         dam /= 100;
240                         if((dam == 0) && one_in_(3)) dam = 1;
241                 }
242                 if (dam==0)
243                 {
244                         if (seen)
245                         {
246 #ifdef JP
247 msg_format("%^s¤Ï¥À¥á¡¼¥¸¤ò¼õ¤±¤Ê¤¤¡£", m_name);
248 #else
249                                 msg_format("%^s is unharmed.", m_name);
250 #endif
251
252                         }
253                         return;
254                 }
255         }
256
257         /* Hurt it */
258         m_ptr->hp -= dam;
259
260         /* It is dead now... or is it? */
261         if (m_ptr->hp < 0)
262         {
263                 if (((r_ptr->flags1 & RF1_UNIQUE) ||
264                         (r_ptr->flags7 & RF7_UNIQUE_7) ||
265                         (r_ptr->flags1 & RF1_QUESTOR)) &&
266                     !p_ptr->inside_battle)
267                 {
268                         m_ptr->hp = 1;
269                 }
270                 else
271                 {
272                         /* Make a sound */
273                         if (!monster_living(r_ptr))
274                         {
275                                 sound(SOUND_N_KILL);
276                         }
277                         else
278                         {
279                                 sound(SOUND_KILL);
280                         }
281
282                         if (known)
283                         {
284                                 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
285                                 /* Unseen death by normal attack */
286                                 if (!seen)
287                                 {
288                                         mon_fight = TRUE;
289                                 }
290                                 /* Death by special attack */
291                                 else if (note)
292                                 {
293 #ifdef JP
294 msg_format("%^s%s", m_name, note);
295 #else
296                                         msg_format("%^s%s", m_name, note);
297 #endif
298
299                                 }
300                                 /* Death by normal attack -- nonliving monster */
301                                 else if (!monster_living(r_ptr))
302                                 {
303 #ifdef JP
304 msg_format("%^s¤ÏÇ˲õ¤µ¤ì¤¿¡£", m_name);
305 #else
306                                         msg_format("%^s is destroyed.", m_name);
307 #endif
308
309                                 }
310                                 /* Death by normal attack -- living monster */
311                                 else
312                                 {
313 #ifdef JP
314 msg_format("%^s¤Ï»¦¤µ¤ì¤¿¡£", m_name);
315 #else
316                                         msg_format("%^s is killed.", m_name);
317 #endif
318
319                                 }
320                         }
321
322                         monster_gain_exp(who, m_ptr->r_idx);
323
324                         /* Generate treasure */
325                         monster_death(m_idx, FALSE);
326
327                         /* Delete the monster */
328                         delete_monster_idx(m_idx);
329
330                         /* Not afraid */
331                         (*fear) = FALSE;
332
333                         /* Monster is dead */
334                         return;
335                 }
336         }
337
338 #ifdef ALLOW_FEAR
339
340         /* Mega-Hack -- Pain cancels fear */
341         if (m_ptr->monfear && (dam > 0))
342         {
343                 int tmp = randint1(dam / 4);
344
345                 /* Cure a little fear */
346                 if (tmp < m_ptr->monfear)
347                 {
348                         /* Reduce fear */
349                         m_ptr->monfear -= tmp;
350                 }
351
352                 /* Cure all the fear */
353                 else
354                 {
355                         /* Cure fear */
356                         m_ptr->monfear = 0;
357
358                         /* No more fear */
359                         (*fear) = FALSE;
360                 }
361         }
362
363         /* Sometimes a monster gets scared by damage */
364         if (!m_ptr->monfear && !(r_ptr->flags3 & RF3_NO_FEAR))
365         {
366                 int             percentage;
367
368                 /* Percentage of fully healthy */
369                 percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
370
371                 /*
372                 * Run (sometimes) if at 10% or less of max hit points,
373                 * or (usually) when hit for half its current hit points
374                  */
375                 if (((percentage <= 10) && (randint0(10) < percentage)) ||
376                         ((dam >= m_ptr->hp) && (randint0(100) < 80)))
377                 {
378                         /* Hack -- note fear */
379                         (*fear) = TRUE;
380
381                         /* XXX XXX XXX Hack -- Add some timed fear */
382                         m_ptr->monfear += (randint1(10) +
383                                 (((dam >= m_ptr->hp) && (percentage > 7)) ?
384                                 20 : ((11 - percentage) * 5)));
385                 }
386         }
387
388 #endif /* ALLOW_FEAR */
389
390         if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
391         {
392                 if (is_pet(&m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
393                 {
394                         set_target(m_ptr, m_list[who].fy, m_list[who].fx);
395                 }
396         }
397
398         if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
399         {
400                 char m_name[80];
401
402                 /* Extract monster name */
403                 monster_desc(m_name, m_ptr, 0);
404
405                 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
406                 if (rakuba((dam > 200) ? 200 : dam, FALSE))
407                 {
408 #ifdef JP
409 msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name);
410 #else
411                                 msg_format("You have thrown off from %s!", m_name);
412 #endif
413                 }
414         }
415
416         /* Not dead yet */
417         return;
418 }
419
420
421 /*
422  * Returns whether a given monster will try to run from the player.
423  *
424  * Monsters will attempt to avoid very powerful players.  See below.
425  *
426  * Because this function is called so often, little details are important
427  * for efficiency.  Like not using "mod" or "div" when possible.  And
428  * attempting to check the conditions in an optimal order.  Note that
429  * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.
430  *
431  * Note that this function is responsible for about one to five percent
432  * of the processor use in normal conditions...
433  */
434 static int mon_will_run(int m_idx)
435 {
436         monster_type *m_ptr = &m_list[m_idx];
437
438 #ifdef ALLOW_TERROR
439
440         monster_race *r_ptr = &r_info[m_ptr->r_idx];
441
442         u16b p_lev, m_lev;
443         u16b p_chp, p_mhp;
444         u16b m_chp, m_mhp;
445         u32b p_val, m_val;
446
447 #endif
448
449         /* Friends can be commanded to avoid the player */
450         if (is_pet(m_ptr))
451         {
452                 /* Are we trying to avoid the player? */
453                 return ((p_ptr->pet_follow_distance < 0) &&
454                                   (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
455         }
456
457         /* Keep monsters from running too far away */
458         if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
459
460         /* All "afraid" monsters will run away */
461         if (m_ptr->monfear) return (TRUE);
462
463 #ifdef ALLOW_TERROR
464
465         /* Nearby monsters will not become terrified */
466         if (m_ptr->cdis <= 5) return (FALSE);
467
468         /* Examine player power (level) */
469         p_lev = p_ptr->lev;
470
471         /* Examine monster power (level plus morale) */
472         m_lev = r_ptr->level + (m_idx & 0x08) + 25;
473
474         /* Optimize extreme cases below */
475         if (m_lev > p_lev + 4) return (FALSE);
476         if (m_lev + 4 <= p_lev) return (TRUE);
477
478         /* Examine player health */
479         p_chp = p_ptr->chp;
480         p_mhp = p_ptr->mhp;
481
482         /* Examine monster health */
483         m_chp = m_ptr->hp;
484         m_mhp = m_ptr->maxhp;
485
486         /* Prepare to optimize the calculation */
487         p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
488         m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
489
490         /* Strong players scare strong monsters */
491         if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
492
493 #endif
494
495         /* Assume no terror */
496         return (FALSE);
497 }
498
499
500
501
502 /*
503  * Search spell castable grid
504  */
505 static bool get_moves_aux2(int m_idx, int *yp, int *xp)
506 {
507         int i, y, x, y1, x1, best = 999;
508
509         cave_type *c_ptr;
510         bool can_open_door = FALSE;
511         int now_cost;
512
513         monster_type *m_ptr = &m_list[m_idx];
514         monster_race *r_ptr = &r_info[m_ptr->r_idx];
515
516         /* Monster location */
517         y1 = m_ptr->fy;
518         x1 = m_ptr->fx;
519
520         /* Monster can already cast spell to player */
521         if (projectable(y1, x1, py, px)) return (FALSE);
522
523         /* Set current grid cost */
524         now_cost = cave[y1][x1].cost;
525         if (now_cost == 0) now_cost = 999;
526
527         /* Can monster bash or open doors? */
528         if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
529         {
530                 can_open_door = TRUE;
531         }
532
533         /* Check nearby grids, diagonals first */
534         for (i = 7; i >= 0; i--)
535         {
536                 int cost;
537
538                 /* Get the location */
539                 y = y1 + ddy_ddd[i];
540                 x = x1 + ddx_ddd[i];
541
542                 /* Ignore locations off of edge */
543                 if (!in_bounds2(y, x)) continue;
544
545                 /* Simply move to player */
546                 if (player_bold(y, x)) return (FALSE);
547
548                 c_ptr = &cave[y][x];
549
550                 cost = c_ptr->cost;
551
552                 /* Monster cannot kill or pass walls */
553                 if (!(((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) || (r_ptr->flags2 & RF2_KILL_WALL)))
554                 {
555                         if (cost == 0) continue;
556                         if (!can_open_door && is_closed_door(c_ptr->feat)) continue;
557                 }
558
559                 /* Hack -- for kill or pass wall monster.. */
560                 if (cost == 0) cost = 998;
561
562                 if (now_cost < cost) continue;
563
564                 if (!projectable(y, x, py, px)) continue;
565
566                 /* Accept louder sounds */
567                 if (best < cost) continue;
568                 best = cost;
569
570                 (*yp) = y1 + ddy_ddd[i];
571                 (*xp) = x1 + ddx_ddd[i];
572         }
573
574         /* No legal move (?) */
575         if (best == 999) return (FALSE);
576
577         /* Success */
578         return (TRUE);
579 }
580
581
582 /*
583  * Choose the "best" direction for "flowing"
584  *
585  * Note that ghosts and rock-eaters are never allowed to "flow",
586  * since they should move directly towards the player.
587  *
588  * Prefer "non-diagonal" directions, but twiddle them a little
589  * to angle slightly towards the player's actual location.
590  *
591  * Allow very perceptive monsters to track old "spoor" left by
592  * previous locations occupied by the player.  This will tend
593  * to have monsters end up either near the player or on a grid
594  * recently occupied by the player (and left via "teleport").
595  *
596  * Note that if "smell" is turned on, all monsters get vicious.
597  *
598  * Also note that teleporting away from a location will cause
599  * the monsters who were chasing you to converge on that location
600  * as long as you are still near enough to "annoy" them without
601  * being close enough to chase directly.  I have no idea what will
602  * happen if you combine "smell" with low "aaf" values.
603  */
604 static bool get_moves_aux(int m_idx, int *yp, int *xp, bool no_flow)
605 {
606         int i, y, x, y1, x1, best;
607
608         cave_type *c_ptr;
609         bool use_scent = FALSE;
610
611         monster_type *m_ptr = &m_list[m_idx];
612         monster_race *r_ptr = &r_info[m_ptr->r_idx];
613
614         /* Can monster cast attack spell? */
615         if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
616             r_ptr->flags5 & (RF5_ATTACK_MASK) ||
617             r_ptr->flags6 & (RF6_ATTACK_MASK))
618         {
619                 /* Can move spell castable grid? */
620                 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
621         }
622
623         /* Monster can't flow */
624         if (no_flow) return (FALSE);
625
626         /* Monster can go through rocks */
627         if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || (p_ptr->pass_wall))) return (FALSE);
628         if (r_ptr->flags2 & RF2_KILL_WALL) return (FALSE);
629         if (!cave_floor_bold(py, px) && (cave[py][px].feat != FEAT_TREES)) return (FALSE);
630
631         /* Monster location */
632         y1 = m_ptr->fy;
633         x1 = m_ptr->fx;
634
635         /* Hack -- Player can see us, run towards him */
636         if (player_has_los_bold(y1, x1)) return (FALSE);
637
638         /* Monster grid */
639         c_ptr = &cave[y1][x1];
640
641         /* If we can hear noises, advance towards them */
642         if (c_ptr->cost)
643         {
644                 best = 999;
645         }
646
647         /* Otherwise, try to follow a scent trail */
648         else if (c_ptr->when)
649         {
650                 /* Too old smell */
651                 if (cave[py][px].when - c_ptr->when > 127) return (FALSE);
652
653                 use_scent = TRUE;
654                 best = 0;
655         }
656
657         /* Otherwise, advance blindly */
658         else
659         {
660                 return (FALSE);
661         }
662
663         /* Check nearby grids, diagonals first */
664         for (i = 7; i >= 0; i--)
665         {
666                 /* Get the location */
667                 y = y1 + ddy_ddd[i];
668                 x = x1 + ddx_ddd[i];
669
670                 /* Ignore locations off of edge */
671                 if (!in_bounds2(y, x)) continue;
672
673                 c_ptr = &cave[y][x];
674
675                 /* We're following a scent trail */
676                 if (use_scent)
677                 {
678                         int when = c_ptr->when;
679
680                         /* Accept younger scent */
681                         if (best > when) continue;
682                         best = when;
683                 }
684
685                 /* We're using sound */
686                 else
687                 {
688                         int cost;
689
690                         if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
691                                 cost = c_ptr->dist;
692                         else cost = c_ptr->cost;
693
694                         /* Accept louder sounds */
695                         if ((cost == 0) || (best < cost)) continue;
696                         best = cost;
697                 }
698
699                 /* Hack -- Save the "twiddled" location */
700                 (*yp) = py + 16 * ddy_ddd[i];
701                 (*xp) = px + 16 * ddx_ddd[i];
702         }
703
704         /* No legal move (?) */
705         if (best == 999 || best == 0) return (FALSE);
706
707         /* Success */
708         return (TRUE);
709 }
710
711
712 /*
713 * Provide a location to flee to, but give the player a wide berth.
714 *
715 * A monster may wish to flee to a location that is behind the player,
716 * but instead of heading directly for it, the monster should "swerve"
717 * around the player so that he has a smaller chance of getting hit.
718 */
719 static bool get_fear_moves_aux(int m_idx, int *yp, int *xp)
720 {
721         int y, x, y1, x1, fy, fx, gy = 0, gx = 0;
722         int score = -1;
723         int i;
724
725         monster_type *m_ptr = &m_list[m_idx];
726
727         /* Monster location */
728         fy = m_ptr->fy;
729         fx = m_ptr->fx;
730
731         /* Desired destination */
732         y1 = fy - (*yp);
733         x1 = fx - (*xp);
734
735         /* Check nearby grids, diagonals first */
736         for (i = 7; i >= 0; i--)
737         {
738                 int dis, s;
739
740                 /* Get the location */
741                 y = fy + ddy_ddd[i];
742                 x = fx + ddx_ddd[i];
743
744                 /* Ignore locations off of edge */
745                 if (!in_bounds2(y, x)) continue;
746
747                 /* Don't move toward player */
748                 /* if (cave[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
749
750                 /* Calculate distance of this grid from our destination */
751                 dis = distance(y, x, y1, x1);
752
753                 /* Score this grid */
754                 s = 5000 / (dis + 3) - 500 / (cave[y][x].dist + 1);
755
756                 /* No negative scores */
757                 if (s < 0) s = 0;
758
759                 /* Ignore lower scores */
760                 if (s < score) continue;
761
762                 /* Save the score and time */
763                 score = s;
764
765                 /* Save the location */
766                 gy = y;
767                 gx = x;
768         }
769
770         /* No legal move (?) */
771         if (score == -1) return (FALSE);
772
773         /* Find deltas */
774         (*yp) = fy - gy;
775         (*xp) = fx - gx;
776
777         /* Success */
778         return (TRUE);
779 }
780
781 /*
782  * Hack -- Precompute a bunch of calls to distance() in find_safety() and
783  * find_hiding().
784  *
785  * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
786  * offsets of all the locations with a distance of n from a central point,
787  * with an offset of (0,0) indicating no more offsets at this distance.
788  *
789  * This is, of course, fairly unreadable, but it eliminates multiple loops
790  * from the previous version.
791  *
792  * It is probably better to replace these arrays with code to compute
793  * the relevant arrays, even if the storage is pre-allocated in hard
794  * coded sizes.  At the very least, code should be included which is
795  * able to generate and dump these arrays (ala "los()").  XXX XXX XXX
796  *
797  * Also, the storage needs could be halved by using bytes.  XXX XXX XXX
798  *
799  * These arrays could be combined into two big arrays, using sub-arrays
800  * to hold the offsets and lengths of each portion of the sub-arrays, and
801  * this could perhaps also be used somehow in the "look" code.  XXX XXX XXX
802  */
803
804
805 static sint d_off_y_0[] =
806 { 0 };
807
808 static sint d_off_x_0[] =
809 { 0 };
810
811
812 static sint d_off_y_1[] =
813 { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
814
815 static sint d_off_x_1[] =
816 { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
817
818
819 static sint d_off_y_2[] =
820 { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
821
822 static sint d_off_x_2[] =
823 { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
824
825
826 static sint d_off_y_3[] =
827 { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2,
828   3, 3, 3, 0 };
829
830 static sint d_off_x_3[] =
831 { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2,
832   -1, 0, 1, 0 };
833
834
835 static sint d_off_y_4[] =
836 { -1, -1, -2, -2, -3, -3, -3, -3, -4, -4, -4, 0,
837   0, 1, 1, 2, 2, 3, 3, 3, 3, 4, 4, 4, 0 };
838
839 static sint d_off_x_4[] =
840 { -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, -4, 4,
841   -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, 0 };
842
843
844 static sint d_off_y_5[] =
845 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
846   -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
847   5, 0 };
848
849 static sint d_off_x_5[] =
850 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
851   -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
852   0, 1, 0 };
853
854
855 static sint d_off_y_6[] =
856 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
857   -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
858   5, 5, 6, 6, 6, 0 };
859
860 static sint d_off_x_6[] =
861 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
862   0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
863   -3, 2, 3, -1, 0, 1, 0 };
864
865
866 static sint d_off_y_7[] =
867 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
868   -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
869   3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
870
871 static sint d_off_x_7[] =
872 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
873   -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
874   6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
875   1, 0 };
876
877
878 static sint d_off_y_8[] =
879 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
880   -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
881   2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
882   8, 8, 8, 0 };
883
884 static sint d_off_x_8[] =
885 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
886   5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
887   7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
888   2, 3, -1, 0, 1, 0 };
889
890
891 static sint d_off_y_9[] =
892 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
893   -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
894   0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
895   7, 8, 8, 8, 8, 9, 9, 9, 0 };
896
897 static sint d_off_x_9[] =
898 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
899   -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
900   9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
901   4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
902
903
904 static sint *dist_offsets_y[10] =
905 {
906         d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
907         d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
908 };
909
910 static sint *dist_offsets_x[10] =
911 {
912         d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
913         d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
914 };
915
916 /*
917 * Choose a "safe" location near a monster for it to run toward.
918 *
919 * A location is "safe" if it can be reached quickly and the player
920 * is not able to fire into it (it isn't a "clean shot").  So, this will
921 * cause monsters to "duck" behind walls.  Hopefully, monsters will also
922 * try to run towards corridor openings if they are in a room.
923 *
924 * This function may take lots of CPU time if lots of monsters are
925 * fleeing.
926 *
927 * Return TRUE if a safe location is available.
928 */
929 static bool find_safety(int m_idx, int *yp, int *xp)
930 {
931         monster_type *m_ptr = &m_list[m_idx];
932
933         int fy = m_ptr->fy;
934         int fx = m_ptr->fx;
935
936         int y, x, dy, dx, d, dis, i;
937         int gy = 0, gx = 0, gdis = 0;
938
939         sint *y_offsets;
940         sint *x_offsets;
941
942         cave_type *c_ptr;
943
944         /* Start with adjacent locations, spread further */
945         for (d = 1; d < 10; d++)
946         {
947                 /* Get the lists of points with a distance d from (fx, fy) */
948                 y_offsets = dist_offsets_y[d];
949                 x_offsets = dist_offsets_x[d];
950
951                 /* Check the locations */
952                 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
953                      dx != 0 || dy != 0;
954                      i++, dx = x_offsets[i], dy = y_offsets[i])
955                 {
956                         y = fy + dy;
957                         x = fx + dx;
958
959                         /* Skip illegal locations */
960                         if (!in_bounds(y, x)) continue;
961
962                         c_ptr = &cave[y][x];
963
964                         /* Skip locations in a wall */
965                         if (!cave_floor_grid(c_ptr)) continue;
966
967                         /* Check for "availability" (if monsters can flow) */
968                         if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
969                         {
970                                 /* Ignore grids very far from the player */
971                                 if (c_ptr->dist == 0) continue;
972
973                                 /* Ignore too-distant grids */
974                                 if (c_ptr->dist > cave[fy][fx].dist + 2 * d) continue;
975                         }
976                         
977                         /* Check for absence of shot (more or less) */
978                         if (!player_has_los_grid(c_ptr))
979                         {
980
981                                 /* Calculate distance from player */
982                                 dis = distance(y, x, py, px);
983
984                                 /* Remember if further than previous */
985                                 if (dis > gdis)
986                                 {
987                                         gy = y;
988                                         gx = x;
989                                         gdis = dis;
990                                 }
991                         }
992                 }
993
994                 /* Check for success */
995                 if (gdis > 0)
996                 {
997                         /* Good location */
998                         (*yp) = fy - gy;
999                         (*xp) = fx - gx;
1000
1001                         /* Found safe place */
1002                         return (TRUE);
1003                 }
1004         }
1005
1006         /* No safe place */
1007         return (FALSE);
1008 }
1009
1010
1011 /*
1012  * Choose a good hiding place near a monster for it to run toward.
1013  *
1014  * Pack monsters will use this to "ambush" the player and lure him out
1015  * of corridors into open space so they can swarm him.
1016  *
1017  * Return TRUE if a good location is available.
1018  */
1019 static bool find_hiding(int m_idx, int *yp, int *xp)
1020 {
1021         monster_type *m_ptr = &m_list[m_idx];
1022
1023         int fy = m_ptr->fy;
1024         int fx = m_ptr->fx;
1025
1026         int y, x, dy, dx, d, dis, i;
1027         int gy = 0, gx = 0, gdis = 999;
1028
1029         sint *y_offsets, *x_offsets;
1030         
1031         cave_type *c_ptr;
1032
1033         /* Start with adjacent locations, spread further */
1034         for (d = 1; d < 10; d++)
1035         {
1036                 /* Get the lists of points with a distance d from (fx, fy) */
1037                 y_offsets = dist_offsets_y[d];
1038                 x_offsets = dist_offsets_x[d];
1039
1040                 /* Check the locations */
1041                 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
1042                      dx != 0 || dy != 0;
1043                      i++, dx = x_offsets[i], dy = y_offsets[i])
1044                 {
1045                         y = fy + dy;
1046                         x = fx + dx;
1047                         
1048                         /* Skip illegal locations */
1049                         if (!in_bounds(y, x)) continue;
1050
1051                         c_ptr = &cave[y][x];
1052
1053                         /* Skip occupied locations */
1054                         if (!cave_empty_grid(c_ptr)) continue;
1055
1056                         /* Check for hidden, available grid */
1057                         if (!player_has_los_grid(c_ptr) && clean_shot(fy, fx, y, x, FALSE))
1058                         {
1059                                 /* Calculate distance from player */
1060                                 dis = distance(y, x, py, px);
1061
1062                                 /* Remember if closer than previous */
1063                                 if (dis < gdis && dis >= 2)
1064                                 {
1065                                         gy = y;
1066                                         gx = x;
1067                                         gdis = dis;
1068                                 }
1069                         }
1070                 }
1071
1072                 /* Check for success */
1073                 if (gdis < 999)
1074                 {
1075                         /* Good location */
1076                         (*yp) = fy - gy;
1077                         (*xp) = fx - gx;
1078
1079                         /* Found good place */
1080                         return (TRUE);
1081                 }
1082         }
1083
1084         /* No good place */
1085         return (FALSE);
1086 }
1087
1088
1089 /*
1090  * Choose "logical" directions for monster movement
1091  */
1092 static bool get_moves(int m_idx, int *mm)
1093 {
1094         monster_type *m_ptr = &m_list[m_idx];
1095         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1096         int          y, ay, x, ax;
1097         int          move_val = 0;
1098         int          y2 = py;
1099         int          x2 = px;
1100         bool         done = FALSE;
1101         bool         will_run = mon_will_run(m_idx);
1102         cave_type    *c_ptr;
1103         bool         no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (cave[m_ptr->fy][m_ptr->fx].cost > 2));
1104         bool         can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || (p_ptr->pass_wall)));
1105
1106         /* Counter attack to an enemy monster */
1107         if (!will_run && m_ptr->target_y)
1108         {
1109                 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
1110
1111                 /* The monster must be an enemy, and in LOS */
1112                 if (t_m_idx &&
1113                     are_enemies(m_ptr, &m_list[t_m_idx]) &&
1114                     los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1115                 {
1116                         /* Extract the "pseudo-direction" */
1117                         y = m_ptr->fy - m_ptr->target_y;
1118                         x = m_ptr->fx - m_ptr->target_x;
1119                         done = TRUE;
1120                 }
1121         }
1122
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) ||
1126             (cave[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1127         {
1128         /*
1129          * Animal packs try to get the player out of corridors
1130          * (...unless they can move through walls -- TY)
1131          */
1132                 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1133                          !(r_ptr->flags2 & RF2_KILL_WALL))
1134                 {
1135                         int i, room = 0;
1136
1137                         /* Count room grids next to player */
1138                         for (i = 0; i < 8; i++)
1139                         {
1140                                 int xx = px + ddx_ddd[i];
1141                                 int yy = py + ddy_ddd[i];
1142
1143                                 if (!in_bounds2(yy, xx)) continue;
1144
1145                                 c_ptr = &cave[yy][xx];
1146
1147                                 /* Check grid */
1148                                 if (((cave_floor_grid(c_ptr)) || ((c_ptr->feat & 0x60) == 0x60)) &&
1149                                          monster_can_cross_terrain(c_ptr->feat, r_ptr))
1150                                 {
1151                                         /* One more room grid */
1152                                         room++;
1153                                 }
1154                         }
1155                         if (cave[py][px].info & CAVE_ROOM) room -= 2;
1156                         if (!r_ptr->flags4 && !r_ptr->flags5 && !r_ptr->flags6) room -= 2;
1157
1158                         /* Not in a room and strong player */
1159                         if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1160                             (p_ptr->mhp + p_ptr->msp))
1161                         {
1162                                 /* Find hiding place */
1163                                 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1164                         }
1165                 }
1166
1167                 /* Monster groups try to surround the player */
1168                 if (!done && (cave[m_ptr->fy][m_ptr->fx].dist < 3))
1169                 {
1170                         int i;
1171
1172                         /* Find an empty square near the player to fill */
1173                         for (i = 0; i < 8; i++)
1174                         {
1175                                 /* Pick squares near player (semi-randomly) */
1176                                 y2 = py + ddy_ddd[(m_idx + i) & 7];
1177                                 x2 = px + ddx_ddd[(m_idx + i) & 7];
1178
1179                                 /* Already there? */
1180                                 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1181                                 {
1182                                         /* Attack the player */
1183                                         y2 = py;
1184                                         x2 = px;
1185
1186                                         break;
1187                                 }
1188
1189                                 if (!in_bounds2(y2, x2)) continue;
1190
1191                                 /* Ignore filled grids */
1192                                 c_ptr = &cave[y2][x2];
1193                                 if (!cave_empty_grid(c_ptr)) continue;
1194
1195                                 /* Try to fill this hole */
1196                                 break;
1197                         }
1198
1199                         /* Extract the new "pseudo-direction" */
1200                         y = m_ptr->fy - y2;
1201                         x = m_ptr->fx - x2;
1202
1203                         /* Done */
1204                         done = TRUE;
1205                 }
1206         }
1207
1208         if (!done)
1209         {
1210                 /* Flow towards the player */
1211                 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1212
1213                 /* Extract the "pseudo-direction" */
1214                 y = m_ptr->fy - y2;
1215                 x = m_ptr->fx - x2;
1216
1217                 /* Not done */
1218         }
1219
1220         /* Apply fear if possible and necessary */
1221         if (is_pet(m_ptr) && will_run)
1222         {
1223                 /* XXX XXX Not very "smart" */
1224                 y = (-y), x = (-x);
1225         }
1226         else
1227         {
1228                 if (!done && will_run)
1229                 {
1230                         int tmp_x = (-x);
1231                         int tmp_y = (-y);
1232
1233                         /* Try to find safe place */
1234                         if (find_safety(m_idx, &y, &x))
1235                         {
1236                                 /* Attempt to avoid the player */
1237                                 if (!no_flow)
1238                                 {
1239                                         /* Adjust movement */
1240                                         if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1241                                 }
1242                         }
1243
1244                         if (!done)
1245                         {
1246                                 /* This is not a very "smart" method XXX XXX */
1247                                 y = tmp_y;
1248                                 x = tmp_x;
1249                         }
1250                 }
1251         }
1252
1253
1254         /* Check for no move */
1255         if (!x && !y) return (FALSE);
1256
1257
1258         /* Extract the "absolute distances" */
1259         ax = ABS(x);
1260         ay = ABS(y);
1261
1262         /* Do something weird */
1263         if (y < 0) move_val += 8;
1264         if (x > 0) move_val += 4;
1265
1266         /* Prevent the diamond maneuvre */
1267         if (ay > (ax << 1)) move_val += 2;
1268         else if (ax > (ay << 1)) move_val++;
1269
1270         /* Extract some directions */
1271         switch (move_val)
1272         {
1273         case 0:
1274                 mm[0] = 9;
1275                 if (ay > ax)
1276                 {
1277                         mm[1] = 8;
1278                         mm[2] = 6;
1279                         mm[3] = 7;
1280                         mm[4] = 3;
1281                 }
1282                 else
1283                 {
1284                         mm[1] = 6;
1285                         mm[2] = 8;
1286                         mm[3] = 3;
1287                         mm[4] = 7;
1288                 }
1289                 break;
1290         case 1:
1291         case 9:
1292                 mm[0] = 6;
1293                 if (y < 0)
1294                 {
1295                         mm[1] = 3;
1296                         mm[2] = 9;
1297                         mm[3] = 2;
1298                         mm[4] = 8;
1299                 }
1300                 else
1301                 {
1302                         mm[1] = 9;
1303                         mm[2] = 3;
1304                         mm[3] = 8;
1305                         mm[4] = 2;
1306                 }
1307                 break;
1308         case 2:
1309         case 6:
1310                 mm[0] = 8;
1311                 if (x < 0)
1312                 {
1313                         mm[1] = 9;
1314                         mm[2] = 7;
1315                         mm[3] = 6;
1316                         mm[4] = 4;
1317                 }
1318                 else
1319                 {
1320                         mm[1] = 7;
1321                         mm[2] = 9;
1322                         mm[3] = 4;
1323                         mm[4] = 6;
1324                 }
1325                 break;
1326         case 4:
1327                 mm[0] = 7;
1328                 if (ay > ax)
1329                 {
1330                         mm[1] = 8;
1331                         mm[2] = 4;
1332                         mm[3] = 9;
1333                         mm[4] = 1;
1334                 }
1335                 else
1336                 {
1337                         mm[1] = 4;
1338                         mm[2] = 8;
1339                         mm[3] = 1;
1340                         mm[4] = 9;
1341                 }
1342                 break;
1343         case 5:
1344         case 13:
1345                 mm[0] = 4;
1346                 if (y < 0)
1347                 {
1348                         mm[1] = 1;
1349                         mm[2] = 7;
1350                         mm[3] = 2;
1351                         mm[4] = 8;
1352                 }
1353                 else
1354                 {
1355                         mm[1] = 7;
1356                         mm[2] = 1;
1357                         mm[3] = 8;
1358                         mm[4] = 2;
1359                 }
1360                 break;
1361         case 8:
1362                 mm[0] = 3;
1363                 if (ay > ax)
1364                 {
1365                         mm[1] = 2;
1366                         mm[2] = 6;
1367                         mm[3] = 1;
1368                         mm[4] = 9;
1369                 }
1370                 else
1371                 {
1372                         mm[1] = 6;
1373                         mm[2] = 2;
1374                         mm[3] = 9;
1375                         mm[4] = 1;
1376                 }
1377                 break;
1378         case 10:
1379         case 14:
1380                 mm[0] = 2;
1381                 if (x < 0)
1382                 {
1383                         mm[1] = 3;
1384                         mm[2] = 1;
1385                         mm[3] = 6;
1386                         mm[4] = 4;
1387                 }
1388                 else
1389                 {
1390                         mm[1] = 1;
1391                         mm[2] = 3;
1392                         mm[3] = 4;
1393                         mm[4] = 6;
1394                 }
1395                 break;
1396         case 12:
1397                 mm[0] = 1;
1398                 if (ay > ax)
1399                 {
1400                         mm[1] = 2;
1401                         mm[2] = 4;
1402                         mm[3] = 3;
1403                         mm[4] = 7;
1404                 }
1405                 else
1406                 {
1407                         mm[1] = 4;
1408                         mm[2] = 2;
1409                         mm[3] = 7;
1410                         mm[4] = 3;
1411                 }
1412                 break;
1413         }
1414
1415         /* Wants to move... */
1416         return (TRUE);
1417 }
1418
1419
1420 static int check_hit2(int power, int level, int ac, int stun)
1421 {
1422         int i, k;
1423
1424         /* Percentile dice */
1425         k = randint0(100);
1426
1427         if (stun && one_in_(2)) return FALSE;
1428
1429         /* Hack -- Always miss or hit */
1430         if (k < 10) return (k < 5);
1431
1432         /* Calculate the "attack quality" */
1433         i = (power + (level * 3));
1434
1435         /* Power and Level compete against Armor */
1436         if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1437
1438         /* Assume miss */
1439         return (FALSE);
1440 }
1441
1442
1443 /* Monster attacks monster */
1444 static bool monst_attack_monst(int m_idx, int t_idx)
1445 {
1446         monster_type    *m_ptr = &m_list[m_idx];
1447         monster_type    *t_ptr = &m_list[t_idx];
1448
1449         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1450         monster_race    *tr_ptr = &r_info[t_ptr->r_idx];
1451
1452         int             ap_cnt;
1453         int             ac, rlev, pt;
1454         char            m_name[80], t_name[80];
1455         char            temp[80];
1456         bool            blinked, heal_effect;
1457         bool            explode = FALSE, touched = FALSE, fear = FALSE;
1458         int             y_saver = t_ptr->fy;
1459         int             x_saver = t_ptr->fx;
1460
1461         bool see_m = m_ptr->ml;
1462         bool see_t = t_ptr->ml;
1463         bool see_either = see_m || see_t;
1464
1465         /* Can the player be aware of this attack? */
1466         bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1467         bool do_silly_attack = (one_in_(2) && p_ptr->image);
1468
1469         /* Cannot attack self */
1470         if (m_idx == t_idx) return FALSE;
1471
1472         /* Not allowed to attack */
1473         if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1474
1475         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1476
1477         /* Total armor */
1478         ac = tr_ptr->ac;
1479
1480         /* Extract the effective monster level */
1481         rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1482
1483         /* Get the monster name (or "it") */
1484         monster_desc(m_name, m_ptr, 0);
1485
1486         /* Get the monster name (or "it") */
1487         monster_desc(t_name, t_ptr, 0);
1488
1489         /* Assume no blink */
1490         blinked = FALSE;
1491
1492         if (!see_either && known)
1493         {
1494                 mon_fight = TRUE;
1495         }
1496
1497         if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 0);
1498
1499         /* Scan through all four blows */
1500         for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1501         {
1502                 bool obvious = FALSE;
1503
1504                 int power = 0;
1505                 int damage = 0;
1506
1507                 cptr act = NULL;
1508
1509                 /* Extract the attack infomation */
1510                 int effect = r_ptr->blow[ap_cnt].effect;
1511                 int method = r_ptr->blow[ap_cnt].method;
1512                 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1513                 int d_side = r_ptr->blow[ap_cnt].d_side;
1514
1515                 if (!m_ptr->r_idx) break;
1516
1517                 /* Stop attacking if the target dies! */
1518                 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1519                         break;
1520
1521                 /* Hack -- no more attacks */
1522                 if (!method) break;
1523
1524                 if (blinked) /* Stop! */
1525                 {
1526                         /* break; */
1527                 }
1528
1529                 if (method == RBM_SHOOT) continue;
1530
1531                 /* Extract the attack "power" */
1532                 power = mbe_info[effect].power;
1533
1534                 /* Monster hits */
1535                 if (!effect || check_hit2(power, rlev, ac, m_ptr->stunned))
1536                 {
1537                         /* Wake it up */
1538                         t_ptr->csleep = 0;
1539
1540                         if (tr_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
1541
1542                         /* Describe the attack method */
1543                         switch (method)
1544                         {
1545                         case RBM_HIT:
1546                                 {
1547 #ifdef JP
1548 act = "%s¤ò²¥¤Ã¤¿¡£";
1549 #else
1550                                         act = "hits %s.";
1551 #endif
1552
1553                                         touched = TRUE;
1554                                         break;
1555                                 }
1556
1557                         case RBM_TOUCH:
1558                                 {
1559 #ifdef JP
1560 act = "%s¤ò¿¨¤Ã¤¿¡£";
1561 #else
1562                                         act = "touches %s.";
1563 #endif
1564
1565                                         touched = TRUE;
1566                                         break;
1567                                 }
1568
1569                         case RBM_PUNCH:
1570                                 {
1571 #ifdef JP
1572 act = "%s¤ò¥Ñ¥ó¥Á¤·¤¿¡£";
1573 #else
1574                                         act = "punches %s.";
1575 #endif
1576
1577                                         touched = TRUE;
1578                                         break;
1579                                 }
1580
1581                         case RBM_KICK:
1582                                 {
1583 #ifdef JP
1584 act = "%s¤ò½³¤Ã¤¿¡£";
1585 #else
1586                                         act = "kicks %s.";
1587 #endif
1588
1589                                         touched = TRUE;
1590                                         break;
1591                                 }
1592
1593                         case RBM_CLAW:
1594                                 {
1595 #ifdef JP
1596 act = "%s¤ò¤Ò¤Ã¤«¤¤¤¿¡£";
1597 #else
1598                                         act = "claws %s.";
1599 #endif
1600
1601                                         touched = TRUE;
1602                                         break;
1603                                 }
1604
1605                         case RBM_BITE:
1606                                 {
1607 #ifdef JP
1608 act = "%s¤ò³ú¤ó¤À¡£";
1609 #else
1610                                         act = "bites %s.";
1611 #endif
1612
1613                                         touched = TRUE;
1614                                         break;
1615                                 }
1616
1617                         case RBM_STING:
1618                                 {
1619 #ifdef JP
1620 act = "%s¤ò»É¤·¤¿¡£";
1621 #else
1622                                         act = "stings %s.";
1623 #endif
1624
1625                                         touched = TRUE;
1626                                         break;
1627                                 }
1628
1629                         case RBM_SLASH:
1630                                 {
1631 #ifdef JP
1632 act = "%s¤ò»Â¤Ã¤¿¡£";
1633 #else
1634                                         act = "slashes %s.";
1635 #endif
1636
1637                                         break;
1638                                 }
1639
1640                         case RBM_BUTT:
1641                                 {
1642 #ifdef JP
1643 act = "%s¤ò³Ñ¤ÇÆͤ¤¤¿¡£";
1644 #else
1645                                         act = "butts %s.";
1646 #endif
1647
1648                                         touched = TRUE;
1649                                         break;
1650                                 }
1651
1652                         case RBM_CRUSH:
1653                                 {
1654 #ifdef JP
1655 act = "%s¤ËÂÎÅö¤ê¤·¤¿¡£";
1656 #else
1657                                         act = "crushes %s.";
1658 #endif
1659
1660                                         touched = TRUE;
1661                                         break;
1662                                 }
1663
1664                         case RBM_ENGULF:
1665                                 {
1666 #ifdef JP
1667 act = "%s¤ò°û¤ß¹þ¤ó¤À¡£";
1668 #else
1669                                         act = "engulfs %s.";
1670 #endif
1671
1672                                         touched = TRUE;
1673                                         break;
1674                                 }
1675
1676                         case RBM_CHARGE:
1677                                 {
1678 #ifdef JP
1679 act = "%s¤ËÀÁµá½ñ¤ò¤è¤³¤·¤¿¡£";
1680 #else
1681                                         act = "charges %s.";
1682 #endif
1683
1684                                         touched = TRUE;
1685                                         break;
1686                                 }
1687
1688                         case RBM_CRAWL:
1689                                 {
1690 #ifdef JP
1691 act = "%s¤ÎÂΤξå¤òÇ礤²ó¤Ã¤¿¡£";
1692 #else
1693                                         act = "crawls on %s.";
1694 #endif
1695
1696                                         touched = TRUE;
1697                                         break;
1698                                 }
1699
1700                         case RBM_DROOL:
1701                                 {
1702 #ifdef JP
1703 act = "%s¤Ë¤è¤À¤ì¤ò¤¿¤é¤·¤¿¡£";
1704 #else
1705                                         act = "drools on %s.";
1706 #endif
1707
1708                                         touched = FALSE;
1709                                         break;
1710                                 }
1711
1712                         case RBM_SPIT:
1713                                 {
1714 #ifdef JP
1715 act = "%s¤ËÂäòÅǤ¤¤¿¡£";
1716 #else
1717                                         act = "spits on %s.";
1718 #endif
1719
1720                                         touched = FALSE;
1721                                         break;
1722                                 }
1723
1724                         case RBM_EXPLODE:
1725                                 {
1726                                         if (see_either) disturb(1, 0);
1727 #ifdef JP
1728 act = "Çúȯ¤·¤¿¡£";
1729 #else
1730                                         act = "explodes.";
1731 #endif
1732
1733                                         explode = TRUE;
1734                                         touched = FALSE;
1735                                         break;
1736                                 }
1737
1738                         case RBM_GAZE:
1739                                 {
1740 #ifdef JP
1741 act = "%s¤ò¤Ë¤é¤ó¤À¡£";
1742 #else
1743                                         act = "gazes at %s.";
1744 #endif
1745
1746                                         touched = FALSE;
1747                                         break;
1748                                 }
1749
1750                         case RBM_WAIL:
1751                                 {
1752 #ifdef JP
1753 act = "%s¤Ëµã¤­¤Ä¤¤¤¿¡£";
1754 #else
1755                                         act = "wails at %s.";
1756 #endif
1757
1758                                         touched = FALSE;
1759                                         break;
1760                                 }
1761
1762                         case RBM_SPORE:
1763                                 {
1764 #ifdef JP
1765 act = "%s¤Ë˦»Ò¤òÈô¤Ð¤·¤¿¡£";
1766 #else
1767                                         act = "releases spores at %s.";
1768 #endif
1769
1770                                         touched = FALSE;
1771                                         break;
1772                                 }
1773
1774                         case RBM_XXX4:
1775                                 {
1776 #ifdef JP
1777 act = "%s¤ËXXX4¤òÈô¤Ð¤·¤¿¡£";
1778 #else
1779                                         act = "projects XXX4's at %s.";
1780 #endif
1781
1782                                         touched = FALSE;
1783                                         break;
1784                                 }
1785
1786                         case RBM_BEG:
1787                                 {
1788 #ifdef JP
1789 act = "%s¤Ë¶â¤ò¤»¤¬¤ó¤À¡£";
1790 #else
1791                                         act = "begs %s for money.";
1792 #endif
1793
1794                                         touched = FALSE;
1795                                         break;
1796                                 }
1797
1798                         case RBM_INSULT:
1799                                 {
1800 #ifdef JP
1801 act = "%s¤òÉî¿«¤·¤¿¡£";
1802 #else
1803                                         act = "insults %s.";
1804 #endif
1805
1806                                         touched = FALSE;
1807                                         break;
1808                                 }
1809
1810                         case RBM_MOAN:
1811                                 {
1812 #ifdef JP
1813 act = "%s¤Ë¤à¤«¤Ã¤Æ¤¦¤á¤¤¤¿¡£";
1814 #else
1815                                         act = "moans at %s.";
1816 #endif
1817
1818                                         touched = FALSE;
1819                                         break;
1820                                 }
1821
1822                         case RBM_SHOW:
1823                                 {
1824 #ifdef JP
1825 act = "%s¤Ë¤à¤«¤Ã¤Æ²Î¤Ã¤¿¡£";
1826 #else
1827                                         act = "sings to %s.";
1828 #endif
1829
1830                                         touched = FALSE;
1831                                         break;
1832                                 }
1833                         }
1834
1835                         /* Message */
1836                         if (act && see_either)
1837                         {
1838 #ifdef JP
1839                                 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1840                                 strfmt(temp, act, t_name);
1841                                 msg_format("%^s¤Ï%s", m_name, temp);
1842 #else
1843                                 if (do_silly_attack)
1844                                 {
1845                                         act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1846                                         strfmt(temp, "%s %s.", act, t_name);
1847                                 }
1848                                 else strfmt(temp, act, t_name);
1849                                 msg_format("%^s %s", m_name, temp);
1850 #endif
1851                         }
1852
1853                         /* Hack -- assume all attacks are obvious */
1854                         obvious = TRUE;
1855
1856                         /* Roll out the damage */
1857                         damage = damroll(d_dice, d_side);
1858
1859                         /* Assume no healing effect */
1860                         heal_effect = FALSE;
1861
1862                         pt = GF_MISSILE;
1863
1864                         /* Apply appropriate damage */
1865                         switch (effect)
1866                         {
1867                         case 0:
1868                                 {
1869                                         damage = 0;
1870                                         pt = 0;
1871                                         break;
1872                                 }
1873
1874                         case RBE_SUPERHURT:
1875                                 {
1876                                         if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13)) {
1877                                                 int tmp_damage = damage-(damage*((ac < 150) ? ac : 150)/250);
1878                                                 damage = MAX(damage, tmp_damage*2);
1879                                                 break;
1880                                         }
1881                                 }
1882                         case RBE_HURT:
1883                                 {
1884                                         damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1885                                         break;
1886                                 }
1887
1888                         case RBE_POISON:
1889                         case RBE_DISEASE:
1890                                 {
1891                                         pt = GF_POIS;
1892                                         break;
1893                                 }
1894
1895                         case RBE_UN_BONUS:
1896                         case RBE_UN_POWER:
1897                                 {
1898                                         pt = GF_DISENCHANT;
1899                                         break;
1900                                 }
1901
1902                         case RBE_EAT_FOOD:
1903                         case RBE_EAT_LITE:
1904                         case RBE_DR_MANA:
1905                                 {
1906                                         pt = damage = 0;
1907                                         break;
1908                                 }
1909
1910                         case RBE_EAT_ITEM:
1911                         case RBE_EAT_GOLD:
1912                                 {
1913                                         pt = damage = 0;
1914                                         if (one_in_(2)) blinked = TRUE;
1915                                         break;
1916                                 }
1917
1918                         case RBE_ACID:
1919                                 {
1920                                         pt = GF_ACID;
1921                                         break;
1922                                 }
1923
1924                         case RBE_ELEC:
1925                                 {
1926                                         pt = GF_ELEC;
1927                                         break;
1928                                 }
1929
1930                         case RBE_FIRE:
1931                                 {
1932                                         pt = GF_FIRE;
1933                                         break;
1934                                 }
1935
1936                         case RBE_COLD:
1937                                 {
1938                                         pt = GF_COLD;
1939                                         break;
1940                                 }
1941
1942                         case RBE_BLIND:
1943                                 {
1944                                         break;
1945                                 }
1946
1947                         case RBE_CONFUSE:
1948                                 {
1949                                         pt = GF_CONFUSION;
1950                                         break;
1951                                 }
1952
1953                         case RBE_TERRIFY:
1954                                 {
1955                                         pt = GF_TURN_ALL;
1956                                         break;
1957                                 }
1958
1959                         case RBE_PARALYZE:
1960                                 {
1961                                         pt = GF_OLD_SLEEP; /* sort of close... */
1962                                         break;
1963                                 }
1964
1965                         case RBE_LOSE_STR:
1966                         case RBE_LOSE_INT:
1967                         case RBE_LOSE_WIS:
1968                         case RBE_LOSE_DEX:
1969                         case RBE_LOSE_CON:
1970                         case RBE_LOSE_CHR:
1971                         case RBE_LOSE_ALL:
1972                                 {
1973                                         break;
1974                                 }
1975                         case RBE_SHATTER:
1976                                 {
1977                                         damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1978                                         if (damage > 23)
1979                                         {
1980                                                 earthquake(m_ptr->fy, m_ptr->fx, 8);
1981                                         }
1982                                         break;
1983                                 }
1984                         case RBE_EXP_10:
1985                         case RBE_EXP_20:
1986                         case RBE_EXP_40:
1987                         case RBE_EXP_80:
1988                                 {
1989                                         pt = GF_NETHER;
1990                                         break;
1991                                 }
1992                         case RBE_TIME:
1993                                 {
1994                                         pt = GF_TIME;
1995                                         break;
1996                                 }
1997                         case RBE_EXP_VAMP:
1998                                 {
1999                                         pt = GF_OLD_DRAIN;
2000                                         heal_effect = TRUE;
2001                                         break;
2002                                 }
2003
2004                         default:
2005                                 {
2006                                         pt = 0;
2007                                         break;
2008                                 }
2009                         }
2010
2011                         if (pt)
2012                         {
2013                                 /* Do damage if not exploding */
2014                                 if (!explode)
2015                                 {
2016                                         project(m_idx, 0, t_ptr->fy, t_ptr->fx,
2017                                                 (pt == GF_OLD_SLEEP ? r_ptr->level : damage), pt, PROJECT_KILL | PROJECT_STOP | PROJECT_MONSTER, -1);
2018                                 }
2019
2020                                 if (heal_effect)
2021                                 {
2022                                         if ((monster_living(tr_ptr)) && (damage > 2))
2023                                         {
2024                                                 bool did_heal = FALSE;
2025
2026                                                 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
2027
2028                                                 /* Heal */
2029                                                 m_ptr->hp += damroll(4, damage / 6);
2030                                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2031
2032                                                 /* Redraw (later) if needed */
2033                                                 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2034                                                 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2035
2036                                                 /* Special message */
2037                                                 if (see_m && did_heal)
2038                                                 {
2039 #ifdef JP
2040 msg_format("%s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
2041 #else
2042                                                         msg_format("%^s appears healthier.", m_name);
2043 #endif
2044
2045                                                 }
2046                                         }
2047                                 }
2048
2049                                 if (touched)
2050                                 {
2051                                         /* Aura fire */
2052                                         if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
2053                                         {
2054                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
2055                                                 {
2056                                                         if (see_either)
2057                                                         {
2058                                                                 blinked = FALSE;
2059 #ifdef JP
2060                                                                 msg_format("%^s¤ÏÆÍÁ³Ç®¤¯¤Ê¤Ã¤¿¡ª", m_name);
2061 #else
2062                                                                 msg_format("%^s is suddenly very hot!", m_name);
2063 #endif
2064
2065                                                                 if (see_t && is_original_ap(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
2066                                                         }
2067                                                         project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2068                                                                 damroll (1 + ((tr_ptr->level) / 26),
2069                                                                 1 + ((tr_ptr->level) / 17)),
2070                                                                 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_MONSTER, -1);
2071                                                 }
2072                                                 else
2073                                                 {
2074                                                         if (see_m && is_original_ap(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
2075                                                 }
2076                                         }
2077
2078                                         /* Aura cold */
2079                                         if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
2080                                         {
2081                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
2082                                                 {
2083                                                         if (see_either)
2084                                                         {
2085                                                                 blinked = FALSE;
2086 #ifdef JP
2087                                                                 msg_format("%^s¤ÏÆÍÁ³´¨¤¯¤Ê¤Ã¤¿¡ª", m_name);
2088 #else
2089                                                                 msg_format("%^s is suddenly very cold!", m_name);
2090 #endif
2091
2092                                                                 if (see_t && is_original_ap(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
2093                                                         }
2094                                                         project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2095                                                                 damroll (1 + ((tr_ptr->level) / 26),
2096                                                                 1 + ((tr_ptr->level) / 17)),
2097                                                                 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_MONSTER, -1);
2098                                                 }
2099                                                 else
2100                                                 {
2101                                                         if (see_m && is_original_ap(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
2102                                                 }
2103                                         }
2104
2105                                         /* Aura elec */
2106                                         if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
2107                                         {
2108                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
2109                                                 {
2110                                                         if (see_either)
2111                                                         {
2112                                                                 blinked = FALSE;
2113 #ifdef JP
2114                                                                 msg_format("%^s¤ÏÅÅ·â¤ò¿©¤é¤Ã¤¿¡ª", m_name);
2115 #else
2116                                                                 msg_format("%^s gets zapped!", m_name);
2117 #endif
2118
2119                                                                 if (see_t && is_original_ap(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
2120                                                         }
2121                                                         project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2122                                                                 damroll (1 + ((tr_ptr->level) / 26),
2123                                                                 1 + ((tr_ptr->level) / 17)),
2124                                                                 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_MONSTER, -1);
2125                                                 }
2126                                                 else
2127                                                 {
2128                                                         if (see_m && is_original_ap(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
2129                                                 }
2130                                         }
2131                                 }
2132                         }
2133                 }
2134
2135                 /* Monster missed player */
2136                 else
2137                 {
2138                         /* Analyze failed attacks */
2139                         switch (method)
2140                         {
2141                         case RBM_HIT:
2142                         case RBM_TOUCH:
2143                         case RBM_PUNCH:
2144                         case RBM_KICK:
2145                         case RBM_CLAW:
2146                         case RBM_BITE:
2147                         case RBM_STING:
2148                         case RBM_SLASH:
2149                         case RBM_BUTT:
2150                         case RBM_CRUSH:
2151                         case RBM_ENGULF:
2152                         case RBM_CHARGE:
2153                                 {
2154                                         /* Wake it up */
2155                                         t_ptr->csleep = 0;
2156
2157                                         if (tr_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
2158
2159                                         /* Visible monsters */
2160                                         if (see_m)
2161                                         {
2162                                                 /* Message */
2163 #ifdef JP
2164 msg_format("%s¤Ï%^s¤Î¹¶·â¤ò¤«¤ï¤·¤¿¡£", t_name,m_name);
2165 #else
2166                                                 msg_format("%^s misses %s.", m_name, t_name);
2167 #endif
2168
2169                                         }
2170
2171                                         break;
2172                                 }
2173                         }
2174                 }
2175
2176
2177                 /* Analyze "visible" monsters only */
2178                 if (see_m && !do_silly_attack)
2179                 {
2180                         /* Count "obvious" attacks (and ones that cause damage) */
2181                         if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
2182                         {
2183                                 /* Count attacks of this type */
2184                                 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
2185                                 {
2186                                         r_ptr->r_blows[ap_cnt]++;
2187                                 }
2188                         }
2189                 }
2190         }
2191
2192         if (explode)
2193         {
2194                 sound(SOUND_EXPLODE);
2195
2196                 /* Cancel Invulnerability */
2197                 if (m_ptr->invulner) m_ptr->invulner = 0;
2198
2199 #ifdef JP
2200 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_idx);
2201 #else
2202                 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, " explodes into tiny shreds.", m_idx);
2203 #endif
2204
2205
2206                 blinked = FALSE;
2207         }
2208
2209
2210         /* Blink away */
2211         if (blinked)
2212         {
2213                 if (see_m)
2214                 {
2215 #ifdef JP
2216 msg_print("Å¥ËÀ¤Ï¾Ð¤Ã¤Æƨ¤²¤¿¡ª");
2217 #else
2218                         msg_print("The thief flees laughing!");
2219 #endif
2220
2221                 }
2222                 else if (known)
2223                 {
2224                         mon_fight = TRUE;
2225                 }
2226
2227                 teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE);
2228         }
2229
2230         return TRUE;
2231 }
2232
2233
2234 /*
2235  * Process a monster
2236  *
2237  * The monster is known to be within 100 grids of the player
2238  *
2239  * In several cases, we directly update the monster lore
2240  *
2241  * Note that a monster is only allowed to "reproduce" if there
2242  * are a limited number of "reproducing" monsters on the current
2243  * level.  This should prevent the level from being "swamped" by
2244  * reproducing monsters.  It also allows a large mass of mice to
2245  * prevent a louse from multiplying, but this is a small price to
2246  * pay for a simple multiplication method.
2247  *
2248  * XXX Monster fear is slightly odd, in particular, monsters will
2249  * fixate on opening a door even if they cannot open it.  Actually,
2250  * the same thing happens to normal monsters when they hit a door
2251  *
2252  * XXX XXX XXX In addition, monsters which *cannot* open or bash
2253  * down a door will still stand there trying to open it...
2254  *
2255  * XXX Technically, need to check for monster in the way
2256  * combined with that monster being in a wall (or door?)
2257  *
2258  * A "direction" of "5" means "pick a random direction".
2259  */
2260 static void process_monster(int m_idx)
2261 {
2262         monster_type    *m_ptr = &m_list[m_idx];
2263         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
2264         monster_race    *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2265
2266         int             i, d, oy, ox, ny, nx;
2267
2268         int             mm[8];
2269
2270         cave_type       *c_ptr;
2271
2272         monster_type    *y_ptr;
2273
2274         bool            do_turn;
2275         bool            do_move;
2276         bool            do_view;
2277
2278         bool            did_open_door;
2279         bool            did_bash_door;
2280         bool            did_take_item;
2281         bool            did_kill_item;
2282         bool            did_move_body;
2283         bool            did_pass_wall;
2284         bool            did_kill_wall;
2285         bool            gets_angry = FALSE;
2286         bool            can_pass_wall;
2287         bool            aware = TRUE;
2288
2289         bool            fear;
2290
2291         if ((m_idx == p_ptr->riding) && !(r_ptr->flags7 & RF7_RIDING))
2292         {
2293                 if (rakuba(0, TRUE))
2294                 {
2295 #ifdef JP
2296                         msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2297 #else
2298                         char m_name[80];
2299                         monster_desc(m_name, &m_list[p_ptr->riding], 0);
2300                         msg_format("You have fallen from %s.", m_name);
2301 #endif
2302                 }
2303         }
2304
2305         if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !m_ptr->csleep)
2306         {
2307                 choose_new_monster(m_idx, FALSE, 0);
2308                 r_ptr = &r_info[m_ptr->r_idx];
2309         }
2310
2311         /* Players hidden in shadow are almost imperceptable. -LM- */
2312         if (p_ptr->special_defense & NINJA_S_STEALTH)
2313         {
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;
2320         }
2321
2322         /* Quantum monsters are odd */
2323         if (r_ptr->flags2 & (RF2_QUANTUM))
2324         {
2325                 /* Sometimes skip move */
2326                 if (!randint0(2)) return;
2327
2328                 /* Sometimes die */
2329                 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2330                 {
2331                         bool sad = FALSE;
2332
2333                         if (is_pet(m_ptr) && !(m_ptr->ml))
2334                                 sad = TRUE;
2335
2336                         if (m_ptr->ml)
2337                         {
2338                                 char m_name[80];
2339
2340                                 /* Acquire the monster name */
2341                                 monster_desc(m_name, m_ptr, 0);
2342
2343                                 /* Oops */
2344 #ifdef JP
2345 msg_format("%s¤Ï¾Ã¤¨µî¤Ã¤¿¡ª", m_name);
2346 #else
2347                                 msg_format("%^s disappears!", m_name);
2348 #endif
2349
2350                         }
2351
2352                         /* Generate treasure, etc */
2353                         monster_death(m_idx, FALSE);
2354
2355                         /* Delete the monster */
2356                         delete_monster_idx(m_idx);
2357
2358                         if (sad)
2359                         {
2360 #ifdef JP
2361 msg_print("¾¯¤·¤Î´ÖÈᤷ¤¤µ¤Ê¬¤Ë¤Ê¤Ã¤¿¡£");
2362 #else
2363                                 msg_print("You feel sad for a moment.");
2364 #endif
2365
2366                         }
2367
2368                         return;
2369                 }
2370         }
2371
2372         if (m_ptr->r_idx == MON_SHURYUUDAN)
2373 #ifdef JP
2374                 mon_take_hit_mon(m_idx, 1, &fear, "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_idx);
2375 #else
2376                 mon_take_hit_mon(m_idx, 1, &fear, " explodes into tiny shreds.", m_idx);
2377 #endif
2378
2379         if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE_7)) && !p_ptr->inside_battle)
2380         {
2381                 static int riding_pinch = 0;
2382
2383                 if (m_ptr->hp < m_ptr->maxhp/3)
2384                 {
2385                         char m_name[80];
2386                         monster_desc(m_name, m_ptr, 0);
2387
2388                         if (m_idx == p_ptr->riding && riding_pinch < 2)
2389                         {
2390 #ifdef JP
2391                                 msg_format("%s¤Ï½ý¤ÎÄˤµ¤Î;¤ê¤¢¤Ê¤¿¤Î«Çû¤«¤éƨ¤ì¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", m_name);
2392 #else
2393                                 msg_format("%^s seems to be in so much pain, and trying to escape from your restriction.", m_name);
2394 #endif
2395                                 riding_pinch++;
2396                                 disturb(1, 0);
2397                         }
2398                         else
2399                         {
2400                                 if (m_idx == p_ptr->riding)
2401                                 {
2402 #ifdef JP
2403                                         msg_format("%s¤Ï¤¢¤Ê¤¿¤Î«Çû¤«¤éæ½Ð¤·¤¿¡£", m_name);
2404 #else
2405                                         msg_format("%^s succeeded to escape from your restriction!", m_name);
2406 #endif
2407                                         if (rakuba(-1, FALSE))
2408                                         {
2409 #ifdef JP
2410                                                 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2411 #else
2412                                                 msg_print("You have fallen from riding pet.");
2413 #endif
2414                                         }
2415                                 }
2416
2417                                 if (m_ptr->ml)
2418                                 {
2419                                         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))
2420                                         {
2421 #ifdef JP
2422                                                 msg_format("%^s¡Ö¥Ô¥ó¥Á¤À¡ªÂàµÑ¤µ¤»¤Æ¤â¤é¤¦¡ª¡×", m_name);
2423 #else
2424                                                 msg_format("%^s says 'It is the pinch! I will retreat'.", m_name);
2425 #endif
2426                                         }
2427 #ifdef JP
2428                                         msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¡¦¥ì¥Ù¥ë¤Î´¬Êª¤òÆɤó¤À¡£", m_name);
2429                                         msg_format("%^s¤¬¾Ã¤¨µî¤Ã¤¿¡£", m_name);
2430 #else
2431                                         msg_format("%^s read a scroll of teleport level.", m_name);
2432                                         msg_format("%^s disappears.", m_name);
2433 #endif
2434                                 }
2435
2436                                 if (m_idx == p_ptr->riding && rakuba(-1, FALSE))
2437                                 {
2438 #ifdef JP
2439                                         msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2440 #else
2441                                         msg_print("You have fallen from riding pet.");
2442 #endif
2443                                 }
2444
2445                                 /* Check for quest completion */
2446                                 check_quest_completion(m_ptr);
2447
2448                                 delete_monster_idx(m_idx);
2449
2450                                 return;
2451                         }
2452                 }
2453                 else
2454                 {
2455                         /* Reset the counter */
2456                         if (m_idx == p_ptr->riding) riding_pinch = 0;
2457                 }
2458         }
2459
2460         /* Handle "sleep" - Still sleeping */
2461         if (m_ptr->csleep) return;
2462
2463         /* Handle "stun" */
2464         if (m_ptr->stunned)
2465         {
2466                 /* Sometimes skip move */
2467                 if (one_in_(2)) return;
2468         }
2469
2470         if (p_ptr->riding == m_idx)
2471         {
2472                 p_ptr->update |= (PU_BONUS);
2473         }
2474
2475         /* No one wants to be your friend if you're aggravating */
2476         if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2477                 gets_angry = TRUE;
2478
2479         /* Paranoia... no pet uniques outside wizard mode -- TY */
2480         if (is_pet(m_ptr) &&
2481             ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE_7)) &&
2482               monster_has_hostile_align(NULL, 10, -10, r_ptr))
2483              || (r_ptr->flagsr & RFR_RES_ALL)))
2484         {
2485                 gets_angry = TRUE;
2486         }
2487
2488         if (p_ptr->inside_battle) gets_angry = FALSE;
2489
2490         if (gets_angry)
2491         {
2492                 char m_name[80];
2493                 monster_desc(m_name, m_ptr, 0);
2494 #ifdef JP
2495 msg_format("%^s¤ÏÆÍÁ³Å¨¤Ë¤Þ¤ï¤Ã¤¿¡ª", m_name);
2496 #else
2497                 msg_format("%^s suddenly becomes hostile!", m_name);
2498 #endif
2499
2500                 set_hostile(m_ptr);
2501         }
2502
2503         /* Get the origin */
2504         oy = m_ptr->fy;
2505         ox = m_ptr->fx;
2506
2507
2508         /* Attempt to "multiply" if able and allowed */
2509         if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2510         {
2511                 int k, y, x;
2512
2513                 /* Count the adjacent monsters */
2514                 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2515                 {
2516                         for (x = ox - 1; x <= ox + 1; x++)
2517                         {
2518                                 /* Ignore locations off of edge */
2519                                 if (!in_bounds2(y, x)) continue;
2520
2521                                 if (cave[y][x].m_idx) k++;
2522                         }
2523                 }
2524
2525                 /* Hack -- multiply slower in crowded areas */
2526                 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2527                 {
2528                         /* Try to multiply */
2529                         if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2530                         {
2531                                 /* Take note if visible */
2532                                 if (m_ptr->ml && m_list[hack_m_idx_ii].ml && is_original_ap(m_ptr))
2533                                 {
2534                                         r_ptr->r_flags2 |= (RF2_MULTIPLY);
2535                                 }
2536
2537                                 /* Multiplying takes energy */
2538                                 return;
2539                         }
2540                 }
2541         }
2542
2543
2544         if (r_ptr->flags6 & RF6_SPECIAL)
2545         {
2546                 /* Hack -- Ohmu scatters molds! */
2547                 if (m_ptr->r_idx == MON_OHMU)
2548                 {
2549                         if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2550                         {
2551                                 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2552                                 {
2553                                         int  k, count = 0;
2554                                         int  rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2555                                         u32b p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2556
2557                                         for (k = 0; k < 6; k++)
2558                                         {
2559                                                 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_BIZARRE1, (PM_ALLOW_GROUP | p_mode)))
2560                                                 {
2561                                                         if (m_list[hack_m_idx_ii].ml) count++;
2562                                                 }
2563                                         }
2564
2565                                         if (count && m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2566                                 }
2567                         }
2568                 }
2569         }
2570
2571
2572         if (!p_ptr->inside_battle)
2573         {
2574                 /* Hack! "Cyber" monster makes noise... */
2575                 if (m_ptr->ap_r_idx == MON_CYBER &&
2576                     one_in_(CYBERNOISE) &&
2577                     !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2578                 {
2579                         if (disturb_minor) disturb(FALSE, FALSE);
2580 #ifdef JP
2581 msg_print("½Å¸ü¤Ê­²»¤¬Ê¹¤³¤¨¤¿¡£");
2582 #else
2583                         msg_print("You hear heavy steps.");
2584 #endif
2585
2586                 }
2587
2588                 /* Some monsters can speak */
2589                 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2590                         one_in_(SPEAK_CHANCE) &&
2591                         player_has_los_bold(oy, ox))
2592                 {
2593                         char m_name[80];
2594                         char monmessage[1024];
2595                         cptr filename;
2596
2597                         /* Acquire the monster name/poss */
2598                         if (m_ptr->ml)
2599                                 monster_desc(m_name, m_ptr, 0);
2600                         else
2601 #ifdef JP
2602 strcpy(m_name, "¤½¤ì");
2603 #else
2604                                 strcpy(m_name, "It");
2605 #endif
2606
2607
2608                         /* Select the file for monster quotes */
2609                         if (m_ptr->monfear)
2610 #ifdef JP
2611 filename = "monfear_j.txt";
2612 #else
2613                                 filename = "monfear.txt";
2614 #endif
2615
2616                         else if (is_pet(m_ptr))
2617 #ifdef JP
2618 filename = "monpet_j.txt";
2619 #else
2620                                 filename = "monpet.txt";
2621 #endif
2622
2623                         else if (is_friendly(m_ptr))
2624 #ifdef JP
2625 filename = "monfrien_j.txt";
2626 #else
2627                                 filename = "monfrien.txt";
2628 #endif
2629
2630                         else
2631 #ifdef JP
2632                                 filename = "monspeak_j.txt";
2633 #else
2634                                 filename = "monspeak.txt";
2635 #endif
2636
2637
2638                         /* Get the monster line */
2639                         if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2640                         {
2641                                 /* Say something */
2642 #ifdef JP
2643 msg_format("%^s%s", m_name, monmessage);
2644 #else
2645                                 msg_format("%^s %s", m_name, monmessage);
2646 #endif
2647
2648                         }
2649                 }
2650         }
2651
2652         /* Try to cast spell occasionally */
2653         if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2654         {
2655                 bool counterattack = FALSE;
2656
2657                 /* Give priority to counter attack? */
2658                 if (m_ptr->target_y)
2659                 {
2660                         int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
2661
2662                         /* The monster must be an enemy, and projectable */
2663                         if (t_m_idx &&
2664                             are_enemies(m_ptr, &m_list[t_m_idx]) &&
2665                             projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2666                         {
2667                                 counterattack = TRUE;
2668                         }
2669                 }
2670
2671                 if (!counterattack)
2672                 {
2673                         /* Attempt to cast a spell */
2674                         if (aware && make_attack_spell(m_idx)) return;
2675
2676                         /*
2677                          * Attempt to cast a spell at an enemy other than the player
2678                          * (may slow the game a smidgeon, but I haven't noticed.)
2679                          */
2680                         if (monst_spell_monst(m_idx)) return;
2681                 }
2682                 else
2683                 {
2684                         /* Attempt to do counter attack at first */
2685                         if (monst_spell_monst(m_idx)) return;
2686
2687                         if (aware && make_attack_spell(m_idx)) return;
2688                 }
2689         }
2690
2691         can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || (p_ptr->pass_wall)));
2692
2693         /* Hack -- Assume no movement */
2694         mm[0] = mm[1] = mm[2] = mm[3] = 0;
2695         mm[4] = mm[5] = mm[6] = mm[7] = 0;
2696
2697
2698         /* Confused -- 100% random */
2699         if (m_ptr->confused || !aware)
2700         {
2701                 /* Try four "random" directions */
2702                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2703         }
2704
2705         /* 75% random movement */
2706         else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2707                  (randint0(100) < 75))
2708         {
2709                 /* Memorize flags */
2710                 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2711
2712                 /* Try four "random" directions */
2713                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2714         }
2715
2716         /* 50% random movement */
2717         else if ((r_ptr->flags1 & RF1_RAND_50) &&
2718                                 (randint0(100) < 50))
2719         {
2720                 /* Memorize flags */
2721                 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2722
2723                 /* Try four "random" directions */
2724                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2725         }
2726
2727         /* 25% random movement */
2728         else if ((r_ptr->flags1 & RF1_RAND_25) &&
2729                                 (randint0(100) < 25))
2730         {
2731                 /* Memorize flags */
2732                 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2733
2734                 /* Try four "random" directions */
2735                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2736         }
2737
2738         /* Can't reach player - find something else to hit */
2739         else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2740         {
2741                 /* Try four "random" directions */
2742                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2743
2744                 /* Look for an enemy */
2745 #if 0  /* Hack - Too slow.  Mimic pits are horrible with this on. */
2746                 get_enemy_dir(m_idx, mm);
2747 #endif /* 0 */
2748         }
2749
2750         /* Pets will follow the player */
2751         else if (is_pet(m_ptr))
2752         {
2753                 /* Are we trying to avoid the player? */
2754                 bool avoid = ((p_ptr->pet_follow_distance < 0) &&
2755                                                   (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2756
2757                 /* Do we want to find the player? */
2758                 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2759
2760                 /* Should we find the player if we can't find a monster? */
2761                 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2762
2763                 /* by default, move randomly */
2764                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2765
2766                 /* Look for an enemy */
2767                 if (!get_enemy_dir(m_idx, mm))
2768                 {
2769                         /* Find the player if necessary */
2770                         if (avoid || lonely || distant)
2771                         {
2772                                 /* Remember the leash length */
2773                                 int dis = p_ptr->pet_follow_distance;
2774
2775                                 /* Hack -- adjust follow distance temporarily */
2776                                 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2777                                 {
2778                                         p_ptr->pet_follow_distance = PET_SEEK_DIST;
2779                                 }
2780
2781                                 /* Find the player */
2782                                 get_moves(m_idx, mm);
2783
2784                                 /* Restore the leash */
2785                                 p_ptr->pet_follow_distance = dis;
2786                         }
2787                 }
2788         }
2789
2790         /* Friendly monster movement */
2791         else if (!is_hostile(m_ptr))
2792         {
2793                 /* by default, move randomly */
2794                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2795
2796                 /* Look for an enemy */
2797                 get_enemy_dir(m_idx, mm);
2798         }
2799         /* Normal movement */
2800         else
2801         {
2802                 /* Logical moves, may do nothing */
2803                 if (!get_moves(m_idx, mm)) return;
2804         }
2805
2806         /* Assume nothing */
2807         do_turn = FALSE;
2808         do_move = FALSE;
2809         do_view = FALSE;
2810
2811         /* Assume nothing */
2812         did_open_door = FALSE;
2813         did_bash_door = FALSE;
2814         did_take_item = FALSE;
2815         did_kill_item = FALSE;
2816         did_move_body = FALSE;
2817         did_pass_wall = FALSE;
2818         did_kill_wall = FALSE;
2819
2820
2821         /* Take a zero-terminated array of "directions" */
2822         for (i = 0; mm[i]; i++)
2823         {
2824                 /* Get the direction */
2825                 d = mm[i];
2826
2827                 /* Hack -- allow "randomized" motion */
2828                 if (d == 5) d = ddd[randint0(8)];
2829
2830                 /* Get the destination */
2831                 ny = oy + ddy[d];
2832                 nx = ox + ddx[d];
2833
2834                 /* Ignore locations off of edge */
2835                 if (!in_bounds2(ny, nx)) continue;
2836
2837                 /* Access that cave grid */
2838                 c_ptr = &cave[ny][nx];
2839
2840                 /* Access that cave grid's contents */
2841                 y_ptr = &m_list[c_ptr->m_idx];
2842
2843                 /* Floor is open? */
2844                 if (cave_floor_grid(c_ptr))
2845                 {
2846                         /* Go ahead and move */
2847                         do_move = TRUE;
2848                 }
2849
2850                 /* Hack -- player 'in' wall */
2851                 else if (player_bold(ny, nx))
2852                 {
2853                         do_move = TRUE;
2854                 }
2855
2856                 else if (c_ptr->m_idx)
2857                 {
2858                         /* Possibly a monster to attack */
2859                         do_move = TRUE;
2860                 }
2861
2862                 /* Permanent wall */
2863                 else if ((c_ptr->feat >= FEAT_PERM_EXTRA) &&
2864                         (c_ptr->feat <= FEAT_PERM_SOLID))
2865                 {
2866                         do_move = FALSE;
2867                 }
2868
2869                 /* Hack -- semi-transparent terrains are no obstacle */
2870                 else if (c_ptr->feat == FEAT_TREES)
2871                 {
2872                         do_move = TRUE;
2873                 }
2874
2875                 /* Hack -- semi-transparent terrains are no obstacle */
2876                 else if ((c_ptr->feat == FEAT_MOUNTAIN) && ((r_ptr->flags2 & RF2_KILL_WALL) || (!dun_level && ((r_ptr->flags7 & RF7_CAN_FLY) || (r_ptr->flags8 & RF8_WILD_MOUNTAIN)))))
2877                 {
2878                         do_move = TRUE;
2879                 }
2880
2881
2882                 /* Monster moves through walls (and doors) */
2883                 else if (can_pass_wall)
2884                 {
2885                         /* Pass through walls/doors/rubble */
2886                         do_move = TRUE;
2887
2888                         /* Monster went through a wall */
2889                         did_pass_wall = TRUE;
2890                 }
2891
2892                 /* Monster destroys walls (and doors) */
2893                 else if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding))
2894                 {
2895                         /* Eat through walls/doors/rubble */
2896                         do_move = TRUE;
2897
2898                         /* Monster destroyed a wall */
2899                         did_kill_wall = TRUE;
2900
2901                         if (one_in_(GRINDNOISE))
2902                         {
2903 #ifdef JP
2904 msg_print("¥®¥·¥®¥·¤¤¤¦²»¤¬Ê¹¤³¤¨¤ë¡£");
2905 #else
2906                                 msg_print("There is a grinding sound.");
2907 #endif
2908
2909                         }
2910
2911                         /* Forget the wall */
2912                         c_ptr->info &= ~(CAVE_MARK);
2913
2914                         /* Notice */
2915                         cave_set_feat(ny, nx, floor_type[randint0(100)]);
2916
2917                         /* Note changes to viewable region */
2918                         if (player_has_los_bold(ny, nx)) do_view = TRUE;
2919                 }
2920
2921                 /* Handle doors and secret doors */
2922                 else if (is_closed_door(c_ptr->feat))
2923                 {
2924                         bool may_bash = TRUE;
2925
2926                         /* Assume no move allowed */
2927                         do_move = FALSE;
2928
2929                         /* Creature can open doors. */
2930                         if ((r_ptr->flags2 & RF2_OPEN_DOOR) &&
2931                                  (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2932                         {
2933                                 /* Closed doors */
2934                                 if (c_ptr->feat == FEAT_DOOR_HEAD)
2935                                 {
2936                                         /* The door is open */
2937                                         did_open_door = TRUE;
2938
2939                                         /* Do not bash the door */
2940                                         may_bash = FALSE;
2941
2942                                         /* Assume no move allowed */
2943                                         do_move = TRUE;
2944                                 }
2945
2946                                 /* Locked doors (not jammed) */
2947                                 else if (c_ptr->feat < FEAT_DOOR_HEAD + 0x08)
2948                                 {
2949                                         int k;
2950
2951                                         /* Door power */
2952                                         k = ((c_ptr->feat - FEAT_DOOR_HEAD) & 0x07);
2953
2954                                         /* Try to unlock it XXX XXX XXX */
2955                                         if (randint0(m_ptr->hp / 10) > k)
2956                                         {
2957                                                 /* Unlock the door */
2958                                                 cave_set_feat(ny, nx, FEAT_DOOR_HEAD + 0x00);
2959
2960                                                 /* Do not bash the door */
2961                                                 may_bash = FALSE;
2962                                         }
2963                                 }
2964                         }
2965
2966                         /* Stuck doors -- attempt to bash them down if allowed */
2967                         if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) &&
2968                                 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2969                         {
2970                                 int k;
2971
2972                                 /* Door power */
2973                                 k = ((c_ptr->feat - FEAT_DOOR_HEAD) & 0x07);
2974
2975                                 /* Attempt to Bash XXX XXX XXX */
2976                                 if (randint0(m_ptr->hp / 10) > k)
2977                                 {
2978                                         /* Message */
2979 #ifdef JP
2980 msg_print("¥É¥¢¤ò᤭³«¤±¤ë²»¤¬¤·¤¿¡ª");
2981 #else
2982                                         msg_print("You hear a door burst open!");
2983 #endif
2984
2985
2986                                         /* Disturb (sometimes) */
2987                                         if (disturb_minor) disturb(0, 0);
2988
2989                                         /* The door was bashed open */
2990                                         did_bash_door = TRUE;
2991
2992                                         /* Hack -- fall into doorway */
2993                                         do_move = TRUE;
2994                                 }
2995                         }
2996
2997
2998                         /* Deal with doors in the way */
2999                         if (did_open_door || did_bash_door)
3000                         {
3001                                 /* Break down the door */
3002                                 if (did_bash_door && (randint0(100) < 50))
3003                                 {
3004                                         cave_set_feat(ny, nx, FEAT_BROKEN);
3005                                 }
3006
3007                                 /* Open the door */
3008                                 else
3009                                 {
3010                                         cave_set_feat(ny, nx, FEAT_OPEN);
3011                                 }
3012
3013                                 /* Handle viewable doors */
3014                                 if (player_has_los_bold(ny, nx)) do_view = TRUE;
3015                         }
3016                 }
3017
3018                 /* Hack -- check for Glyph of Warding */
3019                 if (do_move && is_glyph_grid(c_ptr) &&
3020                     !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
3021                 {
3022                         /* Assume no move allowed */
3023                         do_move = FALSE;
3024
3025                         /* Break the ward */
3026                         if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
3027                         {
3028                                 /* Describe observable breakage */
3029                                 if (c_ptr->info & CAVE_MARK)
3030                                 {
3031 #ifdef JP
3032 msg_print("¼é¤ê¤Î¥ë¡¼¥ó¤¬²õ¤ì¤¿¡ª");
3033 #else
3034                                         msg_print("The rune of protection is broken!");
3035 #endif
3036
3037                                 }
3038
3039                                 /* Forget the rune */
3040                                 c_ptr->info &= ~(CAVE_MARK);
3041
3042                                 /* Break the rune */
3043                                 c_ptr->info &= ~(CAVE_OBJECT);
3044                                 c_ptr->mimic = 0;
3045
3046                                 /* Allow movement */
3047                                 do_move = TRUE;
3048
3049                                 /* Notice */
3050                                 note_spot(ny, nx);
3051                         }
3052                 }
3053                 else if (do_move && is_explosive_rune_grid(c_ptr) &&
3054                          !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
3055                 {
3056                         /* Assume no move allowed */
3057                         do_move = FALSE;
3058
3059                         /* Break the ward */
3060                         if (!is_pet(m_ptr))
3061                         {
3062                                 /* Break the ward */
3063                                 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
3064                                 {
3065                                         /* Describe observable breakage */
3066                                         if (c_ptr->info & CAVE_MARK)
3067                                         {
3068 #ifdef JP
3069 msg_print("¥ë¡¼¥ó¤¬Çúȯ¤·¤¿¡ª");
3070 #else
3071                                                 msg_print("The rune explodes!");
3072 #endif
3073
3074                                                 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);
3075                                         }
3076                                 }
3077                                 else
3078                                 {
3079 #ifdef JP
3080 msg_print("Çúȯ¤Î¥ë¡¼¥ó¤Ï²ò½ü¤µ¤ì¤¿¡£");
3081 #else
3082                                         msg_print("An explosive rune was disarmed.");
3083 #endif
3084                                 }
3085
3086                                 /* Forget the rune */
3087                                 c_ptr->info &= ~(CAVE_MARK);
3088
3089                                 /* Break the rune */
3090                                 c_ptr->info &= ~(CAVE_OBJECT);
3091                                 c_ptr->mimic = 0;
3092
3093                                 note_spot(ny, nx);
3094                                 lite_spot(ny, nx);
3095
3096                                 if (!m_ptr->r_idx) return;
3097                                 /* Allow movement */
3098                                 do_move = TRUE;
3099                         }
3100                 }
3101
3102                 /* The player is in the way */
3103                 if (do_move && player_bold(ny, nx))
3104                 {
3105                         /* Some monsters never attack */
3106                         if (r_ptr->flags1 & RF1_NEVER_BLOW)
3107                         {
3108                                 /* Hack -- memorize lack of attacks */
3109                                 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
3110
3111                                 /* Do not move */
3112                                 do_move = FALSE;
3113                         }
3114
3115                         /* In anti-melee dungeon, stupid or confused monster takes useless turn */
3116                         if (do_move && (d_info[dungeon_type].flags1 & DF1_NO_MELEE))
3117                         {
3118                                 if (!m_ptr->confused)
3119                                 {
3120                                         if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
3121                                         else
3122                                         {
3123                                                 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
3124                                         }
3125                                 }
3126                         }
3127
3128                         /* The player is in the way.  Attack him. */
3129                         if (do_move)
3130                         {
3131                                 if (!p_ptr->riding || one_in_(2))
3132                                 {
3133                                         /* Do the attack */
3134                                         (void)make_attack_normal(m_idx);
3135
3136                                         /* Do not move */
3137                                         do_move = FALSE;
3138
3139                                         /* Took a turn */
3140                                         do_turn = TRUE;
3141                                 }
3142                         }
3143
3144                         if ((c_ptr->feat >= FEAT_PATTERN_START) &&
3145                                 (c_ptr->feat <= FEAT_PATTERN_XTRA2) &&
3146                                 !do_turn && !(r_ptr->flags7 & RF7_CAN_FLY))
3147                         {
3148                                 do_move = FALSE;
3149                         }
3150                 }
3151
3152                 /* A monster is in the way */
3153                 if (do_move && c_ptr->m_idx)
3154                 {
3155                         monster_race *z_ptr = &r_info[y_ptr->r_idx];
3156
3157                         /* Assume no movement */
3158                         do_move = FALSE;
3159
3160                         /* Attack 'enemies' */
3161                         if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
3162                                  (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
3163                                  cave_floor_grid(c_ptr) &&
3164                                  (c_ptr->m_idx != p_ptr->riding)) ||
3165                                 are_enemies(m_ptr, y_ptr) || m_ptr->confused)
3166                         {
3167                                 do_move = FALSE;
3168
3169                                 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
3170                                 {
3171                                         if (r_ptr->flags2 & RF2_KILL_BODY)
3172                                         {
3173                                                 if (is_original_ap(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
3174                                         }
3175
3176                                         /* attack */
3177                                         if (y_ptr->r_idx && (y_ptr->hp >= 0))
3178                                         {
3179                                                 if (monst_attack_monst(m_idx, c_ptr->m_idx)) return;
3180
3181                                                 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
3182                                                 else if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3183                                                 {
3184                                                         if (m_ptr->confused) return;
3185                                                         else if (r_ptr->flags2 & RF2_STUPID)
3186                                                         {
3187                                                                 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
3188                                                                 return;
3189                                                         }
3190                                                 }
3191                                         }
3192                                 }
3193                         }
3194
3195                         /* Push past weaker monsters (unless leaving a wall) */
3196                         else if ((r_ptr->flags2 & RF2_MOVE_BODY) &&
3197                                 (r_ptr->mexp > z_ptr->mexp) && cave_floor_grid(c_ptr) &&
3198                                 (cave_floor_grid(&cave[m_ptr->fy][m_ptr->fx])) &&
3199                                  (c_ptr->m_idx != p_ptr->riding))
3200                         {
3201                                 /* Allow movement */
3202                                 do_move = TRUE;
3203
3204                                 /* Monster pushed past another monster */
3205                                 did_move_body = TRUE;
3206
3207                                 /* XXX XXX XXX Message */
3208                         }
3209                 }
3210
3211                 /*
3212                  * Check if monster can cross terrain
3213                  * This is checked after the normal attacks
3214                  * to allow monsters to attack an enemy,
3215                  * even if it can't enter the terrain.
3216                  */
3217                 if (do_move && !monster_can_cross_terrain(c_ptr->feat, r_ptr))
3218                 {
3219                         /* Assume no move allowed */
3220                         do_move = FALSE;
3221                 }
3222
3223                 /* Some monsters never move */
3224                 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
3225                 {
3226                         /* Hack -- memorize lack of attacks */
3227                         if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3228
3229                         /* Do not move */
3230                         do_move = FALSE;
3231                 }
3232
3233                 if (m_idx == p_ptr->riding)
3234                 {
3235                         if (!p_ptr->riding_ryoute && !(m_list[p_ptr->riding].monfear)) do_move = FALSE;
3236                 }
3237
3238                 /* Creature has been allowed move */
3239                 if (do_move)
3240                 {
3241                         s16b this_o_idx, next_o_idx;
3242
3243                         /* Take a turn */
3244                         do_turn = TRUE;
3245
3246                         /* Hack -- Update the old location */
3247                         cave[oy][ox].m_idx = c_ptr->m_idx;
3248
3249                         if (c_ptr->feat == FEAT_TREES)
3250                         {
3251                                 if (r_ptr->flags2 & RF2_KILL_WALL)
3252                                 {
3253                                         cave_set_feat(ny, nx, FEAT_GRASS);
3254
3255                                 }
3256                                 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3257                                 {
3258                                         m_ptr->energy_need += ENERGY_NEED();
3259                                 }
3260                         }
3261
3262                         /* Mega-Hack -- move the old monster, if any */
3263                         if (c_ptr->m_idx)
3264                         {
3265                                 /* Move the old monster */
3266                                 y_ptr->fy = oy;
3267                                 y_ptr->fx = ox;
3268
3269                                 /* Update the old monster */
3270                                 update_mon(c_ptr->m_idx, TRUE);
3271
3272                                 /* Wake up the moved monster */
3273                                 y_ptr->csleep = 0;
3274
3275                                 if (r_info[y_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
3276                         }
3277
3278                         /* Hack -- Update the new location */
3279                         c_ptr->m_idx = m_idx;
3280
3281                         /* Move the monster */
3282                         m_ptr->fy = ny;
3283                         m_ptr->fx = nx;
3284
3285                         /* Update the monster */
3286                         update_mon(m_idx, TRUE);
3287
3288                         if (p_ptr->riding == m_idx)
3289                         {
3290                                 py = ny;
3291                                 px = nx;
3292                         }
3293
3294                         /* Redraw the old grid */
3295                         lite_spot(oy, ox);
3296
3297                         /* Redraw the new grid */
3298                         lite_spot(ny, nx);
3299
3300                         if (p_ptr->riding == m_idx)
3301                         {
3302                                 verify_panel();
3303
3304                                 /* Update stuff */
3305                                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
3306
3307                                 /* Update the monsters */
3308                                 p_ptr->update |= (PU_DISTANCE);
3309
3310                                 /* Update sub-windows */
3311                                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3312                         }
3313
3314                         /* Possible disturb */
3315                         if (m_ptr->ml &&
3316                             (disturb_move ||
3317                              (disturb_near && (m_ptr->mflag & MFLAG_VIEW)) ||
3318                              (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3319                         {
3320                                 /* Disturb */
3321                                 if (is_hostile(m_ptr))
3322                                         disturb(0, 0);
3323                         }
3324
3325                         /* Scan all objects in the grid */
3326                         for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3327                         {
3328                                 object_type *o_ptr;
3329
3330                                 /* Acquire object */
3331                                 o_ptr = &o_list[this_o_idx];
3332
3333                                 /* Acquire next object */
3334                                 next_o_idx = o_ptr->next_o_idx;
3335
3336                                 /* Skip gold */
3337                                 if (o_ptr->tval == TV_GOLD) continue;
3338
3339                                 /*
3340                                  * Skip "real" corpses and statues, to avoid extreme
3341                                  * silliness like a novice rogue pockets full of statues
3342                                  * and corpses.
3343                                  */
3344                                 if ((o_ptr->tval == TV_CORPSE) ||
3345                                     (o_ptr->tval == TV_STATUE)) continue;
3346
3347                                 /* Take or Kill objects on the floor */
3348                                 if ((r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3349                                          (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS)))
3350                                 {
3351                                         u32b flgs[TR_FLAG_SIZE];
3352
3353                                         u32b flg2 = 0L;
3354                                         u32b flg3 = 0L;
3355
3356                                         char m_name[80];
3357                                         char o_name[MAX_NLEN];
3358
3359                                         /* Extract some flags */
3360                                         object_flags(o_ptr, flgs);
3361
3362                                         /* Acquire the object name */
3363                                         object_desc(o_name, o_ptr, TRUE, 3);
3364
3365                                         /* Acquire the monster name */
3366                                         monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
3367
3368                                         /* React to objects that hurt the monster */
3369                                         if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3370                                         if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3371                                         if (have_flag(flgs, TR_SLAY_TROLL))  flg3 |= (RF3_TROLL);
3372                                         if (have_flag(flgs, TR_KILL_TROLL))  flg3 |= (RF3_TROLL);
3373                                         if (have_flag(flgs, TR_KILL_GIANT))  flg3 |= (RF3_GIANT);
3374                                         if (have_flag(flgs, TR_SLAY_GIANT))  flg3 |= (RF3_GIANT);
3375                                         if (have_flag(flgs, TR_SLAY_ORC))    flg3 |= (RF3_ORC);
3376                                         if (have_flag(flgs, TR_KILL_ORC))    flg3 |= (RF3_ORC);
3377                                         if (have_flag(flgs, TR_SLAY_DEMON))  flg3 |= (RF3_DEMON);
3378                                         if (have_flag(flgs, TR_KILL_DEMON))  flg3 |= (RF3_DEMON);
3379                                         if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3380                                         if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3381                                         if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3382                                         if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3383                                         if (have_flag(flgs, TR_SLAY_EVIL))   flg3 |= (RF3_EVIL);
3384                                         if (have_flag(flgs, TR_KILL_EVIL))   flg3 |= (RF3_EVIL);
3385                                         if (have_flag(flgs, TR_SLAY_HUMAN))  flg2 |= (RF2_HUMAN);
3386                                         if (have_flag(flgs, TR_KILL_HUMAN))  flg2 |= (RF2_HUMAN);
3387
3388                                         /* The object cannot be picked up by the monster */
3389                                         if (artifact_p(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
3390                                                 (o_ptr->art_name))
3391                                         {
3392                                                 /* Only give a message for "take_item" */
3393                                                 if ((r_ptr->flags2 & (RF2_TAKE_ITEM)) && (r_ptr->flags2 & (RF2_STUPID)))
3394                                                 {
3395                                                         /* Take note */
3396                                                         did_take_item = TRUE;
3397
3398                                                         /* Describe observable situations */
3399                                                         if (m_ptr->ml && player_can_see_bold(ny, nx))
3400                                                         {
3401                                                                 /* Dump a message */
3402 #ifdef JP
3403 msg_format("%^s¤Ï%s¤ò½¦¤ª¤¦¤È¤·¤¿¤¬¡¢¤À¤á¤À¤Ã¤¿¡£", m_name, o_name);
3404 #else
3405 msg_format("%^s tries to pick up %s, but fails.", m_name, o_name);
3406 #endif
3407                                                         }
3408                                                 }
3409                                         }
3410
3411                                         /* Pick up the item */
3412                                         else if (r_ptr->flags2 & RF2_TAKE_ITEM)
3413                                         {
3414                                                 /* Take note */
3415                                                 did_take_item = TRUE;
3416
3417                                                 /* Describe observable situations */
3418                                                 if (player_can_see_bold(ny, nx))
3419                                                 {
3420                                                         /* Dump a message */
3421 #ifdef JP
3422 msg_format("%^s¤¬%s¤ò½¦¤Ã¤¿¡£", m_name, o_name);
3423 #else
3424                                                         msg_format("%^s picks up %s.", m_name, o_name);
3425 #endif
3426
3427                                                 }
3428
3429                                                 /* Excise the object */
3430                                                 excise_object_idx(this_o_idx);
3431
3432                                                 /* Forget mark */
3433                                                 o_ptr->marked = 0;
3434
3435                                                 /* Forget location */
3436                                                 o_ptr->iy = o_ptr->ix = 0;
3437
3438                                                 /* Memorize monster */
3439                                                 o_ptr->held_m_idx = m_idx;
3440
3441                                                 /* Build a stack */
3442                                                 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3443
3444                                                 /* Carry object */
3445                                                 m_ptr->hold_o_idx = this_o_idx;
3446                                         }
3447
3448                                         /* Destroy the item if not a pet */
3449                                         else if (!is_pet(m_ptr))
3450                                         {
3451                                                 /* Take note */
3452                                                 did_kill_item = TRUE;
3453
3454                                                 /* Describe observable situations */
3455                                                 if (player_has_los_bold(ny, nx))
3456                                                 {
3457                                                         /* Dump a message */
3458 #ifdef JP
3459 msg_format("%^s¤¬%s¤òÇ˲õ¤·¤¿¡£", m_name, o_name);
3460 #else
3461                                                         msg_format("%^s destroys %s.", m_name, o_name);
3462 #endif
3463
3464                                                 }
3465
3466                                                 /* Delete the object */
3467                                                 delete_object_idx(this_o_idx);
3468                                         }
3469                                 }
3470                         }
3471                 }
3472
3473                 /* Stop when done */
3474                 if (do_turn) break;
3475         }
3476
3477         /*
3478          *  Forward movements failed, but now received LOS attack!
3479          *  Try to flow by smell.
3480          */
3481         if (p_ptr->no_flowed && i > 2 &&  m_ptr->target_y)
3482                 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3483
3484         /* If we haven't done anything, try casting a spell again */
3485         if (!do_turn && !do_move && !m_ptr->monfear && !(p_ptr->riding == m_idx) && aware)
3486         {
3487                 /* Try to cast spell again */
3488                 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3489                 {
3490                         if (make_attack_spell(m_idx)) return;
3491                 }
3492         }
3493
3494
3495         /* Notice changes in view */
3496         if (do_view)
3497         {
3498                 /* Update some things */
3499                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
3500
3501                 /* Window stuff */
3502                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3503         }
3504
3505         /* Notice changes in view */
3506         if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3507                 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3508         {
3509                 /* Update some things */
3510                 p_ptr->update |= (PU_MON_LITE);
3511         }
3512
3513         /* Learn things from observable monster */
3514         if (m_ptr->ml && is_original_ap(m_ptr))
3515         {
3516                 /* Monster opened a door */
3517                 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3518
3519                 /* Monster bashed a door */
3520                 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3521
3522                 /* Monster tried to pick something up */
3523                 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3524
3525                 /* Monster tried to crush something */
3526                 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3527
3528                 /* Monster pushed past another monster */
3529                 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3530
3531                 /* Monster passed through a wall */
3532                 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3533
3534                 /* Monster destroyed a wall */
3535                 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3536         }
3537
3538
3539         /* Hack -- get "bold" if out of options */
3540         if (!do_turn && !do_move && m_ptr->monfear && aware)
3541         {
3542                 /* No longer afraid */
3543                 m_ptr->monfear = 0;
3544
3545                 /* Message if seen */
3546                 if (m_ptr->ml)
3547                 {
3548                         char m_name[80];
3549
3550                         /* Acquire the monster name */
3551                         monster_desc(m_name, m_ptr, 0);
3552
3553                         /* Dump a message */
3554 #ifdef JP
3555 msg_format("%^s¤ÏÀ襤¤ò·è°Õ¤·¤¿¡ª", m_name);
3556 #else
3557                         msg_format("%^s turns to fight!", m_name);
3558 #endif
3559
3560                         /* Redraw (later) if needed */
3561                         if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3562
3563                         chg_virtue(V_COMPASSION, -1);
3564                 }
3565
3566                 /* XXX XXX XXX Actually do something now (?) */
3567         }
3568 }
3569
3570 /*
3571  * Process all the "live" monsters, once per game turn.
3572  *
3573  * During each game turn, we scan through the list of all the "live" monsters,
3574  * (backwards, so we can excise any "freshly dead" monsters), energizing each
3575  * monster, and allowing fully energized monsters to move, attack, pass, etc.
3576  *
3577  * Note that monsters can never move in the monster array (except when the
3578  * "compact_monsters()" function is called by "dungeon()" or "save_player()").
3579  *
3580  * This function is responsible for at least half of the processor time
3581  * on a normal system with a "normal" amount of monsters and a player doing
3582  * normal things.
3583  *
3584  * When the player is resting, virtually 90% of the processor time is spent
3585  * in this function, and its children, "process_monster()" and "make_move()".
3586  *
3587  * Most of the rest of the time is spent in "update_view()" and "lite_spot()",
3588  * especially when the player is running.
3589  *
3590  * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"
3591  * monsters while they are still being "born".  A monster is "fresh" only
3592  * during the turn in which it is created, and we use the "hack_m_idx" to
3593  * determine if the monster is yet to be processed during the current turn.
3594  *
3595  * Note the special "MFLAG_NICE" flag, which allows the player to get one
3596  * move before any "nasty" monsters get to use their spell attacks.
3597  *
3598  * Note that when the "knowledge" about the currently tracked monster
3599  * changes (flags, attacks, spells), we induce a redraw of the monster
3600  * recall window.
3601  */
3602 void process_monsters(void)
3603 {
3604         int             i;
3605         int             fx, fy;
3606
3607         bool            test;
3608
3609         monster_type    *m_ptr;
3610         monster_race    *r_ptr;
3611
3612         int             old_monster_race_idx;
3613
3614         u32b    old_r_flags1 = 0L;
3615         u32b    old_r_flags2 = 0L;
3616         u32b    old_r_flags3 = 0L;
3617         u32b    old_r_flags4 = 0L;
3618         u32b    old_r_flags5 = 0L;
3619         u32b    old_r_flags6 = 0L;
3620         u32b    old_r_flagsr = 0L;
3621
3622         byte    old_r_blows0 = 0;
3623         byte    old_r_blows1 = 0;
3624         byte    old_r_blows2 = 0;
3625         byte    old_r_blows3 = 0;
3626
3627         byte    old_r_cast_spell = 0;
3628
3629         int speed;
3630
3631         /* Clear monster fighting indicator */
3632         mon_fight = FALSE;
3633
3634         /* Memorize old race */
3635         old_monster_race_idx = p_ptr->monster_race_idx;
3636
3637         /* Acquire knowledge */
3638         if (p_ptr->monster_race_idx)
3639         {
3640                 /* Acquire current monster */
3641                 r_ptr = &r_info[p_ptr->monster_race_idx];
3642
3643                 /* Memorize flags */
3644                 old_r_flags1 = r_ptr->r_flags1;
3645                 old_r_flags2 = r_ptr->r_flags2;
3646                 old_r_flags3 = r_ptr->r_flags3;
3647                 old_r_flags4 = r_ptr->r_flags4;
3648                 old_r_flags5 = r_ptr->r_flags5;
3649                 old_r_flags6 = r_ptr->r_flags6;
3650                 old_r_flagsr = r_ptr->r_flagsr;
3651
3652                 /* Memorize blows */
3653                 old_r_blows0 = r_ptr->r_blows[0];
3654                 old_r_blows1 = r_ptr->r_blows[1];
3655                 old_r_blows2 = r_ptr->r_blows[2];
3656                 old_r_blows3 = r_ptr->r_blows[3];
3657
3658                 /* Memorize castings */
3659                 old_r_cast_spell = r_ptr->r_cast_spell;
3660         }
3661
3662
3663         /* Process the monsters (backwards) */
3664         for (i = m_max - 1; i >= 1; i--)
3665         {
3666                 /* Access the monster */
3667                 m_ptr = &m_list[i];
3668                 r_ptr = &r_info[m_ptr->r_idx];
3669
3670                 /* Handle "leaving" */
3671                 if (p_ptr->leaving) break;
3672
3673                 /* Ignore "dead" monsters */
3674                 if (!m_ptr->r_idx) continue;
3675
3676                 if (p_ptr->wild_mode) continue;
3677
3678
3679                 /* Handle "fresh" monsters */
3680                 if (m_ptr->mflag & MFLAG_BORN)
3681                 {
3682                         /* No longer "fresh" */
3683                         m_ptr->mflag &= ~(MFLAG_BORN);
3684
3685                         /* Skip */
3686                         continue;
3687                 }
3688
3689                 /* Hack -- Require proximity */
3690                 if (m_ptr->cdis >= AAF_LIMIT) continue;
3691
3692
3693                 /* Access the location */
3694                 fx = m_ptr->fx;
3695                 fy = m_ptr->fy;
3696
3697                 /* Flow by smell is allowed */
3698                 if (!p_ptr->no_flowed)
3699                 {
3700                         m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3701                 }
3702
3703                 /* Assume no move */
3704                 test = FALSE;
3705
3706                 /* Handle "sensing radius" */
3707                 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3708                 {
3709                         /* We can "sense" the player */
3710                         test = TRUE;
3711                 }
3712
3713                 /* Handle "sight" and "aggravation" */
3714                 else if ((m_ptr->cdis <= MAX_SIGHT) &&
3715                         (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3716                 {
3717                         /* We can "see" or "feel" the player */
3718                         test = TRUE;
3719                 }
3720
3721 #if 0 /* (cave[py][px].when == cave[fy][fx].when) is always FALSE... */
3722                 /* Hack -- Monsters can "smell" the player from far away */
3723                 /* Note that most monsters have "aaf" of "20" or so */
3724                 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3725                         (cave_floor_bold(py, px) || (cave[py][px].feat == FEAT_TREES)) &&
3726                         (cave[py][px].when == cave[fy][fx].when) &&
3727                         (cave[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3728                         (cave[fy][fx].dist < r_ptr->aaf))
3729                 {
3730                         /* We can "smell" the player */
3731                         test = TRUE;
3732                 }
3733 #endif
3734                 else if (m_ptr->target_y) test = TRUE;
3735
3736                 /* Do nothing */
3737                 if (!test) continue;
3738
3739
3740                 if (p_ptr->riding == i)
3741                         speed = p_ptr->pspeed;
3742                 else
3743                 {
3744                         speed = m_ptr->mspeed;
3745
3746                         /* Monsters move quickly in Nightmare mode */
3747                         if (ironman_nightmare) speed += 5;
3748
3749                         if (m_ptr->fast) speed += 10;
3750                         if (m_ptr->slow) speed -= 10;
3751                 }
3752
3753                 /* Give this monster some energy */
3754                 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3755
3756                 /* Not enough energy to move */
3757                 if (m_ptr->energy_need > 0) continue;
3758
3759                 /* Use up "some" energy */
3760                 m_ptr->energy_need += ENERGY_NEED();
3761
3762
3763                 /* Save global index */
3764                 hack_m_idx = i;
3765
3766                 /* Process the monster */
3767                 process_monster(i);
3768
3769                 reset_target(m_ptr);
3770
3771                 /* Give up flow_by_smell when it might useless */
3772                 if (p_ptr->no_flowed && one_in_(3))
3773                         m_ptr->mflag2 |= MFLAG2_NOFLOW;
3774
3775                 /* Hack -- notice death or departure */
3776                 if (!p_ptr->playing || p_ptr->is_dead) break;
3777
3778                 /* Notice leaving */
3779                 if (p_ptr->leaving) break;
3780         }
3781
3782         /* Reset global index */
3783         hack_m_idx = 0;
3784
3785
3786         /* Tracking a monster race (the same one we were before) */
3787         if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3788         {
3789                 /* Acquire monster race */
3790                 r_ptr = &r_info[p_ptr->monster_race_idx];
3791
3792                 /* Check for knowledge change */
3793                 if ((old_r_flags1 != r_ptr->r_flags1) ||
3794                         (old_r_flags2 != r_ptr->r_flags2) ||
3795                         (old_r_flags3 != r_ptr->r_flags3) ||
3796                         (old_r_flags4 != r_ptr->r_flags4) ||
3797                         (old_r_flags5 != r_ptr->r_flags5) ||
3798                         (old_r_flags6 != r_ptr->r_flags6) ||
3799                         (old_r_flagsr != r_ptr->r_flagsr) ||
3800                         (old_r_blows0 != r_ptr->r_blows[0]) ||
3801                         (old_r_blows1 != r_ptr->r_blows[1]) ||
3802                         (old_r_blows2 != r_ptr->r_blows[2]) ||
3803                         (old_r_blows3 != r_ptr->r_blows[3]) ||
3804                         (old_r_cast_spell != r_ptr->r_cast_spell))
3805                 {
3806                         /* Window stuff */
3807                         p_ptr->window |= (PW_MONSTER);
3808                 }
3809         }
3810 }
3811
3812
3813
3814 bool process_the_world(int num, int who, bool vs_player)
3815 {
3816         monster_type *m_ptr = &m_list[hack_m_idx];  /* the world monster */
3817
3818         if(world_monster) return (FALSE);
3819
3820         if(vs_player)
3821         {
3822                 char m_name[80];
3823                 monster_desc(m_name, m_ptr, 0);
3824
3825                 if (who == 1)
3826 #ifdef JP
3827                         msg_print("¡Ö¡Ø¥¶¡¦¥ï¡¼¥ë¥É¡Ù¡ª»þ¤Ï»ß¤Þ¤Ã¤¿¡ª¡×");
3828 #else
3829                         msg_format("%s yells 'The World! Time has stopped!'", m_name);
3830 #endif
3831                 else if (who == 3)
3832 #ifdef JP
3833                         msg_print("¡Ö»þ¤è¡ª¡×");
3834 #else
3835                         msg_format("%s yells 'Time!'", m_name);
3836 #endif
3837                 else msg_print("hek!");
3838
3839                 msg_print(NULL);
3840         }
3841
3842         world_monster = TRUE;
3843
3844         if (vs_player) do_cmd_redraw();
3845
3846         while(num--)
3847         {
3848                 if(!m_ptr->r_idx) break;
3849                 process_monster(hack_m_idx);
3850
3851                 reset_target(m_ptr);
3852
3853                 /* Notice stuff */
3854                 if (p_ptr->notice) notice_stuff();
3855
3856                 /* Update stuff */
3857                 if (p_ptr->update) update_stuff();
3858
3859                 /* Redraw stuff */
3860                 if (p_ptr->redraw) redraw_stuff();
3861
3862                 /* Redraw stuff */
3863                 if (p_ptr->window) window_stuff();
3864
3865                 /* Delay */
3866                 if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
3867         }
3868
3869         /* Redraw map */
3870         p_ptr->redraw |= (PR_MAP);
3871
3872         /* Update monsters */
3873         p_ptr->update |= (PU_MONSTERS);
3874
3875         /* Window stuff */
3876         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3877
3878         world_monster = FALSE;
3879         if (vs_player || los(py, px, m_ptr->fy, m_ptr->fx))
3880         {
3881 #ifdef JP
3882                 msg_print("¡Ö»þ¤ÏÆ°¤­¤À¤¹¡Ä¡×");
3883 #else
3884                 msg_print("You feel time flowing around you once more.");
3885 #endif
3886                 msg_print(NULL);
3887         }
3888
3889         handle_stuff();
3890
3891         return (TRUE);
3892 }
3893
3894
3895 void monster_gain_exp(int m_idx, int s_idx)
3896 {
3897         monster_type *m_ptr = &m_list[m_idx];
3898         monster_race *r_ptr = &r_info[m_ptr->r_idx];
3899         monster_race *s_ptr = &r_info[s_idx];
3900         int new_exp;
3901
3902         if (p_ptr->inside_battle) return;
3903
3904         if (!r_ptr->next_exp) return;
3905
3906         new_exp = s_ptr->mexp * s_ptr->level / (r_ptr->level + 2);
3907         if (m_idx == p_ptr->riding) new_exp = (new_exp + 1) / 2;
3908         if (!dun_level) new_exp /= 5;
3909         m_ptr->exp += new_exp;
3910         if (m_ptr->mflag2 & MFLAG2_CHAMELEON) return;
3911
3912         if (m_ptr->exp >= r_ptr->next_exp)
3913         {
3914                 char m_name[80];
3915                 int old_hp = m_ptr->hp;
3916                 int old_maxhp = m_ptr->max_maxhp;
3917                 int old_r_idx = m_ptr->r_idx;
3918                 byte old_sub_align = m_ptr->sub_align;
3919
3920                 /* Hack -- Reduce the racial counter of previous monster */
3921                 real_r_ptr(m_ptr)->cur_num--;
3922
3923                 monster_desc(m_name, m_ptr, 0);
3924                 m_ptr->r_idx = r_ptr->next_r_idx;
3925
3926                 /* Count the monsters on the level */
3927                 real_r_ptr(m_ptr)->cur_num++;
3928
3929                 m_ptr->ap_r_idx = m_ptr->r_idx;
3930                 r_ptr = &r_info[m_ptr->r_idx];
3931
3932                 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
3933                 {
3934                         m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
3935                 }
3936                 else
3937                 {
3938                         m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
3939                 }
3940                 if (ironman_nightmare)
3941                 {
3942                         u32b hp = m_ptr->max_maxhp * 2L;
3943
3944                         m_ptr->max_maxhp = (s16b)MIN(30000, hp);
3945                 }
3946                 m_ptr->maxhp = m_ptr->max_maxhp;
3947                 m_ptr->hp = old_hp * m_ptr->maxhp / old_maxhp;
3948
3949                 /* Extract the monster base speed */
3950                 m_ptr->mspeed = get_mspeed(r_ptr);
3951
3952                 /* Sub-alignment of a monster */
3953                 if (!is_pet(m_ptr) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
3954                         m_ptr->sub_align = old_sub_align;
3955                 else
3956                 {
3957                         m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3958                         if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
3959                         if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
3960                 }
3961
3962                 m_ptr->exp = 0;
3963
3964                 if (is_pet(m_ptr) || m_ptr->ml)
3965                 {
3966 #ifdef JP
3967                         msg_format("%s¤Ï%s¤Ë¿Ê²½¤·¤¿¡£", m_name, r_name + r_ptr->name);
3968 #else
3969                         msg_format("%^s evolved into %s.", m_name, r_name + r_ptr->name);
3970 #endif
3971                         r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
3972                 }
3973                 update_mon(m_idx, FALSE);
3974                 lite_spot(m_ptr->fy, m_ptr->fx);
3975         }
3976         if (m_idx == p_ptr->riding) p_ptr->update |= PU_BONUS;
3977 }