4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Monster spells and movement */
14 * This file has several additions to it by Keldon Jones (keldon@umr.edu)
15 * to improve the general quality of the AI (version 0.1.1).
20 #define SPEAK_CHANCE 8
25 * Calculate the direction to the next enemy
27 static bool get_enemy_dir(int m_idx, int *mm)
35 monster_type *m_ptr = &m_list[m_idx];
36 monster_race *r_ptr = &r_info[m_ptr->r_idx];
40 if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
42 y = m_list[riding_t_m_idx].fy;
43 x = m_list[riding_t_m_idx].fx;
45 else if (is_pet(m_ptr) && pet_t_m_idx)
47 y = m_list[pet_t_m_idx].fy;
48 x = m_list[pet_t_m_idx].fx;
52 if (p_ptr->inside_battle)
54 start = randint1(m_max-1)+m_max;
55 if(randint0(2)) plus = -1;
57 else start = m_max + 1;
59 /* Scan thru all monsters */
60 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
62 int dummy = (i % m_max);
67 t_ptr = &m_list[t_idx];
69 /* The monster itself isn't a target */
70 if (t_ptr == m_ptr) continue;
72 /* Paranoia -- Skip dead monsters */
73 if (!t_ptr->r_idx) continue;
77 /* Hack -- only fight away from player */
78 if (p_ptr->pet_follow_distance < 0)
80 /* No fighting near player */
81 if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
86 /* Hack -- no fighting away from player */
87 else if ((m_ptr->cdis < t_ptr->cdis) &&
88 (t_ptr->cdis > p_ptr->pet_follow_distance))
93 if (r_ptr->aaf < t_ptr->cdis) continue;
96 /* Monster must be 'an enemy' */
97 if (!are_enemies(m_ptr, t_ptr)) continue;
99 /* Monster must be projectable if we can't pass through walls */
100 if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
101 ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
103 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
107 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
110 /* OK -- we've got a target */
116 if (!x && !y) return FALSE;
119 /* Extract the direction */
124 if ((y < 0) && (x == 0))
131 else if ((y > 0) && (x == 0))
138 else if ((x > 0) && (y == 0))
145 else if ((x < 0) && (y == 0))
152 else if ((y < 0) && (x < 0))
159 else if ((y < 0) && (x > 0))
166 else if ((y > 0) && (x < 0))
173 else if ((y > 0) && (x > 0))
180 /* Found a monster */
186 * Hack, based on mon_take_hit... perhaps all monster attacks on
187 * other monsters should use this?
189 void mon_take_hit_mon(int m_idx, int dam, bool *fear, cptr note, int who)
191 monster_type *m_ptr = &m_list[m_idx];
193 monster_race *r_ptr = &r_info[m_ptr->r_idx];
197 bool seen = m_ptr->ml;
199 /* Can the player be aware of this attack? */
200 bool known = (m_ptr->cdis <= MAX_SIGHT);
202 /* Extract monster name */
203 monster_desc(m_name, m_ptr, 0);
205 /* Redraw (later) if needed */
206 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
207 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
212 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
214 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 0);
216 if (m_ptr->invulner && randint0(PENETRATE_INVULNERABILITY))
221 msg_format("%^s¤Ï¥À¥á¡¼¥¸¤ò¼õ¤±¤Ê¤¤¡£", m_name);
223 msg_format("%^s is unharmed.", m_name);
231 if (r_ptr->flagsr & RFR_RES_ALL)
236 if((dam == 0) && one_in_(3)) dam = 1;
243 msg_format("%^s¤Ï¥À¥á¡¼¥¸¤ò¼õ¤±¤Ê¤¤¡£", m_name);
245 msg_format("%^s is unharmed.", m_name);
256 /* It is dead now... or is it? */
259 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
260 (r_ptr->flags7 & RF7_NAZGUL)) &&
261 !p_ptr->inside_battle)
268 if (!monster_living(r_ptr))
279 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
280 /* Unseen death by normal attack */
285 /* Death by special attack */
289 msg_format("%^s%s", m_name, note);
291 msg_format("%^s%s", m_name, note);
295 /* Death by normal attack -- nonliving monster */
296 else if (!monster_living(r_ptr))
299 msg_format("%^s¤ÏÇ˲õ¤µ¤ì¤¿¡£", m_name);
301 msg_format("%^s is destroyed.", m_name);
305 /* Death by normal attack -- living monster */
309 msg_format("%^s¤Ï»¦¤µ¤ì¤¿¡£", m_name);
311 msg_format("%^s is killed.", m_name);
317 monster_gain_exp(who, m_ptr->r_idx);
319 /* Generate treasure */
320 monster_death(m_idx, FALSE);
322 /* Delete the monster */
323 delete_monster_idx(m_idx);
328 /* Monster is dead */
335 /* Mega-Hack -- Pain cancels fear */
336 if (m_ptr->monfear && (dam > 0))
338 int tmp = randint1(dam / 4);
340 /* Cure a little fear */
341 if (tmp < m_ptr->monfear)
344 m_ptr->monfear -= tmp;
347 /* Cure all the fear */
358 /* Sometimes a monster gets scared by damage */
359 if (!m_ptr->monfear && !(r_ptr->flags3 & RF3_NO_FEAR))
363 /* Percentage of fully healthy */
364 percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
367 * Run (sometimes) if at 10% or less of max hit points,
368 * or (usually) when hit for half its current hit points
370 if (((percentage <= 10) && (randint0(10) < percentage)) ||
371 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
373 /* Hack -- note fear */
376 /* XXX XXX XXX Hack -- Add some timed fear */
377 m_ptr->monfear += (randint1(10) +
378 (((dam >= m_ptr->hp) && (percentage > 7)) ?
379 20 : ((11 - percentage) * 5)));
383 #endif /* ALLOW_FEAR */
385 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
387 if (is_pet(&m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
389 set_target(m_ptr, m_list[who].fy, m_list[who].fx);
393 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
397 /* Extract monster name */
398 monster_desc(m_name, m_ptr, 0);
400 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
401 if (rakuba((dam > 200) ? 200 : dam, FALSE))
404 msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name);
406 msg_format("You have thrown off from %s!", m_name);
417 * Returns whether a given monster will try to run from the player.
419 * Monsters will attempt to avoid very powerful players. See below.
421 * Because this function is called so often, little details are important
422 * for efficiency. Like not using "mod" or "div" when possible. And
423 * attempting to check the conditions in an optimal order. Note that
424 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.
426 * Note that this function is responsible for about one to five percent
427 * of the processor use in normal conditions...
429 static int mon_will_run(int m_idx)
431 monster_type *m_ptr = &m_list[m_idx];
435 monster_race *r_ptr = &r_info[m_ptr->r_idx];
444 /* Friends can be commanded to avoid the player */
447 /* Are we trying to avoid the player? */
448 return ((p_ptr->pet_follow_distance < 0) &&
449 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
452 /* Keep monsters from running too far away */
453 if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
455 /* All "afraid" monsters will run away */
456 if (m_ptr->monfear) return (TRUE);
460 /* Nearby monsters will not become terrified */
461 if (m_ptr->cdis <= 5) return (FALSE);
463 /* Examine player power (level) */
466 /* Examine monster power (level plus morale) */
467 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
469 /* Optimize extreme cases below */
470 if (m_lev > p_lev + 4) return (FALSE);
471 if (m_lev + 4 <= p_lev) return (TRUE);
473 /* Examine player health */
477 /* Examine monster health */
479 m_mhp = m_ptr->maxhp;
481 /* Prepare to optimize the calculation */
482 p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
483 m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
485 /* Strong players scare strong monsters */
486 if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
490 /* Assume no terror */
498 * Search spell castable grid
500 static bool get_moves_aux2(int m_idx, int *yp, int *xp)
502 int i, y, x, y1, x1, best = 999;
505 bool can_open_door = FALSE;
508 monster_type *m_ptr = &m_list[m_idx];
509 monster_race *r_ptr = &r_info[m_ptr->r_idx];
511 /* Monster location */
515 /* Monster can already cast spell to player */
516 if (projectable(y1, x1, py, px)) return (FALSE);
518 /* Set current grid cost */
519 now_cost = cave[y1][x1].cost;
520 if (now_cost == 0) now_cost = 999;
522 /* Can monster bash or open doors? */
523 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
525 can_open_door = TRUE;
528 /* Check nearby grids, diagonals first */
529 for (i = 7; i >= 0; i--)
533 /* Get the location */
537 /* Ignore locations off of edge */
538 if (!in_bounds2(y, x)) continue;
540 /* Simply move to player */
541 if (player_bold(y, x)) return (FALSE);
547 /* Monster cannot kill or pass walls */
548 if (!(((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) || ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding))))
550 if (cost == 0) continue;
551 if (!can_open_door && is_closed_door(c_ptr->feat)) continue;
554 /* Hack -- for kill or pass wall monster.. */
555 if (cost == 0) cost = 998;
557 if (now_cost < cost) continue;
559 if (!projectable(y, x, py, px)) continue;
561 /* Accept louder sounds */
562 if (best < cost) continue;
565 (*yp) = y1 + ddy_ddd[i];
566 (*xp) = x1 + ddx_ddd[i];
569 /* No legal move (?) */
570 if (best == 999) return (FALSE);
578 * Choose the "best" direction for "flowing"
580 * Note that ghosts and rock-eaters are never allowed to "flow",
581 * since they should move directly towards the player.
583 * Prefer "non-diagonal" directions, but twiddle them a little
584 * to angle slightly towards the player's actual location.
586 * Allow very perceptive monsters to track old "spoor" left by
587 * previous locations occupied by the player. This will tend
588 * to have monsters end up either near the player or on a grid
589 * recently occupied by the player (and left via "teleport").
591 * Note that if "smell" is turned on, all monsters get vicious.
593 * Also note that teleporting away from a location will cause
594 * the monsters who were chasing you to converge on that location
595 * as long as you are still near enough to "annoy" them without
596 * being close enough to chase directly. I have no idea what will
597 * happen if you combine "smell" with low "aaf" values.
599 static bool get_moves_aux(int m_idx, int *yp, int *xp, bool no_flow)
601 int i, y, x, y1, x1, best;
604 bool use_scent = FALSE;
606 monster_type *m_ptr = &m_list[m_idx];
607 monster_race *r_ptr = &r_info[m_ptr->r_idx];
609 /* Can monster cast attack spell? */
610 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
611 r_ptr->flags5 & (RF5_ATTACK_MASK) ||
612 r_ptr->flags6 & (RF6_ATTACK_MASK))
614 /* Can move spell castable grid? */
615 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
618 /* Monster can't flow */
619 if (no_flow) return (FALSE);
621 /* Monster can go through rocks */
622 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
623 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
625 /* Monster location */
629 /* Hack -- Player can see us, run towards him */
630 if (player_has_los_bold(y1, x1) && projectable(py, px, y1, x1)) return (FALSE);
633 c_ptr = &cave[y1][x1];
635 /* If we can hear noises, advance towards them */
641 /* Otherwise, try to follow a scent trail */
642 else if (c_ptr->when)
645 if (cave[py][px].when - c_ptr->when > 127) return (FALSE);
651 /* Otherwise, advance blindly */
657 /* Check nearby grids, diagonals first */
658 for (i = 7; i >= 0; i--)
660 /* Get the location */
664 /* Ignore locations off of edge */
665 if (!in_bounds2(y, x)) continue;
669 /* We're following a scent trail */
672 int when = c_ptr->when;
674 /* Accept younger scent */
675 if (best > when) continue;
679 /* We're using sound */
684 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
686 else cost = c_ptr->cost;
688 /* Accept louder sounds */
689 if ((cost == 0) || (best < cost)) continue;
693 /* Hack -- Save the "twiddled" location */
694 (*yp) = py + 16 * ddy_ddd[i];
695 (*xp) = px + 16 * ddx_ddd[i];
698 /* No legal move (?) */
699 if (best == 999 || best == 0) return (FALSE);
707 * Provide a location to flee to, but give the player a wide berth.
709 * A monster may wish to flee to a location that is behind the player,
710 * but instead of heading directly for it, the monster should "swerve"
711 * around the player so that he has a smaller chance of getting hit.
713 static bool get_fear_moves_aux(int m_idx, int *yp, int *xp)
715 int y, x, y1, x1, fy, fx, gy = 0, gx = 0;
719 monster_type *m_ptr = &m_list[m_idx];
721 /* Monster location */
725 /* Desired destination */
729 /* Check nearby grids, diagonals first */
730 for (i = 7; i >= 0; i--)
734 /* Get the location */
738 /* Ignore locations off of edge */
739 if (!in_bounds2(y, x)) continue;
741 /* Don't move toward player */
742 /* if (cave[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
744 /* Calculate distance of this grid from our destination */
745 dis = distance(y, x, y1, x1);
747 /* Score this grid */
748 s = 5000 / (dis + 3) - 500 / (cave[y][x].dist + 1);
750 /* No negative scores */
753 /* Ignore lower scores */
754 if (s < score) continue;
756 /* Save the score and time */
759 /* Save the location */
764 /* No legal move (?) */
765 if (score == -1) return (FALSE);
776 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
779 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
780 * offsets of all the locations with a distance of n from a central point,
781 * with an offset of (0,0) indicating no more offsets at this distance.
783 * This is, of course, fairly unreadable, but it eliminates multiple loops
784 * from the previous version.
786 * It is probably better to replace these arrays with code to compute
787 * the relevant arrays, even if the storage is pre-allocated in hard
788 * coded sizes. At the very least, code should be included which is
789 * able to generate and dump these arrays (ala "los()"). XXX XXX XXX
791 * Also, the storage needs could be halved by using bytes. XXX XXX XXX
793 * These arrays could be combined into two big arrays, using sub-arrays
794 * to hold the offsets and lengths of each portion of the sub-arrays, and
795 * this could perhaps also be used somehow in the "look" code. XXX XXX XXX
799 static sint d_off_y_0[] =
802 static sint d_off_x_0[] =
806 static sint d_off_y_1[] =
807 { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
809 static sint d_off_x_1[] =
810 { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
813 static sint d_off_y_2[] =
814 { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
816 static sint d_off_x_2[] =
817 { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
820 static sint d_off_y_3[] =
821 { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2,
824 static sint d_off_x_3[] =
825 { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2,
829 static sint d_off_y_4[] =
830 { -1, -1, -2, -2, -3, -3, -3, -3, -4, -4, -4, 0,
831 0, 1, 1, 2, 2, 3, 3, 3, 3, 4, 4, 4, 0 };
833 static sint d_off_x_4[] =
834 { -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, -4, 4,
835 -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, 0 };
838 static sint d_off_y_5[] =
839 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
840 -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
843 static sint d_off_x_5[] =
844 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
845 -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
849 static sint d_off_y_6[] =
850 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
851 -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
854 static sint d_off_x_6[] =
855 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
856 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
857 -3, 2, 3, -1, 0, 1, 0 };
860 static sint d_off_y_7[] =
861 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
862 -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
863 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
865 static sint d_off_x_7[] =
866 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
867 -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
868 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
872 static sint d_off_y_8[] =
873 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
874 -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
875 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
878 static sint d_off_x_8[] =
879 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
880 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
881 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
885 static sint d_off_y_9[] =
886 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
887 -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
888 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
889 7, 8, 8, 8, 8, 9, 9, 9, 0 };
891 static sint d_off_x_9[] =
892 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
893 -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
894 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
895 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
898 static sint *dist_offsets_y[10] =
900 d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
901 d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
904 static sint *dist_offsets_x[10] =
906 d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
907 d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
911 * Choose a "safe" location near a monster for it to run toward.
913 * A location is "safe" if it can be reached quickly and the player
914 * is not able to fire into it (it isn't a "clean shot"). So, this will
915 * cause monsters to "duck" behind walls. Hopefully, monsters will also
916 * try to run towards corridor openings if they are in a room.
918 * This function may take lots of CPU time if lots of monsters are
921 * Return TRUE if a safe location is available.
923 static bool find_safety(int m_idx, int *yp, int *xp)
925 monster_type *m_ptr = &m_list[m_idx];
930 int y, x, dy, dx, d, dis, i;
931 int gy = 0, gx = 0, gdis = 0;
938 /* Start with adjacent locations, spread further */
939 for (d = 1; d < 10; d++)
941 /* Get the lists of points with a distance d from (fx, fy) */
942 y_offsets = dist_offsets_y[d];
943 x_offsets = dist_offsets_x[d];
945 /* Check the locations */
946 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
948 i++, dx = x_offsets[i], dy = y_offsets[i])
953 /* Skip illegal locations */
954 if (!in_bounds(y, x)) continue;
958 /* Skip locations in a wall */
959 if (!monster_can_cross_terrain(c_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
961 /* Check for "availability" (if monsters can flow) */
962 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
964 /* Ignore grids very far from the player */
965 if (c_ptr->dist == 0) continue;
967 /* Ignore too-distant grids */
968 if (c_ptr->dist > cave[fy][fx].dist + 2 * d) continue;
971 /* Check for absence of shot (more or less) */
972 if (!projectable(py, px, y, x))
974 /* Calculate distance from player */
975 dis = distance(y, x, py, px);
977 /* Remember if further than previous */
987 /* Check for success */
994 /* Found safe place */
1005 * Choose a good hiding place near a monster for it to run toward.
1007 * Pack monsters will use this to "ambush" the player and lure him out
1008 * of corridors into open space so they can swarm him.
1010 * Return TRUE if a good location is available.
1012 static bool find_hiding(int m_idx, int *yp, int *xp)
1014 monster_type *m_ptr = &m_list[m_idx];
1015 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1020 int y, x, dy, dx, d, dis, i;
1021 int gy = 0, gx = 0, gdis = 999;
1023 sint *y_offsets, *x_offsets;
1027 /* Start with adjacent locations, spread further */
1028 for (d = 1; d < 10; d++)
1030 /* Get the lists of points with a distance d from (fx, fy) */
1031 y_offsets = dist_offsets_y[d];
1032 x_offsets = dist_offsets_x[d];
1034 /* Check the locations */
1035 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
1037 i++, dx = x_offsets[i], dy = y_offsets[i])
1042 /* Skip illegal locations */
1043 if (!in_bounds(y, x)) continue;
1045 c_ptr = &cave[y][x];
1047 /* Skip occupied locations */
1048 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
1050 /* Check for hidden, available grid */
1051 if (!player_has_los_grid(c_ptr) && clean_shot(fy, fx, y, x, FALSE))
1053 /* Calculate distance from player */
1054 dis = distance(y, x, py, px);
1056 /* Remember if closer than previous */
1057 if (dis < gdis && dis >= 2)
1066 /* Check for success */
1073 /* Found good place */
1084 * Choose "logical" directions for monster movement
1086 static bool get_moves(int m_idx, int *mm)
1088 monster_type *m_ptr = &m_list[m_idx];
1089 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1095 bool will_run = mon_will_run(m_idx);
1097 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (cave[m_ptr->fy][m_ptr->fx].cost > 2));
1098 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
1100 /* Counter attack to an enemy monster */
1101 if (!will_run && m_ptr->target_y)
1103 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
1105 /* The monster must be an enemy, and in LOS */
1107 are_enemies(m_ptr, &m_list[t_m_idx]) &&
1108 los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
1109 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1111 /* Extract the "pseudo-direction" */
1112 y = m_ptr->fy - m_ptr->target_y;
1113 x = m_ptr->fx - m_ptr->target_x;
1118 if (!done && !will_run && is_hostile(m_ptr) &&
1119 (r_ptr->flags1 & RF1_FRIENDS) &&
1120 ((los(m_ptr->fy, m_ptr->fx, py, px) && projectable(m_ptr->fy, m_ptr->fx, py, px)) ||
1121 (cave[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1124 * Animal packs try to get the player out of corridors
1125 * (...unless they can move through walls -- TY)
1127 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1128 !(r_ptr->flags2 & RF2_KILL_WALL))
1132 /* Count room grids next to player */
1133 for (i = 0; i < 8; i++)
1135 int xx = px + ddx_ddd[i];
1136 int yy = py + ddy_ddd[i];
1138 if (!in_bounds2(yy, xx)) continue;
1140 c_ptr = &cave[yy][xx];
1143 if (monster_can_cross_terrain(c_ptr->feat, r_ptr, 0))
1145 /* One more room grid */
1149 if (cave[py][px].info & CAVE_ROOM) room -= 2;
1150 if (!r_ptr->flags4 && !r_ptr->flags5 && !r_ptr->flags6) room -= 2;
1152 /* Not in a room and strong player */
1153 if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1154 (p_ptr->mhp + p_ptr->msp))
1156 /* Find hiding place */
1157 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1161 /* Monster groups try to surround the player */
1162 if (!done && (cave[m_ptr->fy][m_ptr->fx].dist < 3))
1166 /* Find an empty square near the player to fill */
1167 for (i = 0; i < 8; i++)
1169 /* Pick squares near player (semi-randomly) */
1170 y2 = py + ddy_ddd[(m_idx + i) & 7];
1171 x2 = px + ddx_ddd[(m_idx + i) & 7];
1173 /* Already there? */
1174 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1176 /* Attack the player */
1183 if (!in_bounds2(y2, x2)) continue;
1185 /* Ignore filled grids */
1186 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
1188 /* Try to fill this hole */
1192 /* Extract the new "pseudo-direction" */
1203 /* Flow towards the player */
1204 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1206 /* Extract the "pseudo-direction" */
1213 /* Apply fear if possible and necessary */
1214 if (is_pet(m_ptr) && will_run)
1216 /* XXX XXX Not very "smart" */
1221 if (!done && will_run)
1226 /* Try to find safe place */
1227 if (find_safety(m_idx, &y, &x))
1229 /* Attempt to avoid the player */
1232 /* Adjust movement */
1233 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1239 /* This is not a very "smart" method XXX XXX */
1247 /* Check for no move */
1248 if (!x && !y) return (FALSE);
1251 /* Extract the "absolute distances" */
1255 /* Do something weird */
1256 if (y < 0) move_val += 8;
1257 if (x > 0) move_val += 4;
1259 /* Prevent the diamond maneuvre */
1260 if (ay > (ax << 1)) move_val += 2;
1261 else if (ax > (ay << 1)) move_val++;
1263 /* Extract some directions */
1408 /* Wants to move... */
1413 static int check_hit2(int power, int level, int ac, int stun)
1417 /* Percentile dice */
1420 if (stun && one_in_(2)) return FALSE;
1422 /* Hack -- Always miss or hit */
1423 if (k < 10) return (k < 5);
1425 /* Calculate the "attack quality" */
1426 i = (power + (level * 3));
1428 /* Power and Level compete against Armor */
1429 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1436 /* Monster attacks monster */
1437 static bool monst_attack_monst(int m_idx, int t_idx)
1439 monster_type *m_ptr = &m_list[m_idx];
1440 monster_type *t_ptr = &m_list[t_idx];
1442 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1443 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1447 char m_name[80], t_name[80];
1449 bool blinked, heal_effect;
1450 bool explode = FALSE, touched = FALSE, fear = FALSE;
1451 int y_saver = t_ptr->fy;
1452 int x_saver = t_ptr->fx;
1454 bool see_m = m_ptr->ml;
1455 bool see_t = t_ptr->ml;
1456 bool see_either = see_m || see_t;
1458 /* Can the player be aware of this attack? */
1459 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1460 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1462 /* Cannot attack self */
1463 if (m_idx == t_idx) return FALSE;
1465 /* Not allowed to attack */
1466 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1468 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1473 /* Extract the effective monster level */
1474 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1476 /* Get the monster name (or "it") */
1477 monster_desc(m_name, m_ptr, 0);
1479 /* Get the monster name (or "it") */
1480 monster_desc(t_name, t_ptr, 0);
1482 /* Assume no blink */
1485 if (!see_either && known)
1490 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 0);
1492 /* Scan through all four blows */
1493 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1495 bool obvious = FALSE;
1502 /* Extract the attack infomation */
1503 int effect = r_ptr->blow[ap_cnt].effect;
1504 int method = r_ptr->blow[ap_cnt].method;
1505 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1506 int d_side = r_ptr->blow[ap_cnt].d_side;
1508 if (!m_ptr->r_idx) break;
1510 /* Stop attacking if the target dies! */
1511 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1514 /* Hack -- no more attacks */
1517 if (blinked) /* Stop! */
1522 if (method == RBM_SHOOT) continue;
1524 /* Extract the attack "power" */
1525 power = mbe_info[effect].power;
1528 if (!effect || check_hit2(power, rlev, ac, m_ptr->stunned))
1533 if (tr_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
1535 /* Describe the attack method */
1541 act = "%s¤ò²¥¤Ã¤¿¡£";
1553 act = "%s¤ò¿¨¤Ã¤¿¡£";
1555 act = "touches %s.";
1565 act = "%s¤ò¥Ñ¥ó¥Á¤·¤¿¡£";
1567 act = "punches %s.";
1577 act = "%s¤ò½³¤Ã¤¿¡£";
1589 act = "%s¤ò¤Ò¤Ã¤«¤¤¤¿¡£";
1601 act = "%s¤ò³ú¤ó¤À¡£";
1613 act = "%s¤ò»É¤·¤¿¡£";
1625 act = "%s¤ò»Â¤Ã¤¿¡£";
1627 act = "slashes %s.";
1636 act = "%s¤ò³Ñ¤ÇÆͤ¤¤¿¡£";
1648 act = "%s¤ËÂÎÅö¤ê¤·¤¿¡£";
1650 act = "crushes %s.";
1660 act = "%s¤ò°û¤ß¹þ¤ó¤À¡£";
1662 act = "engulfs %s.";
1672 act = "%s¤ËÀÁµá½ñ¤ò¤è¤³¤·¤¿¡£";
1674 act = "charges %s.";
1684 act = "%s¤ÎÂΤξå¤òÇ礤²ó¤Ã¤¿¡£";
1686 act = "crawls on %s.";
1696 act = "%s¤Ë¤è¤À¤ì¤ò¤¿¤é¤·¤¿¡£";
1698 act = "drools on %s.";
1708 act = "%s¤ËÂäòÅǤ¤¤¿¡£";
1710 act = "spits on %s.";
1719 if (see_either) disturb(1, 0);
1734 act = "%s¤ò¤Ë¤é¤ó¤À¡£";
1736 act = "gazes at %s.";
1746 act = "%s¤Ëµã¤¤Ä¤¤¤¿¡£";
1748 act = "wails at %s.";
1758 act = "%s¤Ë˦»Ò¤òÈô¤Ð¤·¤¿¡£";
1760 act = "releases spores at %s.";
1770 act = "%s¤ËXXX4¤òÈô¤Ð¤·¤¿¡£";
1772 act = "projects XXX4's at %s.";
1782 act = "%s¤Ë¶â¤ò¤»¤¬¤ó¤À¡£";
1784 act = "begs %s for money.";
1794 act = "%s¤òÉî¿«¤·¤¿¡£";
1796 act = "insults %s.";
1806 act = "%s¤Ë¤à¤«¤Ã¤Æ¤¦¤á¤¤¤¿¡£";
1808 act = "moans at %s.";
1818 act = "%s¤Ë¤à¤«¤Ã¤Æ²Î¤Ã¤¿¡£";
1820 act = "sings to %s.";
1829 if (act && see_either)
1832 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1833 strfmt(temp, act, t_name);
1834 msg_format("%^s¤Ï%s", m_name, temp);
1836 if (do_silly_attack)
1838 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1839 strfmt(temp, "%s %s.", act, t_name);
1841 else strfmt(temp, act, t_name);
1842 msg_format("%^s %s", m_name, temp);
1846 /* Hack -- assume all attacks are obvious */
1849 /* Roll out the damage */
1850 damage = damroll(d_dice, d_side);
1852 /* Assume no healing effect */
1853 heal_effect = FALSE;
1857 /* Apply appropriate damage */
1869 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13)) {
1870 int tmp_damage = damage-(damage*((ac < 150) ? ac : 150)/250);
1871 damage = MAX(damage, tmp_damage*2);
1877 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1907 if (one_in_(2)) blinked = TRUE;
1954 pt = GF_OLD_SLEEP; /* sort of close... */
1970 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1973 earthquake(m_ptr->fy, m_ptr->fx, 8);
2006 /* Do damage if not exploding */
2009 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
2010 (pt == GF_OLD_SLEEP ? r_ptr->level : damage), pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
2015 if ((monster_living(tr_ptr)) && (damage > 2))
2017 bool did_heal = FALSE;
2019 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
2022 m_ptr->hp += damroll(4, damage / 6);
2023 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2025 /* Redraw (later) if needed */
2026 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2027 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2029 /* Special message */
2030 if (see_m && did_heal)
2033 msg_format("%s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
2035 msg_format("%^s appears healthier.", m_name);
2045 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
2047 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
2053 msg_format("%^s¤ÏÆÍÁ³Ç®¤¯¤Ê¤Ã¤¿¡ª", m_name);
2055 msg_format("%^s is suddenly very hot!", m_name);
2058 if (see_t && is_original_ap(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
2060 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2061 damroll (1 + ((tr_ptr->level) / 26),
2062 1 + ((tr_ptr->level) / 17)),
2063 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
2067 if (see_m && is_original_ap(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
2072 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
2074 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
2080 msg_format("%^s¤ÏÆÍÁ³´¨¤¯¤Ê¤Ã¤¿¡ª", m_name);
2082 msg_format("%^s is suddenly very cold!", m_name);
2085 if (see_t && is_original_ap(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
2087 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2088 damroll (1 + ((tr_ptr->level) / 26),
2089 1 + ((tr_ptr->level) / 17)),
2090 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
2094 if (see_m && is_original_ap(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
2099 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
2101 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
2107 msg_format("%^s¤ÏÅÅ·â¤ò¿©¤é¤Ã¤¿¡ª", m_name);
2109 msg_format("%^s gets zapped!", m_name);
2112 if (see_t && is_original_ap(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
2114 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2115 damroll (1 + ((tr_ptr->level) / 26),
2116 1 + ((tr_ptr->level) / 17)),
2117 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
2121 if (see_m && is_original_ap(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
2128 /* Monster missed player */
2131 /* Analyze failed attacks */
2150 if (tr_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
2152 /* Visible monsters */
2157 msg_format("%s¤Ï%^s¤Î¹¶·â¤ò¤«¤ï¤·¤¿¡£", t_name,m_name);
2159 msg_format("%^s misses %s.", m_name, t_name);
2170 /* Analyze "visible" monsters only */
2171 if (see_m && !do_silly_attack)
2173 /* Count "obvious" attacks (and ones that cause damage) */
2174 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
2176 /* Count attacks of this type */
2177 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
2179 r_ptr->r_blows[ap_cnt]++;
2187 sound(SOUND_EXPLODE);
2189 /* Cancel Invulnerability */
2190 if (m_ptr->invulner) m_ptr->invulner = 0;
2193 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_idx);
2195 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, " explodes into tiny shreds.", m_idx);
2209 msg_print("Å¥ËÀ¤Ï¾Ð¤Ã¤Æƨ¤²¤¿¡ª");
2211 msg_print("The thief flees laughing!");
2220 teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE);
2230 * The monster is known to be within 100 grids of the player
2232 * In several cases, we directly update the monster lore
2234 * Note that a monster is only allowed to "reproduce" if there
2235 * are a limited number of "reproducing" monsters on the current
2236 * level. This should prevent the level from being "swamped" by
2237 * reproducing monsters. It also allows a large mass of mice to
2238 * prevent a louse from multiplying, but this is a small price to
2239 * pay for a simple multiplication method.
2241 * XXX Monster fear is slightly odd, in particular, monsters will
2242 * fixate on opening a door even if they cannot open it. Actually,
2243 * the same thing happens to normal monsters when they hit a door
2245 * XXX XXX XXX In addition, monsters which *cannot* open or bash
2246 * down a door will still stand there trying to open it...
2248 * XXX Technically, need to check for monster in the way
2249 * combined with that monster being in a wall (or door?)
2251 * A "direction" of "5" means "pick a random direction".
2253 static void process_monster(int m_idx)
2255 monster_type *m_ptr = &m_list[m_idx];
2256 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2257 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2259 int i, d, oy, ox, ny, nx;
2264 feature_type *f_ptr;
2266 monster_type *y_ptr;
2279 bool gets_angry = FALSE;
2285 bool is_riding_mon = (m_idx == p_ptr->riding);
2287 if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
2289 if (rakuba(0, TRUE))
2292 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2295 monster_desc(m_name, &m_list[p_ptr->riding], 0);
2296 msg_format("You have fallen from %s.", m_name);
2301 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !m_ptr->csleep)
2303 choose_new_monster(m_idx, FALSE, 0);
2304 r_ptr = &r_info[m_ptr->r_idx];
2307 /* Players hidden in shadow are almost imperceptable. -LM- */
2308 if (p_ptr->special_defense & NINJA_S_STEALTH)
2310 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2311 if (p_ptr->monlite) tmp /= 3;
2312 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2313 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2314 /* Low-level monsters will find it difficult to locate the player. */
2315 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
2318 /* Are there its parent? */
2319 if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
2321 /* Its parent have gone, it also goes away. */
2327 /* Acquire the monster name */
2328 monster_desc(m_name, m_ptr, 0);
2331 msg_format("%s¤Ï¾Ã¤¨µî¤Ã¤¿¡ª", m_name);
2333 msg_format("%^s disappears!", m_name);
2337 /* Delete the monster */
2338 delete_monster_idx(m_idx);
2343 /* Quantum monsters are odd */
2344 if (r_ptr->flags2 & (RF2_QUANTUM))
2346 /* Sometimes skip move */
2347 if (!randint0(2)) return;
2350 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2354 if (is_pet(m_ptr) && !(m_ptr->ml))
2361 /* Acquire the monster name */
2362 monster_desc(m_name, m_ptr, 0);
2366 msg_format("%s¤Ï¾Ã¤¨µî¤Ã¤¿¡ª", m_name);
2368 msg_format("%^s disappears!", m_name);
2373 /* Generate treasure, etc */
2374 monster_death(m_idx, FALSE);
2376 /* Delete the monster */
2377 delete_monster_idx(m_idx);
2382 msg_print("¾¯¤·¤Î´ÖÈᤷ¤¤µ¤Ê¬¤Ë¤Ê¤Ã¤¿¡£");
2384 msg_print("You feel sad for a moment.");
2393 if (m_ptr->r_idx == MON_SHURYUUDAN)
2395 mon_take_hit_mon(m_idx, 1, &fear, "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_idx);
2397 mon_take_hit_mon(m_idx, 1, &fear, " explodes into tiny shreds.", m_idx);
2400 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2402 static int riding_pinch = 0;
2404 if (m_ptr->hp < m_ptr->maxhp/3)
2407 monster_desc(m_name, m_ptr, 0);
2409 if (is_riding_mon && riding_pinch < 2)
2412 msg_format("%s¤Ï½ý¤ÎÄˤµ¤Î;¤ê¤¢¤Ê¤¿¤Î«Çû¤«¤éƨ¤ì¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", m_name);
2414 msg_format("%^s seems to be in so much pain, and trying to escape from your restriction.", m_name);
2424 msg_format("%s¤Ï¤¢¤Ê¤¿¤Î«Çû¤«¤éæ½Ð¤·¤¿¡£", m_name);
2426 msg_format("%^s succeeded to escape from your restriction!", m_name);
2428 if (rakuba(-1, FALSE))
2431 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2433 msg_print("You have fallen from riding pet.");
2440 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))
2443 msg_format("%^s¡Ö¥Ô¥ó¥Á¤À¡ªÂàµÑ¤µ¤»¤Æ¤â¤é¤¦¡ª¡×", m_name);
2445 msg_format("%^s says 'It is the pinch! I will retreat'.", m_name);
2449 msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¡¦¥ì¥Ù¥ë¤Î´¬Êª¤òÆɤó¤À¡£", m_name);
2450 msg_format("%^s¤¬¾Ã¤¨µî¤Ã¤¿¡£", m_name);
2452 msg_format("%^s read a scroll of teleport level.", m_name);
2453 msg_format("%^s disappears.", m_name);
2457 if (is_riding_mon && rakuba(-1, FALSE))
2460 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2462 msg_print("You have fallen from riding pet.");
2466 /* Check for quest completion */
2467 check_quest_completion(m_ptr);
2469 delete_monster_idx(m_idx);
2476 /* Reset the counter */
2477 if (is_riding_mon) riding_pinch = 0;
2481 /* Handle "sleep" */
2484 /* Handle non-aggravation - Still sleeping */
2485 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2487 /* Handle aggravation */
2489 /* Reset sleep counter */
2492 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
2494 /* Notice the "waking up" */
2499 /* Acquire the monster name */
2500 monster_desc(m_name, m_ptr, 0);
2502 /* Dump a message */
2504 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
2506 msg_format("%^s wakes up.", m_name);
2509 /* Redraw the health bar */
2510 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2511 if (is_riding_mon) p_ptr->redraw |= (PR_UHEALTH);
2513 /* Hack -- Count the wakings */
2514 if (r_ptr->r_wake < MAX_UCHAR)
2524 /* Sometimes skip move */
2525 if (one_in_(2)) return;
2530 p_ptr->update |= (PU_BONUS);
2533 /* No one wants to be your friend if you're aggravating */
2534 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2537 /* Paranoia... no pet uniques outside wizard mode -- TY */
2538 if (is_pet(m_ptr) &&
2539 ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2540 monster_has_hostile_align(NULL, 10, -10, r_ptr))
2541 || (r_ptr->flagsr & RFR_RES_ALL)))
2546 if (p_ptr->inside_battle) gets_angry = FALSE;
2551 monster_desc(m_name, m_ptr, 0);
2553 msg_format("%^s¤ÏÆÍÁ³Å¨¤Ë¤Þ¤ï¤Ã¤¿¡ª", m_name);
2555 msg_format("%^s suddenly becomes hostile!", m_name);
2561 /* Get the origin */
2566 /* Attempt to "multiply" if able and allowed */
2567 if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2571 /* Count the adjacent monsters */
2572 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2574 for (x = ox - 1; x <= ox + 1; x++)
2576 /* Ignore locations off of edge */
2577 if (!in_bounds2(y, x)) continue;
2579 if (cave[y][x].m_idx) k++;
2583 /* Hack -- multiply slower in crowded areas */
2584 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2586 /* Try to multiply */
2587 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2589 /* Take note if visible */
2590 if (m_ptr->ml && m_list[hack_m_idx_ii].ml && is_original_ap(m_ptr))
2592 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2595 /* Multiplying takes energy */
2602 if (r_ptr->flags6 & RF6_SPECIAL)
2604 /* Hack -- Ohmu scatters molds! */
2605 if (m_ptr->r_idx == MON_OHMU)
2607 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2609 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2612 int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2613 u32b p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2615 for (k = 0; k < 6; k++)
2617 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_BIZARRE1, (PM_ALLOW_GROUP | p_mode)))
2619 if (m_list[hack_m_idx_ii].ml) count++;
2623 if (count && m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2630 if (!p_ptr->inside_battle)
2632 /* Hack! "Cyber" monster makes noise... */
2633 if (m_ptr->ap_r_idx == MON_CYBER &&
2634 one_in_(CYBERNOISE) &&
2635 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2637 if (disturb_minor) disturb(FALSE, FALSE);
2639 msg_print("½Å¸ü¤Ê²»¤¬Ê¹¤³¤¨¤¿¡£");
2641 msg_print("You hear heavy steps.");
2646 /* Some monsters can speak */
2647 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2648 one_in_(SPEAK_CHANCE) &&
2649 player_has_los_bold(oy, ox) &&
2650 projectable(oy, ox, py, px))
2653 char monmessage[1024];
2656 /* Acquire the monster name/poss */
2658 monster_desc(m_name, m_ptr, 0);
2661 strcpy(m_name, "¤½¤ì");
2663 strcpy(m_name, "It");
2667 /* Select the file for monster quotes */
2670 filename = "monfear_j.txt";
2672 filename = "monfear.txt";
2675 else if (is_pet(m_ptr))
2677 filename = "monpet_j.txt";
2679 filename = "monpet.txt";
2682 else if (is_friendly(m_ptr))
2684 filename = "monfrien_j.txt";
2686 filename = "monfrien.txt";
2691 filename = "monspeak_j.txt";
2693 filename = "monspeak.txt";
2697 /* Get the monster line */
2698 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2702 msg_format("%^s%s", m_name, monmessage);
2704 msg_format("%^s %s", m_name, monmessage);
2711 /* Try to cast spell occasionally */
2712 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2714 bool counterattack = FALSE;
2716 /* Give priority to counter attack? */
2717 if (m_ptr->target_y)
2719 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
2721 /* The monster must be an enemy, and projectable */
2723 are_enemies(m_ptr, &m_list[t_m_idx]) &&
2724 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2726 counterattack = TRUE;
2732 /* Attempt to cast a spell */
2733 if (aware && make_attack_spell(m_idx)) return;
2736 * Attempt to cast a spell at an enemy other than the player
2737 * (may slow the game a smidgeon, but I haven't noticed.)
2739 if (monst_spell_monst(m_idx)) return;
2743 /* Attempt to do counter attack at first */
2744 if (monst_spell_monst(m_idx)) return;
2746 if (aware && make_attack_spell(m_idx)) return;
2750 /* Hack -- Assume no movement */
2751 mm[0] = mm[1] = mm[2] = mm[3] = 0;
2752 mm[4] = mm[5] = mm[6] = mm[7] = 0;
2755 /* Confused -- 100% random */
2756 if (m_ptr->confused || !aware)
2758 /* Try four "random" directions */
2759 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2762 /* 75% random movement */
2763 else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2764 (randint0(100) < 75))
2766 /* Memorize flags */
2767 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2769 /* Try four "random" directions */
2770 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2773 /* 50% random movement */
2774 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2775 (randint0(100) < 50))
2777 /* Memorize flags */
2778 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2780 /* Try four "random" directions */
2781 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2784 /* 25% random movement */
2785 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2786 (randint0(100) < 25))
2788 /* Memorize flags */
2789 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2791 /* Try four "random" directions */
2792 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2795 /* Can't reach player - find something else to hit */
2796 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2798 /* Try four "random" directions */
2799 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2801 /* Look for an enemy */
2802 #if 0 /* Hack - Too slow. Mimic pits are horrible with this on. */
2803 get_enemy_dir(m_idx, mm);
2807 /* Pets will follow the player */
2808 else if (is_pet(m_ptr))
2810 /* Are we trying to avoid the player? */
2811 bool avoid = ((p_ptr->pet_follow_distance < 0) &&
2812 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2814 /* Do we want to find the player? */
2815 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2817 /* Should we find the player if we can't find a monster? */
2818 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2820 /* by default, move randomly */
2821 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2823 /* Look for an enemy */
2824 if (!get_enemy_dir(m_idx, mm))
2826 /* Find the player if necessary */
2827 if (avoid || lonely || distant)
2829 /* Remember the leash length */
2830 int dis = p_ptr->pet_follow_distance;
2832 /* Hack -- adjust follow distance temporarily */
2833 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2835 p_ptr->pet_follow_distance = PET_SEEK_DIST;
2838 /* Find the player */
2839 (void)get_moves(m_idx, mm);
2841 /* Restore the leash */
2842 p_ptr->pet_follow_distance = dis;
2847 /* Friendly monster movement */
2848 else if (!is_hostile(m_ptr))
2850 /* by default, move randomly */
2851 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2853 /* Look for an enemy */
2854 get_enemy_dir(m_idx, mm);
2856 /* Normal movement */
2859 /* Logical moves, may do nothing */
2860 if (!get_moves(m_idx, mm)) return;
2863 /* Assume nothing */
2868 /* Assume nothing */
2869 did_open_door = FALSE;
2870 did_bash_door = FALSE;
2871 did_take_item = FALSE;
2872 did_kill_item = FALSE;
2873 did_move_body = FALSE;
2874 did_pass_wall = FALSE;
2875 did_kill_wall = FALSE;
2878 /* Take a zero-terminated array of "directions" */
2879 for (i = 0; mm[i]; i++)
2881 /* Get the direction */
2884 /* Hack -- allow "randomized" motion */
2885 if (d == 5) d = ddd[randint0(8)];
2887 /* Get the destination */
2891 /* Ignore locations off of edge */
2892 if (!in_bounds2(ny, nx)) continue;
2894 /* Access that cave grid */
2895 c_ptr = &cave[ny][nx];
2896 f_ptr = &f_info[c_ptr->feat];
2897 can_cross = monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2899 /* Access that cave grid's contents */
2900 y_ptr = &m_list[c_ptr->m_idx];
2902 /* Hack -- player 'in' wall */
2903 if (player_bold(ny, nx))
2908 else if (c_ptr->m_idx)
2910 /* Possibly a monster to attack */
2914 /* Floor is open? */
2917 /* Go ahead and move */
2920 /* Monster moves through walls (and doors) */
2921 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2922 !have_flag(f_ptr->flags, FF_MOVE))
2924 /* Monster went through a wall */
2925 did_pass_wall = TRUE;
2928 if ((r_ptr->flags2 & RF2_KILL_WALL) && have_flag(f_ptr->flags, FF_TUNNEL) &&
2929 !have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_PERMANENT))
2931 /* Monster destroyed a wall (later) */
2932 did_kill_wall = TRUE;
2936 /* Monster destroys walls (and doors) */
2937 else if ((r_ptr->flags2 & RF2_KILL_WALL) && !is_riding_mon &&
2938 have_flag(f_ptr->flags, FF_TUNNEL) && !have_flag(f_ptr->flags, FF_PERMANENT))
2940 /* Eat through walls/doors/rubble */
2943 /* Monster destroyed a wall (later) */
2944 did_kill_wall = TRUE;
2947 /* Handle doors and secret doors */
2948 else if (is_closed_door(c_ptr->feat))
2950 bool may_bash = TRUE;
2951 feature_type *f_ptr = &f_info[c_ptr->feat];
2953 /* Assume no move allowed */
2956 /* Creature can open doors. */
2957 if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2958 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2963 /* The door is open */
2964 did_open_door = TRUE;
2966 /* Do not bash the door */
2969 /* Assume no move allowed */
2973 /* Locked doors (not jammed) */
2976 /* Try to unlock it XXX XXX XXX */
2977 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2979 /* Unlock the door */
2980 cave_alter_feat(ny, nx, FF_OPEN);
2982 /* Do not bash the door */
2988 /* Stuck doors -- attempt to bash them down if allowed */
2989 if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2990 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2992 /* Attempt to Bash XXX XXX XXX */
2993 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2997 msg_print("¥É¥¢¤òᤳ«¤±¤ë²»¤¬¤·¤¿¡ª");
2999 msg_print("You hear a door burst open!");
3002 /* Disturb (sometimes) */
3003 if (disturb_minor) disturb(0, 0);
3005 /* The door was bashed open */
3006 did_bash_door = TRUE;
3008 /* Hack -- fall into doorway */
3014 /* Deal with doors in the way */
3015 if (did_open_door || did_bash_door)
3017 /* Break down the door */
3018 if (did_bash_door && ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat)))
3020 cave_alter_feat(ny, nx, FF_BASH);
3026 cave_alter_feat(ny, nx, FF_OPEN);
3029 /* Handle viewable doors */
3030 if (player_has_los_bold(ny, nx)) do_view = TRUE;
3034 /* Hack -- check for Glyph of Warding */
3035 if (do_move && is_glyph_grid(c_ptr) &&
3036 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
3038 /* Assume no move allowed */
3041 /* Break the ward */
3042 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
3044 /* Describe observable breakage */
3045 if (c_ptr->info & CAVE_MARK)
3048 msg_print("¼é¤ê¤Î¥ë¡¼¥ó¤¬²õ¤ì¤¿¡ª");
3050 msg_print("The rune of protection is broken!");
3054 /* Forget the rune */
3055 c_ptr->info &= ~(CAVE_MARK);
3057 /* Break the rune */
3058 c_ptr->info &= ~(CAVE_OBJECT);
3061 /* Allow movement */
3068 else if (do_move && is_explosive_rune_grid(c_ptr) &&
3069 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
3071 /* Assume no move allowed */
3074 /* Break the ward */
3077 /* Break the ward */
3078 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
3080 /* Describe observable breakage */
3081 if (c_ptr->info & CAVE_MARK)
3084 msg_print("¥ë¡¼¥ó¤¬Çúȯ¤·¤¿¡ª");
3086 msg_print("The rune explodes!");
3089 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);
3095 msg_print("Çúȯ¤Î¥ë¡¼¥ó¤Ï²ò½ü¤µ¤ì¤¿¡£");
3097 msg_print("An explosive rune was disarmed.");
3101 /* Forget the rune */
3102 c_ptr->info &= ~(CAVE_MARK);
3104 /* Break the rune */
3105 c_ptr->info &= ~(CAVE_OBJECT);
3111 if (!m_ptr->r_idx) return;
3112 /* Allow movement */
3117 /* The player is in the way */
3118 if (do_move && player_bold(ny, nx))
3120 /* Some monsters never attack */
3121 if (r_ptr->flags1 & RF1_NEVER_BLOW)
3123 /* Hack -- memorize lack of attacks */
3124 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
3130 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
3131 if (do_move && (d_info[dungeon_type].flags1 & DF1_NO_MELEE))
3133 if (!m_ptr->confused)
3135 if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
3138 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
3143 /* The player is in the way. Attack him. */
3146 if (!p_ptr->riding || one_in_(2))
3149 (void)make_attack_normal(m_idx);
3160 /* A monster is in the way */
3161 if (do_move && c_ptr->m_idx)
3163 monster_race *z_ptr = &r_info[y_ptr->r_idx];
3165 /* Assume no movement */
3168 /* Attack 'enemies' */
3169 if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
3170 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
3171 can_cross && (c_ptr->m_idx != p_ptr->riding)) ||
3172 are_enemies(m_ptr, y_ptr) || m_ptr->confused)
3174 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
3176 if (r_ptr->flags2 & RF2_KILL_BODY)
3178 if (is_original_ap(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
3182 if (y_ptr->r_idx && (y_ptr->hp >= 0))
3184 if (monst_attack_monst(m_idx, c_ptr->m_idx)) return;
3186 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
3187 else if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3189 if (m_ptr->confused) return;
3190 else if (r_ptr->flags2 & RF2_STUPID)
3192 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
3200 /* Push past weaker monsters (unless leaving a wall) */
3201 else if ((r_ptr->flags2 & RF2_MOVE_BODY) &&
3202 (r_ptr->mexp > z_ptr->mexp) &&
3203 can_cross && (c_ptr->m_idx != p_ptr->riding) &&
3204 monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
3206 /* Allow movement */
3209 /* Monster pushed past another monster */
3210 did_move_body = TRUE;
3212 /* XXX XXX XXX Message */
3217 * Check if monster can cross terrain
3218 * This is checked after the normal attacks
3219 * to allow monsters to attack an enemy,
3220 * even if it can't enter the terrain.
3222 if (do_move && !can_cross && !did_kill_wall)
3224 /* Assume no move allowed */
3228 /* Some monsters never move */
3229 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
3231 /* Hack -- memorize lack of attacks */
3232 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3240 if (!p_ptr->riding_ryoute && !(m_list[p_ptr->riding].monfear)) do_move = FALSE;
3243 /* Creature has been allowed move */
3246 s16b this_o_idx, next_o_idx;
3251 /* Hack -- Update the old location */
3252 cave[oy][ox].m_idx = c_ptr->m_idx;
3256 if (one_in_(GRINDNOISE))
3259 msg_print("¥®¥·¥®¥·¤¤¤¦²»¤¬Ê¹¤³¤¨¤ë¡£");
3261 msg_print("There is a grinding sound.");
3265 cave_alter_feat(ny, nx, FF_HURT_DISI);
3267 /* Note changes to viewable region */
3268 if (player_has_los_bold(ny, nx)) do_view = TRUE;
3270 else if (have_flag(f_ptr->flags, FF_TREE))
3272 if (!(r_ptr->flags7 & RF7_CAN_FLY) && (!is_riding_mon || !p_ptr->ffall) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3274 m_ptr->energy_need += ENERGY_NEED();
3278 /* Mega-Hack -- move the old monster, if any */
3281 /* Move the old monster */
3285 /* Update the old monster */
3286 update_mon(c_ptr->m_idx, TRUE);
3288 /* Wake up the moved monster */
3291 if (r_info[y_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
3292 p_ptr->update |= (PU_MON_LITE);
3295 /* Hack -- Update the new location */
3296 c_ptr->m_idx = m_idx;
3298 /* Move the monster */
3302 /* Update the monster */
3303 update_mon(m_idx, TRUE);
3311 /* Redraw the old grid */
3314 /* Redraw the new grid */
3322 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
3324 /* Update the monsters */
3325 p_ptr->update |= (PU_DISTANCE);
3327 /* Update sub-windows */
3328 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3331 /* Possible disturb */
3334 (disturb_near && (m_ptr->mflag & MFLAG_VIEW)) ||
3335 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3338 if (is_hostile(m_ptr))
3342 /* Scan all objects in the grid */
3343 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3347 /* Acquire object */
3348 o_ptr = &o_list[this_o_idx];
3350 /* Acquire next object */
3351 next_o_idx = o_ptr->next_o_idx;
3354 if (o_ptr->tval == TV_GOLD) continue;
3357 * Skip "real" corpses and statues, to avoid extreme
3358 * silliness like a novice rogue pockets full of statues
3361 if ((o_ptr->tval == TV_CORPSE) ||
3362 (o_ptr->tval == TV_STATUE)) continue;
3364 /* Take or Kill objects on the floor */
3365 if ((r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3366 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS)))
3368 u32b flgs[TR_FLAG_SIZE];
3374 char o_name[MAX_NLEN];
3376 /* Extract some flags */
3377 object_flags(o_ptr, flgs);
3379 /* Acquire the object name */
3380 object_desc(o_name, o_ptr, 0);
3382 /* Acquire the monster name */
3383 monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
3385 /* React to objects that hurt the monster */
3386 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3387 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3388 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
3389 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
3390 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
3391 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
3392 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
3393 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
3394 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
3395 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
3396 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3397 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3398 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3399 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3400 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
3401 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
3402 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
3403 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
3405 /* The object cannot be picked up by the monster */
3406 if (artifact_p(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
3409 /* Only give a message for "take_item" */
3410 if ((r_ptr->flags2 & (RF2_TAKE_ITEM)) && (r_ptr->flags2 & (RF2_STUPID)))
3413 did_take_item = TRUE;
3415 /* Describe observable situations */
3416 if (m_ptr->ml && player_can_see_bold(ny, nx))
3418 /* Dump a message */
3420 msg_format("%^s¤Ï%s¤ò½¦¤ª¤¦¤È¤·¤¿¤¬¡¢¤À¤á¤À¤Ã¤¿¡£", m_name, o_name);
3422 msg_format("%^s tries to pick up %s, but fails.", m_name, o_name);
3428 /* Pick up the item */
3429 else if (r_ptr->flags2 & RF2_TAKE_ITEM)
3432 did_take_item = TRUE;
3434 /* Describe observable situations */
3435 if (player_can_see_bold(ny, nx))
3437 /* Dump a message */
3439 msg_format("%^s¤¬%s¤ò½¦¤Ã¤¿¡£", m_name, o_name);
3441 msg_format("%^s picks up %s.", m_name, o_name);
3445 /* Excise the object */
3446 excise_object_idx(this_o_idx);
3451 /* Forget location */
3452 o_ptr->iy = o_ptr->ix = 0;
3454 /* Memorize monster */
3455 o_ptr->held_m_idx = m_idx;
3458 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3461 m_ptr->hold_o_idx = this_o_idx;
3464 /* Destroy the item if not a pet */
3465 else if (!is_pet(m_ptr))
3468 did_kill_item = TRUE;
3470 /* Describe observable situations */
3471 if (player_has_los_bold(ny, nx))
3473 /* Dump a message */
3475 msg_format("%^s¤¬%s¤òÇ˲õ¤·¤¿¡£", m_name, o_name);
3477 msg_format("%^s destroys %s.", m_name, o_name);
3481 /* Delete the object */
3482 delete_object_idx(this_o_idx);
3488 /* Stop when done */
3493 * Forward movements failed, but now received LOS attack!
3494 * Try to flow by smell.
3496 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3497 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3499 /* If we haven't done anything, try casting a spell again */
3500 if (!do_turn && !do_move && !m_ptr->monfear && !is_riding_mon && aware)
3502 /* Try to cast spell again */
3503 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3505 if (make_attack_spell(m_idx)) return;
3510 /* Notice changes in view */
3513 /* Update some things */
3514 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
3517 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3520 /* Notice changes in view */
3521 if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3522 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3524 /* Update some things */
3525 p_ptr->update |= (PU_MON_LITE);
3528 /* Learn things from observable monster */
3529 if (m_ptr->ml && is_original_ap(m_ptr))
3531 /* Monster opened a door */
3532 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3534 /* Monster bashed a door */
3535 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3537 /* Monster tried to pick something up */
3538 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3540 /* Monster tried to crush something */
3541 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3543 /* Monster pushed past another monster */
3544 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3546 /* Monster passed through a wall */
3547 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3549 /* Monster destroyed a wall */
3550 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3554 /* Hack -- get "bold" if out of options */
3555 if (!do_turn && !do_move && m_ptr->monfear && aware)
3557 /* No longer afraid */
3560 /* Message if seen */
3565 /* Acquire the monster name */
3566 monster_desc(m_name, m_ptr, 0);
3568 /* Dump a message */
3570 msg_format("%^s¤ÏÀ襤¤ò·è°Õ¤·¤¿¡ª", m_name);
3572 msg_format("%^s turns to fight!", m_name);
3575 /* Redraw (later) if needed */
3576 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3578 chg_virtue(V_COMPASSION, -1);
3581 /* XXX XXX XXX Actually do something now (?) */
3586 * Process all the "live" monsters, once per game turn.
3588 * During each game turn, we scan through the list of all the "live" monsters,
3589 * (backwards, so we can excise any "freshly dead" monsters), energizing each
3590 * monster, and allowing fully energized monsters to move, attack, pass, etc.
3592 * Note that monsters can never move in the monster array (except when the
3593 * "compact_monsters()" function is called by "dungeon()" or "save_player()").
3595 * This function is responsible for at least half of the processor time
3596 * on a normal system with a "normal" amount of monsters and a player doing
3599 * When the player is resting, virtually 90% of the processor time is spent
3600 * in this function, and its children, "process_monster()" and "make_move()".
3602 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",
3603 * especially when the player is running.
3605 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"
3606 * monsters while they are still being "born". A monster is "fresh" only
3607 * during the turn in which it is created, and we use the "hack_m_idx" to
3608 * determine if the monster is yet to be processed during the current turn.
3610 * Note the special "MFLAG_NICE" flag, which allows the player to get one
3611 * move before any "nasty" monsters get to use their spell attacks.
3613 * Note that when the "knowledge" about the currently tracked monster
3614 * changes (flags, attacks, spells), we induce a redraw of the monster
3617 void process_monsters(void)
3624 monster_type *m_ptr;
3625 monster_race *r_ptr;
3627 int old_monster_race_idx;
3629 u32b old_r_flags1 = 0L;
3630 u32b old_r_flags2 = 0L;
3631 u32b old_r_flags3 = 0L;
3632 u32b old_r_flags4 = 0L;
3633 u32b old_r_flags5 = 0L;
3634 u32b old_r_flags6 = 0L;
3635 u32b old_r_flagsr = 0L;
3637 byte old_r_blows0 = 0;
3638 byte old_r_blows1 = 0;
3639 byte old_r_blows2 = 0;
3640 byte old_r_blows3 = 0;
3642 byte old_r_cast_spell = 0;
3646 /* Clear monster fighting indicator */
3649 /* Memorize old race */
3650 old_monster_race_idx = p_ptr->monster_race_idx;
3652 /* Acquire knowledge */
3653 if (p_ptr->monster_race_idx)
3655 /* Acquire current monster */
3656 r_ptr = &r_info[p_ptr->monster_race_idx];
3658 /* Memorize flags */
3659 old_r_flags1 = r_ptr->r_flags1;
3660 old_r_flags2 = r_ptr->r_flags2;
3661 old_r_flags3 = r_ptr->r_flags3;
3662 old_r_flags4 = r_ptr->r_flags4;
3663 old_r_flags5 = r_ptr->r_flags5;
3664 old_r_flags6 = r_ptr->r_flags6;
3665 old_r_flagsr = r_ptr->r_flagsr;
3667 /* Memorize blows */
3668 old_r_blows0 = r_ptr->r_blows[0];
3669 old_r_blows1 = r_ptr->r_blows[1];
3670 old_r_blows2 = r_ptr->r_blows[2];
3671 old_r_blows3 = r_ptr->r_blows[3];
3673 /* Memorize castings */
3674 old_r_cast_spell = r_ptr->r_cast_spell;
3678 /* Process the monsters (backwards) */
3679 for (i = m_max - 1; i >= 1; i--)
3681 /* Access the monster */
3683 r_ptr = &r_info[m_ptr->r_idx];
3685 /* Handle "leaving" */
3686 if (p_ptr->leaving) break;
3688 /* Ignore "dead" monsters */
3689 if (!m_ptr->r_idx) continue;
3691 if (p_ptr->wild_mode) continue;
3694 /* Handle "fresh" monsters */
3695 if (m_ptr->mflag & MFLAG_BORN)
3697 /* No longer "fresh" */
3698 m_ptr->mflag &= ~(MFLAG_BORN);
3704 /* Hack -- Require proximity */
3705 if (m_ptr->cdis >= AAF_LIMIT) continue;
3708 /* Access the location */
3712 /* Flow by smell is allowed */
3713 if (!p_ptr->no_flowed)
3715 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3718 /* Assume no move */
3721 /* Handle "sensing radius" */
3722 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3724 /* We can "sense" the player */
3728 /* Handle "sight" and "aggravation" */
3729 else if ((m_ptr->cdis <= MAX_SIGHT) &&
3730 (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3732 /* We can "see" or "feel" the player */
3736 #if 0 /* (cave[py][px].when == cave[fy][fx].when) is always FALSE... */
3737 /* Hack -- Monsters can "smell" the player from far away */
3738 /* Note that most monsters have "aaf" of "20" or so */
3739 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3740 have_flag(f_flags_bold(py, px), FF_MOVE) &&
3741 (cave[py][px].when == cave[fy][fx].when) &&
3742 (cave[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3743 (cave[fy][fx].dist < r_ptr->aaf))
3745 /* We can "smell" the player */
3749 else if (m_ptr->target_y) test = TRUE;
3752 if (!test) continue;
3755 if (p_ptr->riding == i)
3756 speed = p_ptr->pspeed;
3759 speed = m_ptr->mspeed;
3761 /* Monsters move quickly in Nightmare mode */
3762 if (ironman_nightmare) speed += 5;
3764 if (m_ptr->fast) speed += 10;
3765 if (m_ptr->slow) speed -= 10;
3768 /* Give this monster some energy */
3769 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3771 /* Not enough energy to move */
3772 if (m_ptr->energy_need > 0) continue;
3774 /* Use up "some" energy */
3775 m_ptr->energy_need += ENERGY_NEED();
3778 /* Save global index */
3781 /* Process the monster */
3784 reset_target(m_ptr);
3786 /* Give up flow_by_smell when it might useless */
3787 if (p_ptr->no_flowed && one_in_(3))
3788 m_ptr->mflag2 |= MFLAG2_NOFLOW;
3790 /* Hack -- notice death or departure */
3791 if (!p_ptr->playing || p_ptr->is_dead) break;
3793 /* Notice leaving */
3794 if (p_ptr->leaving) break;
3797 /* Reset global index */
3801 /* Tracking a monster race (the same one we were before) */
3802 if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3804 /* Acquire monster race */
3805 r_ptr = &r_info[p_ptr->monster_race_idx];
3807 /* Check for knowledge change */
3808 if ((old_r_flags1 != r_ptr->r_flags1) ||
3809 (old_r_flags2 != r_ptr->r_flags2) ||
3810 (old_r_flags3 != r_ptr->r_flags3) ||
3811 (old_r_flags4 != r_ptr->r_flags4) ||
3812 (old_r_flags5 != r_ptr->r_flags5) ||
3813 (old_r_flags6 != r_ptr->r_flags6) ||
3814 (old_r_flagsr != r_ptr->r_flagsr) ||
3815 (old_r_blows0 != r_ptr->r_blows[0]) ||
3816 (old_r_blows1 != r_ptr->r_blows[1]) ||
3817 (old_r_blows2 != r_ptr->r_blows[2]) ||
3818 (old_r_blows3 != r_ptr->r_blows[3]) ||
3819 (old_r_cast_spell != r_ptr->r_cast_spell))
3822 p_ptr->window |= (PW_MONSTER);
3829 bool process_the_world(int num, int who, bool vs_player)
3831 monster_type *m_ptr = &m_list[hack_m_idx]; /* the world monster */
3833 if(world_monster) return (FALSE);
3838 monster_desc(m_name, m_ptr, 0);
3842 msg_print("¡Ö¡Ø¥¶¡¦¥ï¡¼¥ë¥É¡Ù¡ª»þ¤Ï»ß¤Þ¤Ã¤¿¡ª¡×");
3844 msg_format("%s yells 'The World! Time has stopped!'", m_name);
3848 msg_print("¡Ö»þ¤è¡ª¡×");
3850 msg_format("%s yells 'Time!'", m_name);
3852 else msg_print("hek!");
3857 /* This monster cast spells */
3858 world_monster = hack_m_idx;
3860 if (vs_player) do_cmd_redraw();
3864 if(!m_ptr->r_idx) break;
3865 process_monster(world_monster);
3867 reset_target(m_ptr);
3870 if (p_ptr->notice) notice_stuff();
3873 if (p_ptr->update) update_stuff();
3876 if (p_ptr->redraw) redraw_stuff();
3879 if (p_ptr->window) window_stuff();
3882 if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
3886 p_ptr->redraw |= (PR_MAP);
3888 /* Update monsters */
3889 p_ptr->update |= (PU_MONSTERS);
3892 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3895 if (vs_player || (los(py, px, m_ptr->fy, m_ptr->fx) && projectable(py, px, m_ptr->fy, m_ptr->fx)))
3898 msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
3900 msg_print("You feel time flowing around you once more.");
3911 void monster_gain_exp(int m_idx, int s_idx)
3913 monster_type *m_ptr = &m_list[m_idx];
3914 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3915 monster_race *s_ptr = &r_info[s_idx];
3918 if (p_ptr->inside_battle) return;
3920 if (!r_ptr->next_exp) return;
3922 new_exp = s_ptr->mexp * s_ptr->level / (r_ptr->level + 2);
3923 if (m_idx == p_ptr->riding) new_exp = (new_exp + 1) / 2;
3924 if (!dun_level) new_exp /= 5;
3925 m_ptr->exp += new_exp;
3926 if (m_ptr->mflag2 & MFLAG2_CHAMELEON) return;
3928 if (m_ptr->exp >= r_ptr->next_exp)
3931 int old_hp = m_ptr->hp;
3932 int old_maxhp = m_ptr->max_maxhp;
3933 int old_r_idx = m_ptr->r_idx;
3934 byte old_sub_align = m_ptr->sub_align;
3936 /* Hack -- Reduce the racial counter of previous monster */
3937 real_r_ptr(m_ptr)->cur_num--;
3939 monster_desc(m_name, m_ptr, 0);
3940 m_ptr->r_idx = r_ptr->next_r_idx;
3942 /* Count the monsters on the level */
3943 real_r_ptr(m_ptr)->cur_num++;
3945 m_ptr->ap_r_idx = m_ptr->r_idx;
3946 r_ptr = &r_info[m_ptr->r_idx];
3948 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
3950 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
3954 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
3956 if (ironman_nightmare)
3958 u32b hp = m_ptr->max_maxhp * 2L;
3960 m_ptr->max_maxhp = (s16b)MIN(30000, hp);
3962 m_ptr->maxhp = m_ptr->max_maxhp;
3963 m_ptr->hp = old_hp * m_ptr->maxhp / old_maxhp;
3965 /* Extract the monster base speed */
3966 m_ptr->mspeed = get_mspeed(r_ptr);
3968 /* Sub-alignment of a monster */
3969 if (!is_pet(m_ptr) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
3970 m_ptr->sub_align = old_sub_align;
3973 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3974 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
3975 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
3980 if (is_pet(m_ptr) || m_ptr->ml)
3983 msg_format("%s¤Ï%s¤Ë¿Ê²½¤·¤¿¡£", m_name, r_name + r_ptr->name);
3985 msg_format("%^s evolved into %s.", m_name, r_name + r_ptr->name);
3987 r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
3989 /* Now you feel very close to this pet. */
3990 m_ptr->parent_m_idx = 0;
3992 update_mon(m_idx, FALSE);
3993 lite_spot(m_ptr->fy, m_ptr->fx);
3995 if (m_idx == p_ptr->riding) p_ptr->update |= PU_BONUS;