4 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.
11 /* Purpose: Monster spells and movement */
14 * This file has several additions to it by Keldon Jones (keldon@umr.edu)
15 * to improve the general quality of the AI (version 0.1.1).
20 #define SPEAK_CHANCE 8
25 * Calculate the direction to the next enemy
27 static bool get_enemy_dir(int m_idx, int *mm)
35 monster_type *m_ptr = &m_list[m_idx];
36 monster_race *r_ptr = &r_info[m_ptr->r_idx];
40 if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
42 y = m_list[riding_t_m_idx].fy;
43 x = m_list[riding_t_m_idx].fx;
45 else if (is_pet(m_ptr) && pet_t_m_idx)
47 y = m_list[pet_t_m_idx].fy;
48 x = m_list[pet_t_m_idx].fx;
52 if (p_ptr->inside_battle)
54 start = randint1(m_max-1)+m_max;
55 if(randint0(2)) plus = -1;
57 else start = m_max + 1;
59 /* Scan thru all monsters */
60 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
62 int dummy = (i % m_max);
67 t_ptr = &m_list[t_idx];
69 /* The monster itself isn't a target */
70 if (t_ptr == m_ptr) continue;
72 /* Paranoia -- Skip dead monsters */
73 if (!t_ptr->r_idx) continue;
77 /* Hack -- only fight away from player */
78 if (p_ptr->pet_follow_distance < 0)
80 /* No fighting near player */
81 if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
86 /* Hack -- no fighting away from player */
87 else if ((m_ptr->cdis < t_ptr->cdis) &&
88 (t_ptr->cdis > p_ptr->pet_follow_distance))
93 if (r_ptr->aaf < t_ptr->cdis) continue;
96 /* Monster must be 'an enemy' */
97 if (!are_enemies(m_ptr, t_ptr)) continue;
99 /* Monster must be projectable if we can't pass through walls */
100 if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
101 ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
103 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
107 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
110 /* OK -- we've got a target */
116 if (!x && !y) return FALSE;
119 /* Extract the direction */
124 if ((y < 0) && (x == 0))
131 else if ((y > 0) && (x == 0))
138 else if ((x > 0) && (y == 0))
145 else if ((x < 0) && (y == 0))
152 else if ((y < 0) && (x < 0))
159 else if ((y < 0) && (x > 0))
166 else if ((y > 0) && (x < 0))
173 else if ((y > 0) && (x > 0))
180 /* Found a monster */
186 * Hack, based on mon_take_hit... perhaps all monster attacks on
187 * other monsters should use this?
189 void mon_take_hit_mon(int m_idx, int dam, bool *fear, cptr note, int who)
191 monster_type *m_ptr = &m_list[m_idx];
193 monster_race *r_ptr = &r_info[m_ptr->r_idx];
197 bool seen = is_seen(m_ptr);
199 /* Can the player be aware of this attack? */
200 bool known = (m_ptr->cdis <= MAX_SIGHT);
202 /* Extract monster name */
203 monster_desc(m_name, m_ptr, 0);
205 /* Redraw (later) if needed */
208 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
209 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
215 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
217 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 0);
219 if (m_ptr->invulner && randint0(PENETRATE_INVULNERABILITY))
224 msg_format("%^s¤Ï¥À¥á¡¼¥¸¤ò¼õ¤±¤Ê¤¤¡£", m_name);
226 msg_format("%^s is unharmed.", m_name);
234 if (r_ptr->flagsr & RFR_RES_ALL)
239 if((dam == 0) && one_in_(3)) dam = 1;
246 msg_format("%^s¤Ï¥À¥á¡¼¥¸¤ò¼õ¤±¤Ê¤¤¡£", m_name);
248 msg_format("%^s is unharmed.", m_name);
259 /* It is dead now... or is it? */
262 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
263 (r_ptr->flags7 & RF7_NAZGUL)) &&
264 !p_ptr->inside_battle)
271 if (!monster_living(r_ptr))
282 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
283 /* Unseen death by normal attack */
288 /* Death by special attack */
292 msg_format("%^s%s", m_name, note);
294 msg_format("%^s%s", m_name, note);
298 /* Death by normal attack -- nonliving monster */
299 else if (!monster_living(r_ptr))
302 msg_format("%^s¤ÏÇ˲õ¤µ¤ì¤¿¡£", m_name);
304 msg_format("%^s is destroyed.", m_name);
308 /* Death by normal attack -- living monster */
312 msg_format("%^s¤Ï»¦¤µ¤ì¤¿¡£", m_name);
314 msg_format("%^s is killed.", m_name);
320 monster_gain_exp(who, m_ptr->r_idx);
322 /* Generate treasure */
323 monster_death(m_idx, FALSE);
325 /* Delete the monster */
326 delete_monster_idx(m_idx);
331 /* Monster is dead */
338 /* Mega-Hack -- Pain cancels fear */
339 if (m_ptr->monfear && (dam > 0))
341 int tmp = randint1(dam / 4);
343 /* Cure a little fear */
344 if (tmp < m_ptr->monfear)
347 m_ptr->monfear -= tmp;
350 /* Cure all the fear */
361 /* Sometimes a monster gets scared by damage */
362 if (!m_ptr->monfear && !(r_ptr->flags3 & RF3_NO_FEAR))
366 /* Percentage of fully healthy */
367 percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
370 * Run (sometimes) if at 10% or less of max hit points,
371 * or (usually) when hit for half its current hit points
373 if (((percentage <= 10) && (randint0(10) < percentage)) ||
374 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
376 /* Hack -- note fear */
379 /* XXX XXX XXX Hack -- Add some timed fear */
380 m_ptr->monfear += (randint1(10) +
381 (((dam >= m_ptr->hp) && (percentage > 7)) ?
382 20 : ((11 - percentage) * 5)));
386 #endif /* ALLOW_FEAR */
388 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
390 if (is_pet(&m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
392 set_target(m_ptr, m_list[who].fy, m_list[who].fx);
396 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
400 /* Extract monster name */
401 monster_desc(m_name, m_ptr, 0);
403 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
404 if (rakuba((dam > 200) ? 200 : dam, FALSE))
407 msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name);
409 msg_format("You have thrown off from %s!", m_name);
420 * Returns whether a given monster will try to run from the player.
422 * Monsters will attempt to avoid very powerful players. See below.
424 * Because this function is called so often, little details are important
425 * for efficiency. Like not using "mod" or "div" when possible. And
426 * attempting to check the conditions in an optimal order. Note that
427 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.
429 * Note that this function is responsible for about one to five percent
430 * of the processor use in normal conditions...
432 static int mon_will_run(int m_idx)
434 monster_type *m_ptr = &m_list[m_idx];
438 monster_race *r_ptr = &r_info[m_ptr->r_idx];
447 /* Friends can be commanded to avoid the player */
450 /* Are we trying to avoid the player? */
451 return ((p_ptr->pet_follow_distance < 0) &&
452 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
455 /* Keep monsters from running too far away */
456 if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
458 /* All "afraid" monsters will run away */
459 if (m_ptr->monfear) return (TRUE);
463 /* Nearby monsters will not become terrified */
464 if (m_ptr->cdis <= 5) return (FALSE);
466 /* Examine player power (level) */
469 /* Examine monster power (level plus morale) */
470 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
472 /* Optimize extreme cases below */
473 if (m_lev > p_lev + 4) return (FALSE);
474 if (m_lev + 4 <= p_lev) return (TRUE);
476 /* Examine player health */
480 /* Examine monster health */
482 m_mhp = m_ptr->maxhp;
484 /* Prepare to optimize the calculation */
485 p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
486 m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
488 /* Strong players scare strong monsters */
489 if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
493 /* Assume no terror */
501 * Search spell castable grid
503 static bool get_moves_aux2(int m_idx, int *yp, int *xp)
505 int i, y, x, y1, x1, best = 999;
508 bool can_open_door = FALSE;
511 monster_type *m_ptr = &m_list[m_idx];
512 monster_race *r_ptr = &r_info[m_ptr->r_idx];
514 /* Monster location */
518 /* Monster can already cast spell to player */
519 if (projectable(y1, x1, py, px)) return (FALSE);
521 /* Set current grid cost */
522 now_cost = cave[y1][x1].cost;
523 if (now_cost == 0) now_cost = 999;
525 /* Can monster bash or open doors? */
526 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
528 can_open_door = TRUE;
531 /* Check nearby grids, diagonals first */
532 for (i = 7; i >= 0; i--)
536 /* Get the location */
540 /* Ignore locations off of edge */
541 if (!in_bounds2(y, x)) continue;
543 /* Simply move to player */
544 if (player_bold(y, x)) return (FALSE);
550 /* Monster cannot kill or pass walls */
551 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))))
553 if (cost == 0) continue;
554 if (!can_open_door && is_closed_door(c_ptr->feat)) continue;
557 /* Hack -- for kill or pass wall monster.. */
558 if (cost == 0) cost = 998;
560 if (now_cost < cost) continue;
562 if (!projectable(y, x, py, px)) continue;
564 /* Accept louder sounds */
565 if (best < cost) continue;
568 (*yp) = y1 + ddy_ddd[i];
569 (*xp) = x1 + ddx_ddd[i];
572 /* No legal move (?) */
573 if (best == 999) return (FALSE);
581 * Choose the "best" direction for "flowing"
583 * Note that ghosts and rock-eaters are never allowed to "flow",
584 * since they should move directly towards the player.
586 * Prefer "non-diagonal" directions, but twiddle them a little
587 * to angle slightly towards the player's actual location.
589 * Allow very perceptive monsters to track old "spoor" left by
590 * previous locations occupied by the player. This will tend
591 * to have monsters end up either near the player or on a grid
592 * recently occupied by the player (and left via "teleport").
594 * Note that if "smell" is turned on, all monsters get vicious.
596 * Also note that teleporting away from a location will cause
597 * the monsters who were chasing you to converge on that location
598 * as long as you are still near enough to "annoy" them without
599 * being close enough to chase directly. I have no idea what will
600 * happen if you combine "smell" with low "aaf" values.
602 static bool get_moves_aux(int m_idx, int *yp, int *xp, bool no_flow)
604 int i, y, x, y1, x1, best;
607 bool use_scent = FALSE;
609 monster_type *m_ptr = &m_list[m_idx];
610 monster_race *r_ptr = &r_info[m_ptr->r_idx];
612 /* Can monster cast attack spell? */
613 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
614 r_ptr->flags5 & (RF5_ATTACK_MASK) ||
615 r_ptr->flags6 & (RF6_ATTACK_MASK))
617 /* Can move spell castable grid? */
618 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
621 /* Monster can't flow */
622 if (no_flow) return (FALSE);
624 /* Monster can go through rocks */
625 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
626 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
628 /* Monster location */
632 /* Hack -- Player can see us, run towards him */
633 if (player_has_los_bold(y1, x1) && projectable(py, px, y1, x1)) return (FALSE);
636 c_ptr = &cave[y1][x1];
638 /* If we can hear noises, advance towards them */
644 /* Otherwise, try to follow a scent trail */
645 else if (c_ptr->when)
648 if (cave[py][px].when - c_ptr->when > 127) return (FALSE);
654 /* Otherwise, advance blindly */
660 /* Check nearby grids, diagonals first */
661 for (i = 7; i >= 0; i--)
663 /* Get the location */
667 /* Ignore locations off of edge */
668 if (!in_bounds2(y, x)) continue;
672 /* We're following a scent trail */
675 int when = c_ptr->when;
677 /* Accept younger scent */
678 if (best > when) continue;
682 /* We're using sound */
687 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
689 else cost = c_ptr->cost;
691 /* Accept louder sounds */
692 if ((cost == 0) || (best < cost)) continue;
696 /* Hack -- Save the "twiddled" location */
697 (*yp) = py + 16 * ddy_ddd[i];
698 (*xp) = px + 16 * ddx_ddd[i];
701 /* No legal move (?) */
702 if (best == 999 || best == 0) return (FALSE);
710 * Provide a location to flee to, but give the player a wide berth.
712 * A monster may wish to flee to a location that is behind the player,
713 * but instead of heading directly for it, the monster should "swerve"
714 * around the player so that he has a smaller chance of getting hit.
716 static bool get_fear_moves_aux(int m_idx, int *yp, int *xp)
718 int y, x, y1, x1, fy, fx, gy = 0, gx = 0;
722 monster_type *m_ptr = &m_list[m_idx];
724 /* Monster location */
728 /* Desired destination */
732 /* Check nearby grids, diagonals first */
733 for (i = 7; i >= 0; i--)
737 /* Get the location */
741 /* Ignore locations off of edge */
742 if (!in_bounds2(y, x)) continue;
744 /* Don't move toward player */
745 /* if (cave[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
747 /* Calculate distance of this grid from our destination */
748 dis = distance(y, x, y1, x1);
750 /* Score this grid */
751 s = 5000 / (dis + 3) - 500 / (cave[y][x].dist + 1);
753 /* No negative scores */
756 /* Ignore lower scores */
757 if (s < score) continue;
759 /* Save the score and time */
762 /* Save the location */
767 /* No legal move (?) */
768 if (score == -1) return (FALSE);
779 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
782 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
783 * offsets of all the locations with a distance of n from a central point,
784 * with an offset of (0,0) indicating no more offsets at this distance.
786 * This is, of course, fairly unreadable, but it eliminates multiple loops
787 * from the previous version.
789 * It is probably better to replace these arrays with code to compute
790 * the relevant arrays, even if the storage is pre-allocated in hard
791 * coded sizes. At the very least, code should be included which is
792 * able to generate and dump these arrays (ala "los()"). XXX XXX XXX
794 * Also, the storage needs could be halved by using bytes. XXX XXX XXX
796 * These arrays could be combined into two big arrays, using sub-arrays
797 * to hold the offsets and lengths of each portion of the sub-arrays, and
798 * this could perhaps also be used somehow in the "look" code. XXX XXX XXX
802 static sint d_off_y_0[] =
805 static sint d_off_x_0[] =
809 static sint d_off_y_1[] =
810 { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
812 static sint d_off_x_1[] =
813 { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
816 static sint d_off_y_2[] =
817 { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
819 static sint d_off_x_2[] =
820 { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
823 static sint d_off_y_3[] =
824 { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2,
827 static sint d_off_x_3[] =
828 { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2,
832 static sint d_off_y_4[] =
833 { -1, -1, -2, -2, -3, -3, -3, -3, -4, -4, -4, 0,
834 0, 1, 1, 2, 2, 3, 3, 3, 3, 4, 4, 4, 0 };
836 static sint d_off_x_4[] =
837 { -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, -4, 4,
838 -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, 0 };
841 static sint d_off_y_5[] =
842 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
843 -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
846 static sint d_off_x_5[] =
847 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
848 -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
852 static sint d_off_y_6[] =
853 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
854 -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
857 static sint d_off_x_6[] =
858 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
859 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
860 -3, 2, 3, -1, 0, 1, 0 };
863 static sint d_off_y_7[] =
864 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
865 -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
866 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
868 static sint d_off_x_7[] =
869 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
870 -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
871 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
875 static sint d_off_y_8[] =
876 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
877 -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
878 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
881 static sint d_off_x_8[] =
882 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
883 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
884 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
888 static sint d_off_y_9[] =
889 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
890 -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
891 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
892 7, 8, 8, 8, 8, 9, 9, 9, 0 };
894 static sint d_off_x_9[] =
895 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
896 -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
897 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
898 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
901 static sint *dist_offsets_y[10] =
903 d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
904 d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
907 static sint *dist_offsets_x[10] =
909 d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
910 d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
914 * Choose a "safe" location near a monster for it to run toward.
916 * A location is "safe" if it can be reached quickly and the player
917 * is not able to fire into it (it isn't a "clean shot"). So, this will
918 * cause monsters to "duck" behind walls. Hopefully, monsters will also
919 * try to run towards corridor openings if they are in a room.
921 * This function may take lots of CPU time if lots of monsters are
924 * Return TRUE if a safe location is available.
926 static bool find_safety(int m_idx, int *yp, int *xp)
928 monster_type *m_ptr = &m_list[m_idx];
933 int y, x, dy, dx, d, dis, i;
934 int gy = 0, gx = 0, gdis = 0;
941 /* Start with adjacent locations, spread further */
942 for (d = 1; d < 10; d++)
944 /* Get the lists of points with a distance d from (fx, fy) */
945 y_offsets = dist_offsets_y[d];
946 x_offsets = dist_offsets_x[d];
948 /* Check the locations */
949 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
951 i++, dx = x_offsets[i], dy = y_offsets[i])
956 /* Skip illegal locations */
957 if (!in_bounds(y, x)) continue;
961 /* Skip locations in a wall */
962 if (!monster_can_cross_terrain(c_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
964 /* Check for "availability" (if monsters can flow) */
965 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
967 /* Ignore grids very far from the player */
968 if (c_ptr->dist == 0) continue;
970 /* Ignore too-distant grids */
971 if (c_ptr->dist > cave[fy][fx].dist + 2 * d) continue;
974 /* Check for absence of shot (more or less) */
975 if (!projectable(py, px, y, x))
977 /* Calculate distance from player */
978 dis = distance(y, x, py, px);
980 /* Remember if further than previous */
990 /* Check for success */
997 /* Found safe place */
1008 * Choose a good hiding place near a monster for it to run toward.
1010 * Pack monsters will use this to "ambush" the player and lure him out
1011 * of corridors into open space so they can swarm him.
1013 * Return TRUE if a good location is available.
1015 static bool find_hiding(int m_idx, int *yp, int *xp)
1017 monster_type *m_ptr = &m_list[m_idx];
1018 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1023 int y, x, dy, dx, d, dis, i;
1024 int gy = 0, gx = 0, gdis = 999;
1026 sint *y_offsets, *x_offsets;
1028 /* Start with adjacent locations, spread further */
1029 for (d = 1; d < 10; d++)
1031 /* Get the lists of points with a distance d from (fx, fy) */
1032 y_offsets = dist_offsets_y[d];
1033 x_offsets = dist_offsets_x[d];
1035 /* Check the locations */
1036 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
1038 i++, dx = x_offsets[i], dy = y_offsets[i])
1043 /* Skip illegal locations */
1044 if (!in_bounds(y, x)) continue;
1046 /* Skip occupied locations */
1047 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
1049 /* Check for hidden, available grid */
1050 if (!projectable(py, px, y, x) && clean_shot(fy, fx, y, x, FALSE))
1052 /* Calculate distance from player */
1053 dis = distance(y, x, py, px);
1055 /* Remember if closer than previous */
1056 if (dis < gdis && dis >= 2)
1065 /* Check for success */
1072 /* Found good place */
1083 * Choose "logical" directions for monster movement
1085 static bool get_moves(int m_idx, int *mm)
1087 monster_type *m_ptr = &m_list[m_idx];
1088 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1094 bool will_run = mon_will_run(m_idx);
1096 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (cave[m_ptr->fy][m_ptr->fx].cost > 2));
1097 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
1099 /* Counter attack to an enemy monster */
1100 if (!will_run && m_ptr->target_y)
1102 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
1104 /* The monster must be an enemy, and in LOS */
1106 are_enemies(m_ptr, &m_list[t_m_idx]) &&
1107 los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
1108 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1110 /* Extract the "pseudo-direction" */
1111 y = m_ptr->fy - m_ptr->target_y;
1112 x = m_ptr->fx - m_ptr->target_x;
1117 if (!done && !will_run && is_hostile(m_ptr) &&
1118 (r_ptr->flags1 & RF1_FRIENDS) &&
1119 ((los(m_ptr->fy, m_ptr->fx, py, px) && projectable(m_ptr->fy, m_ptr->fx, py, px)) ||
1120 (cave[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1123 * Animal packs try to get the player out of corridors
1124 * (...unless they can move through walls -- TY)
1126 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1127 !(r_ptr->flags2 & RF2_KILL_WALL))
1131 /* Count room grids next to player */
1132 for (i = 0; i < 8; i++)
1134 int xx = px + ddx_ddd[i];
1135 int yy = py + ddy_ddd[i];
1137 if (!in_bounds2(yy, xx)) continue;
1139 c_ptr = &cave[yy][xx];
1142 if (monster_can_cross_terrain(c_ptr->feat, r_ptr, 0))
1144 /* One more room grid */
1148 if (cave[py][px].info & CAVE_ROOM) room -= 2;
1149 if (!r_ptr->flags4 && !r_ptr->flags5 && !r_ptr->flags6) room -= 2;
1151 /* Not in a room and strong player */
1152 if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1153 (p_ptr->mhp + p_ptr->msp))
1155 /* Find hiding place */
1156 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1160 /* Monster groups try to surround the player */
1161 if (!done && (cave[m_ptr->fy][m_ptr->fx].dist < 3))
1165 /* Find an empty square near the player to fill */
1166 for (i = 0; i < 8; i++)
1168 /* Pick squares near player (semi-randomly) */
1169 y2 = py + ddy_ddd[(m_idx + i) & 7];
1170 x2 = px + ddx_ddd[(m_idx + i) & 7];
1172 /* Already there? */
1173 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1175 /* Attack the player */
1182 if (!in_bounds2(y2, x2)) continue;
1184 /* Ignore filled grids */
1185 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
1187 /* Try to fill this hole */
1191 /* Extract the new "pseudo-direction" */
1202 /* Flow towards the player */
1203 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1205 /* Extract the "pseudo-direction" */
1212 /* Apply fear if possible and necessary */
1213 if (is_pet(m_ptr) && will_run)
1215 /* XXX XXX Not very "smart" */
1220 if (!done && will_run)
1225 /* Try to find safe place */
1226 if (find_safety(m_idx, &y, &x))
1228 /* Attempt to avoid the player */
1231 /* Adjust movement */
1232 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1238 /* This is not a very "smart" method XXX XXX */
1246 /* Check for no move */
1247 if (!x && !y) return (FALSE);
1250 /* Extract the "absolute distances" */
1254 /* Do something weird */
1255 if (y < 0) move_val += 8;
1256 if (x > 0) move_val += 4;
1258 /* Prevent the diamond maneuvre */
1259 if (ay > (ax << 1)) move_val += 2;
1260 else if (ax > (ay << 1)) move_val++;
1262 /* Extract some directions */
1407 /* Wants to move... */
1412 static int check_hit2(int power, int level, int ac, int stun)
1416 /* Percentile dice */
1419 if (stun && one_in_(2)) return FALSE;
1421 /* Hack -- Always miss or hit */
1422 if (k < 10) return (k < 5);
1424 /* Calculate the "attack quality" */
1425 i = (power + (level * 3));
1427 /* Power and Level compete against Armor */
1428 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1435 /* Monster attacks monster */
1436 static bool monst_attack_monst(int m_idx, int t_idx)
1438 monster_type *m_ptr = &m_list[m_idx];
1439 monster_type *t_ptr = &m_list[t_idx];
1441 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1442 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1446 char m_name[80], t_name[80];
1448 bool blinked, heal_effect;
1449 bool explode = FALSE, touched = FALSE, fear = FALSE;
1450 int y_saver = t_ptr->fy;
1451 int x_saver = t_ptr->fx;
1453 bool see_m = is_seen(m_ptr);
1454 bool see_t = is_seen(t_ptr);
1455 bool see_either = see_m || see_t;
1457 /* Can the player be aware of this attack? */
1458 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1459 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1461 /* Cannot attack self */
1462 if (m_idx == t_idx) return FALSE;
1464 /* Not allowed to attack */
1465 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1467 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1472 /* Extract the effective monster level */
1473 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1475 /* Get the monster name (or "it") */
1476 monster_desc(m_name, m_ptr, 0);
1478 /* Get the monster name (or "it") */
1479 monster_desc(t_name, t_ptr, 0);
1481 /* Assume no blink */
1484 if (!see_either && known)
1489 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 0);
1491 /* Scan through all four blows */
1492 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1494 bool obvious = FALSE;
1501 /* Extract the attack infomation */
1502 int effect = r_ptr->blow[ap_cnt].effect;
1503 int method = r_ptr->blow[ap_cnt].method;
1504 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1505 int d_side = r_ptr->blow[ap_cnt].d_side;
1507 if (!m_ptr->r_idx) break;
1509 /* Stop attacking if the target dies! */
1510 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1513 /* Hack -- no more attacks */
1516 if (method == RBM_SHOOT) continue;
1518 /* Extract the attack "power" */
1519 power = mbe_info[effect].power;
1522 if (!effect || check_hit2(power, rlev, ac, m_ptr->stunned))
1527 if (tr_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
1529 /* Describe the attack method */
1535 act = "%s¤ò²¥¤Ã¤¿¡£";
1547 act = "%s¤ò¿¨¤Ã¤¿¡£";
1549 act = "touches %s.";
1559 act = "%s¤ò¥Ñ¥ó¥Á¤·¤¿¡£";
1561 act = "punches %s.";
1571 act = "%s¤ò½³¤Ã¤¿¡£";
1583 act = "%s¤ò¤Ò¤Ã¤«¤¤¤¿¡£";
1595 act = "%s¤ò³ú¤ó¤À¡£";
1607 act = "%s¤ò»É¤·¤¿¡£";
1619 act = "%s¤ò»Â¤Ã¤¿¡£";
1621 act = "slashes %s.";
1630 act = "%s¤ò³Ñ¤ÇÆͤ¤¤¿¡£";
1642 act = "%s¤ËÂÎÅö¤ê¤·¤¿¡£";
1644 act = "crushes %s.";
1654 act = "%s¤ò°û¤ß¹þ¤ó¤À¡£";
1656 act = "engulfs %s.";
1666 act = "%s¤ËÀÁµá½ñ¤ò¤è¤³¤·¤¿¡£";
1668 act = "charges %s.";
1678 act = "%s¤ÎÂΤξå¤òÇ礤²ó¤Ã¤¿¡£";
1680 act = "crawls on %s.";
1690 act = "%s¤Ë¤è¤À¤ì¤ò¤¿¤é¤·¤¿¡£";
1692 act = "drools on %s.";
1702 act = "%s¤ËÂäòÅǤ¤¤¿¡£";
1704 act = "spits on %s.";
1713 if (see_either) disturb(1, 0);
1728 act = "%s¤ò¤Ë¤é¤ó¤À¡£";
1730 act = "gazes at %s.";
1740 act = "%s¤Ëµã¤¤Ä¤¤¤¿¡£";
1742 act = "wails at %s.";
1752 act = "%s¤Ë˦»Ò¤òÈô¤Ð¤·¤¿¡£";
1754 act = "releases spores at %s.";
1764 act = "%s¤ËXXX4¤òÈô¤Ð¤·¤¿¡£";
1766 act = "projects XXX4's at %s.";
1776 act = "%s¤Ë¶â¤ò¤»¤¬¤ó¤À¡£";
1778 act = "begs %s for money.";
1788 act = "%s¤òÉî¿«¤·¤¿¡£";
1790 act = "insults %s.";
1800 act = "%s¤Ë¤à¤«¤Ã¤Æ¤¦¤á¤¤¤¿¡£";
1802 act = "moans at %s.";
1812 act = "%s¤Ë¤à¤«¤Ã¤Æ²Î¤Ã¤¿¡£";
1814 act = "sings to %s.";
1823 if (act && see_either)
1826 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1827 strfmt(temp, act, t_name);
1828 msg_format("%^s¤Ï%s", m_name, temp);
1830 if (do_silly_attack)
1832 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1833 strfmt(temp, "%s %s.", act, t_name);
1835 else strfmt(temp, act, t_name);
1836 msg_format("%^s %s", m_name, temp);
1840 /* Hack -- assume all attacks are obvious */
1843 /* Roll out the damage */
1844 damage = damroll(d_dice, d_side);
1846 /* Assume no healing effect */
1847 heal_effect = FALSE;
1851 /* Apply appropriate damage */
1863 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13)) {
1864 int tmp_damage = damage-(damage*((ac < 150) ? ac : 150)/250);
1865 damage = MAX(damage, tmp_damage*2);
1871 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1901 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1948 pt = GF_OLD_SLEEP; /* sort of close... */
1964 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1967 earthquake(m_ptr->fy, m_ptr->fx, 8);
2000 /* Do damage if not exploding */
2003 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
2004 (pt == GF_OLD_SLEEP ? r_ptr->level : damage), pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
2009 if ((monster_living(tr_ptr)) && (damage > 2))
2011 bool did_heal = FALSE;
2013 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
2016 m_ptr->hp += damroll(4, damage / 6);
2017 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2019 /* Redraw (later) if needed */
2020 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2021 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2023 /* Special message */
2024 if (see_m && did_heal)
2027 msg_format("%s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
2029 msg_format("%^s appears healthier.", m_name);
2039 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
2041 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
2046 msg_format("%^s¤ÏÆÍÁ³Ç®¤¯¤Ê¤Ã¤¿¡ª", m_name);
2048 msg_format("%^s is suddenly very hot!", m_name);
2051 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
2052 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2053 damroll (1 + ((tr_ptr->level) / 26),
2054 1 + ((tr_ptr->level) / 17)),
2055 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
2059 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
2064 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
2066 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
2071 msg_format("%^s¤ÏÆÍÁ³´¨¤¯¤Ê¤Ã¤¿¡ª", m_name);
2073 msg_format("%^s is suddenly very cold!", m_name);
2076 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
2077 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2078 damroll (1 + ((tr_ptr->level) / 26),
2079 1 + ((tr_ptr->level) / 17)),
2080 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
2084 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
2089 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
2091 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
2096 msg_format("%^s¤ÏÅÅ·â¤ò¿©¤é¤Ã¤¿¡ª", m_name);
2098 msg_format("%^s gets zapped!", m_name);
2101 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
2102 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2103 damroll (1 + ((tr_ptr->level) / 26),
2104 1 + ((tr_ptr->level) / 17)),
2105 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
2109 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
2116 /* Monster missed player */
2119 /* Analyze failed attacks */
2138 if (tr_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
2140 /* Visible monsters */
2145 msg_format("%s¤Ï%^s¤Î¹¶·â¤ò¤«¤ï¤·¤¿¡£", t_name,m_name);
2147 msg_format("%^s misses %s.", m_name, t_name);
2158 /* Analyze "visible" monsters only */
2159 if (m_ptr->ml && !do_silly_attack)
2161 /* Count "obvious" attacks (and ones that cause damage) */
2162 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
2164 /* Count attacks of this type */
2165 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
2167 r_ptr->r_blows[ap_cnt]++;
2175 sound(SOUND_EXPLODE);
2177 /* Cancel Invulnerability */
2178 if (m_ptr->invulner) m_ptr->invulner = 0;
2181 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_idx);
2183 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, " explodes into tiny shreds.", m_idx);
2190 if (blinked && m_ptr->r_idx)
2195 msg_print("Å¥ËÀ¤Ï¾Ð¤Ã¤Æƨ¤²¤¿¡ª");
2197 msg_print("The thief flees laughing!");
2205 teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE, FALSE);
2215 * The monster is known to be within 100 grids of the player
2217 * In several cases, we directly update the monster lore
2219 * Note that a monster is only allowed to "reproduce" if there
2220 * are a limited number of "reproducing" monsters on the current
2221 * level. This should prevent the level from being "swamped" by
2222 * reproducing monsters. It also allows a large mass of mice to
2223 * prevent a louse from multiplying, but this is a small price to
2224 * pay for a simple multiplication method.
2226 * XXX Monster fear is slightly odd, in particular, monsters will
2227 * fixate on opening a door even if they cannot open it. Actually,
2228 * the same thing happens to normal monsters when they hit a door
2230 * XXX XXX XXX In addition, monsters which *cannot* open or bash
2231 * down a door will still stand there trying to open it...
2233 * XXX Technically, need to check for monster in the way
2234 * combined with that monster being in a wall (or door?)
2236 * A "direction" of "5" means "pick a random direction".
2238 static void process_monster(int m_idx)
2240 monster_type *m_ptr = &m_list[m_idx];
2241 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2242 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2244 int i, d, oy, ox, ny, nx;
2249 feature_type *f_ptr;
2251 monster_type *y_ptr;
2264 bool gets_angry = FALSE;
2270 bool is_riding_mon = (m_idx == p_ptr->riding);
2272 bool see_m = is_seen(m_ptr);
2274 if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
2276 if (rakuba(0, TRUE))
2279 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2282 monster_desc(m_name, &m_list[p_ptr->riding], 0);
2283 msg_format("You have fallen from %s.", m_name);
2288 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !m_ptr->csleep)
2290 choose_new_monster(m_idx, FALSE, 0);
2291 r_ptr = &r_info[m_ptr->r_idx];
2294 /* Players hidden in shadow are almost imperceptable. -LM- */
2295 if (p_ptr->special_defense & NINJA_S_STEALTH)
2297 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2298 if (p_ptr->monlite) tmp /= 3;
2299 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2300 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2301 /* Low-level monsters will find it difficult to locate the player. */
2302 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
2305 /* Are there its parent? */
2306 if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
2308 /* Its parent have gone, it also goes away. */
2314 /* Acquire the monster name */
2315 monster_desc(m_name, m_ptr, 0);
2318 msg_format("%s¤Ï¾Ã¤¨µî¤Ã¤¿¡ª", m_name);
2320 msg_format("%^s disappears!", m_name);
2324 /* Delete the monster */
2325 delete_monster_idx(m_idx);
2330 /* Quantum monsters are odd */
2331 if (r_ptr->flags2 & (RF2_QUANTUM))
2333 /* Sometimes skip move */
2334 if (!randint0(2)) return;
2337 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2341 if (is_pet(m_ptr) && !(m_ptr->ml))
2348 /* Acquire the monster name */
2349 monster_desc(m_name, m_ptr, 0);
2353 msg_format("%s¤Ï¾Ã¤¨µî¤Ã¤¿¡ª", m_name);
2355 msg_format("%^s disappears!", m_name);
2359 /* Generate treasure, etc */
2360 monster_death(m_idx, FALSE);
2362 /* Delete the monster */
2363 delete_monster_idx(m_idx);
2368 msg_print("¾¯¤·¤Î´ÖÈᤷ¤¤µ¤Ê¬¤Ë¤Ê¤Ã¤¿¡£");
2370 msg_print("You feel sad for a moment.");
2378 if (m_ptr->r_idx == MON_SHURYUUDAN)
2380 mon_take_hit_mon(m_idx, 1, &fear, "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_idx);
2382 mon_take_hit_mon(m_idx, 1, &fear, " explodes into tiny shreds.", m_idx);
2385 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2387 static int riding_pinch = 0;
2389 if (m_ptr->hp < m_ptr->maxhp/3)
2392 monster_desc(m_name, m_ptr, 0);
2394 if (is_riding_mon && riding_pinch < 2)
2397 msg_format("%s¤Ï½ý¤ÎÄˤµ¤Î;¤ê¤¢¤Ê¤¿¤Î«Çû¤«¤éƨ¤ì¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", m_name);
2399 msg_format("%^s seems to be in so much pain, and trying to escape from your restriction.", m_name);
2409 msg_format("%s¤Ï¤¢¤Ê¤¿¤Î«Çû¤«¤éæ½Ð¤·¤¿¡£", m_name);
2411 msg_format("%^s succeeded to escape from your restriction!", m_name);
2413 if (rakuba(-1, FALSE))
2416 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2418 msg_print("You have fallen from riding pet.");
2425 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) &&
2426 player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, py, px))
2429 msg_format("%^s¡Ö¥Ô¥ó¥Á¤À¡ªÂàµÑ¤µ¤»¤Æ¤â¤é¤¦¡ª¡×", m_name);
2431 msg_format("%^s says 'It is the pinch! I will retreat'.", m_name);
2435 msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¡¦¥ì¥Ù¥ë¤Î´¬Êª¤òÆɤó¤À¡£", m_name);
2436 msg_format("%^s¤¬¾Ã¤¨µî¤Ã¤¿¡£", m_name);
2438 msg_format("%^s read a scroll of teleport level.", m_name);
2439 msg_format("%^s disappears.", m_name);
2443 if (is_riding_mon && rakuba(-1, FALSE))
2446 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2448 msg_print("You have fallen from riding pet.");
2452 /* Check for quest completion */
2453 check_quest_completion(m_ptr);
2455 delete_monster_idx(m_idx);
2462 /* Reset the counter */
2463 if (is_riding_mon) riding_pinch = 0;
2467 /* Handle "sleep" */
2470 /* Handle non-aggravation - Still sleeping */
2471 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2473 /* Handle aggravation */
2475 /* Reset sleep counter */
2478 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
2480 /* Notice the "waking up" */
2485 /* Acquire the monster name */
2486 monster_desc(m_name, m_ptr, 0);
2488 /* Dump a message */
2490 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
2492 msg_format("%^s wakes up.", m_name);
2495 /* Redraw the health bar */
2496 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2497 if (is_riding_mon) p_ptr->redraw |= (PR_UHEALTH);
2499 /* Hack -- Count the wakings */
2500 if (r_ptr->r_wake < MAX_UCHAR)
2510 /* Sometimes skip move */
2511 if (one_in_(2)) return;
2516 p_ptr->update |= (PU_BONUS);
2519 /* No one wants to be your friend if you're aggravating */
2520 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2523 /* Paranoia... no pet uniques outside wizard mode -- TY */
2524 if (is_pet(m_ptr) &&
2525 ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2526 monster_has_hostile_align(NULL, 10, -10, r_ptr))
2527 || (r_ptr->flagsr & RFR_RES_ALL)))
2532 if (p_ptr->inside_battle) gets_angry = FALSE;
2537 monster_desc(m_name, m_ptr, 0);
2539 msg_format("%^s¤ÏÆÍÁ³Å¨¤Ë¤Þ¤ï¤Ã¤¿¡ª", m_name);
2541 msg_format("%^s suddenly becomes hostile!", m_name);
2547 /* Get the origin */
2552 /* Attempt to "multiply" if able and allowed */
2553 if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2557 /* Count the adjacent monsters */
2558 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2560 for (x = ox - 1; x <= ox + 1; x++)
2562 /* Ignore locations off of edge */
2563 if (!in_bounds2(y, x)) continue;
2565 if (cave[y][x].m_idx) k++;
2569 /* Hack -- multiply slower in crowded areas */
2570 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2572 /* Try to multiply */
2573 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2575 /* Take note if visible */
2576 if (m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2578 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2581 /* Multiplying takes energy */
2588 if (r_ptr->flags6 & RF6_SPECIAL)
2590 /* Hack -- Ohmu scatters molds! */
2591 if (m_ptr->r_idx == MON_OHMU)
2593 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2595 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2598 int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2599 u32b p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2601 for (k = 0; k < 6; k++)
2603 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_BIZARRE1, (PM_ALLOW_GROUP | p_mode)))
2605 if (m_list[hack_m_idx_ii].ml) count++;
2609 if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2616 if (!p_ptr->inside_battle)
2618 /* Hack! "Cyber" monster makes noise... */
2619 if (m_ptr->ap_r_idx == MON_CYBER &&
2620 one_in_(CYBERNOISE) &&
2621 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2623 if (disturb_minor) disturb(FALSE, FALSE);
2625 msg_print("½Å¸ü¤Ê²»¤¬Ê¹¤³¤¨¤¿¡£");
2627 msg_print("You hear heavy steps.");
2632 /* Some monsters can speak */
2633 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2634 one_in_(SPEAK_CHANCE) &&
2635 player_has_los_bold(oy, ox) &&
2636 projectable(oy, ox, py, px))
2639 char monmessage[1024];
2642 /* Acquire the monster name/poss */
2644 monster_desc(m_name, m_ptr, 0);
2647 strcpy(m_name, "¤½¤ì");
2649 strcpy(m_name, "It");
2653 /* Select the file for monster quotes */
2656 filename = "monfear_j.txt";
2658 filename = "monfear.txt";
2661 else if (is_pet(m_ptr))
2663 filename = "monpet_j.txt";
2665 filename = "monpet.txt";
2668 else if (is_friendly(m_ptr))
2670 filename = "monfrien_j.txt";
2672 filename = "monfrien.txt";
2677 filename = "monspeak_j.txt";
2679 filename = "monspeak.txt";
2683 /* Get the monster line */
2684 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2688 msg_format("%^s%s", m_name, monmessage);
2690 msg_format("%^s %s", m_name, monmessage);
2697 /* Try to cast spell occasionally */
2698 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2700 bool counterattack = FALSE;
2702 /* Give priority to counter attack? */
2703 if (m_ptr->target_y)
2705 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
2707 /* The monster must be an enemy, and projectable */
2709 are_enemies(m_ptr, &m_list[t_m_idx]) &&
2710 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2712 counterattack = TRUE;
2718 /* Attempt to cast a spell */
2719 if (aware && make_attack_spell(m_idx)) return;
2722 * Attempt to cast a spell at an enemy other than the player
2723 * (may slow the game a smidgeon, but I haven't noticed.)
2725 if (monst_spell_monst(m_idx)) return;
2729 /* Attempt to do counter attack at first */
2730 if (monst_spell_monst(m_idx)) return;
2732 if (aware && make_attack_spell(m_idx)) return;
2736 /* Hack -- Assume no movement */
2737 mm[0] = mm[1] = mm[2] = mm[3] = 0;
2738 mm[4] = mm[5] = mm[6] = mm[7] = 0;
2741 /* Confused -- 100% random */
2742 if (m_ptr->confused || !aware)
2744 /* Try four "random" directions */
2745 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2748 /* 75% random movement */
2749 else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2750 (randint0(100) < 75))
2752 /* Memorize flags */
2753 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2755 /* Try four "random" directions */
2756 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2759 /* 50% random movement */
2760 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2761 (randint0(100) < 50))
2763 /* Memorize flags */
2764 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2766 /* Try four "random" directions */
2767 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2770 /* 25% random movement */
2771 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2772 (randint0(100) < 25))
2774 /* Memorize flags */
2775 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2777 /* Try four "random" directions */
2778 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2781 /* Can't reach player - find something else to hit */
2782 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2784 /* Try four "random" directions */
2785 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2787 /* Look for an enemy */
2788 #if 0 /* Hack - Too slow. Mimic pits are horrible with this on. */
2789 get_enemy_dir(m_idx, mm);
2793 /* Pets will follow the player */
2794 else if (is_pet(m_ptr))
2796 /* Are we trying to avoid the player? */
2797 bool avoid = ((p_ptr->pet_follow_distance < 0) &&
2798 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2800 /* Do we want to find the player? */
2801 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2803 /* Should we find the player if we can't find a monster? */
2804 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2806 /* by default, move randomly */
2807 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2809 /* Look for an enemy */
2810 if (!get_enemy_dir(m_idx, mm))
2812 /* Find the player if necessary */
2813 if (avoid || lonely || distant)
2815 /* Remember the leash length */
2816 int dis = p_ptr->pet_follow_distance;
2818 /* Hack -- adjust follow distance temporarily */
2819 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2821 p_ptr->pet_follow_distance = PET_SEEK_DIST;
2824 /* Find the player */
2825 (void)get_moves(m_idx, mm);
2827 /* Restore the leash */
2828 p_ptr->pet_follow_distance = dis;
2833 /* Friendly monster movement */
2834 else if (!is_hostile(m_ptr))
2836 /* by default, move randomly */
2837 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2839 /* Look for an enemy */
2840 get_enemy_dir(m_idx, mm);
2842 /* Normal movement */
2845 /* Logical moves, may do nothing */
2846 if (!get_moves(m_idx, mm)) return;
2849 /* Assume nothing */
2854 /* Assume nothing */
2855 did_open_door = FALSE;
2856 did_bash_door = FALSE;
2857 did_take_item = FALSE;
2858 did_kill_item = FALSE;
2859 did_move_body = FALSE;
2860 did_pass_wall = FALSE;
2861 did_kill_wall = FALSE;
2864 /* Take a zero-terminated array of "directions" */
2865 for (i = 0; mm[i]; i++)
2867 /* Get the direction */
2870 /* Hack -- allow "randomized" motion */
2871 if (d == 5) d = ddd[randint0(8)];
2873 /* Get the destination */
2877 /* Ignore locations off of edge */
2878 if (!in_bounds2(ny, nx)) continue;
2880 /* Access that cave grid */
2881 c_ptr = &cave[ny][nx];
2882 f_ptr = &f_info[c_ptr->feat];
2883 can_cross = monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2885 /* Access that cave grid's contents */
2886 y_ptr = &m_list[c_ptr->m_idx];
2888 /* Hack -- player 'in' wall */
2889 if (player_bold(ny, nx))
2894 else if (c_ptr->m_idx)
2896 /* Possibly a monster to attack */
2900 /* Floor is open? */
2903 /* Go ahead and move */
2906 /* Monster moves through walls (and doors) */
2907 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2908 have_flag(f_ptr->flags, FF_CAN_PASS))
2910 /* Monster went through a wall */
2911 did_pass_wall = TRUE;
2914 if ((r_ptr->flags2 & RF2_KILL_WALL) && have_flag(f_ptr->flags, FF_TUNNEL) &&
2915 !have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_PERMANENT))
2917 /* Monster destroyed a wall (later) */
2918 did_kill_wall = TRUE;
2922 /* Monster destroys walls (and doors) */
2923 else if ((r_ptr->flags2 & RF2_KILL_WALL) && !is_riding_mon &&
2924 have_flag(f_ptr->flags, FF_TUNNEL) && !have_flag(f_ptr->flags, FF_PERMANENT))
2926 /* Eat through walls/doors/rubble */
2929 /* Monster destroyed a wall (later) */
2930 did_kill_wall = TRUE;
2933 /* Handle doors and secret doors */
2934 else if (is_closed_door(c_ptr->feat))
2936 bool may_bash = TRUE;
2937 feature_type *f_ptr = &f_info[c_ptr->feat];
2939 /* Assume no move allowed */
2942 /* Creature can open doors. */
2943 if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2944 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2949 /* The door is open */
2950 did_open_door = TRUE;
2952 /* Do not bash the door */
2959 /* Locked doors (not jammed) */
2962 /* Try to unlock it XXX XXX XXX */
2963 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2965 /* Unlock the door */
2966 cave_alter_feat(ny, nx, FF_DISARM);
2968 /* Do not bash the door */
2977 /* Stuck doors -- attempt to bash them down if allowed */
2978 if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2979 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2981 /* Attempt to Bash XXX XXX XXX */
2982 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2986 msg_print("¥É¥¢¤òᤳ«¤±¤ë²»¤¬¤·¤¿¡ª");
2988 msg_print("You hear a door burst open!");
2991 /* Disturb (sometimes) */
2992 if (disturb_minor) disturb(0, 0);
2994 /* The door was bashed open */
2995 did_bash_door = TRUE;
2997 /* Hack -- fall into doorway */
3003 /* Deal with doors in the way */
3004 if (did_open_door || did_bash_door)
3006 /* Break down the door */
3007 if (did_bash_door && ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat)))
3009 cave_alter_feat(ny, nx, FF_BASH);
3015 cave_alter_feat(ny, nx, FF_OPEN);
3018 /* Handle viewable doors */
3019 if (player_has_los_bold(ny, nx)) do_view = TRUE;
3023 /* Hack -- check for Glyph of Warding */
3024 if (do_move && is_glyph_grid(c_ptr) &&
3025 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
3027 /* Assume no move allowed */
3030 /* Break the ward */
3031 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
3033 /* Describe observable breakage */
3034 if (c_ptr->info & CAVE_MARK)
3037 msg_print("¼é¤ê¤Î¥ë¡¼¥ó¤¬²õ¤ì¤¿¡ª");
3039 msg_print("The rune of protection is broken!");
3043 /* Forget the rune */
3044 c_ptr->info &= ~(CAVE_MARK);
3046 /* Break the rune */
3047 c_ptr->info &= ~(CAVE_OBJECT);
3050 /* Allow movement */
3057 else if (do_move && is_explosive_rune_grid(c_ptr) &&
3058 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
3060 /* Assume no move allowed */
3063 /* Break the ward */
3066 /* Break the ward */
3067 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
3069 /* Describe observable breakage */
3070 if (c_ptr->info & CAVE_MARK)
3073 msg_print("¥ë¡¼¥ó¤¬Çúȯ¤·¤¿¡ª");
3075 msg_print("The rune explodes!");
3078 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);
3084 msg_print("Çúȯ¤Î¥ë¡¼¥ó¤Ï²ò½ü¤µ¤ì¤¿¡£");
3086 msg_print("An explosive rune was disarmed.");
3090 /* Forget the rune */
3091 c_ptr->info &= ~(CAVE_MARK);
3093 /* Break the rune */
3094 c_ptr->info &= ~(CAVE_OBJECT);
3100 if (!m_ptr->r_idx) return;
3101 /* Allow movement */
3106 /* The player is in the way */
3107 if (do_move && player_bold(ny, nx))
3109 /* Some monsters never attack */
3110 if (r_ptr->flags1 & RF1_NEVER_BLOW)
3112 /* Hack -- memorize lack of attacks */
3113 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
3119 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
3120 if (do_move && (d_info[dungeon_type].flags1 & DF1_NO_MELEE))
3122 if (!m_ptr->confused)
3124 if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
3127 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
3132 /* The player is in the way. Attack him. */
3135 if (!p_ptr->riding || one_in_(2))
3138 (void)make_attack_normal(m_idx);
3149 /* A monster is in the way */
3150 if (do_move && c_ptr->m_idx)
3152 monster_race *z_ptr = &r_info[y_ptr->r_idx];
3154 /* Assume no movement */
3157 /* Attack 'enemies' */
3158 if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
3159 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
3160 can_cross && (c_ptr->m_idx != p_ptr->riding)) ||
3161 are_enemies(m_ptr, y_ptr) || m_ptr->confused)
3163 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
3165 if (r_ptr->flags2 & RF2_KILL_BODY)
3167 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
3171 if (y_ptr->r_idx && (y_ptr->hp >= 0))
3173 if (monst_attack_monst(m_idx, c_ptr->m_idx)) return;
3175 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
3176 else if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
3178 if (m_ptr->confused) return;
3179 else if (r_ptr->flags2 & RF2_STUPID)
3181 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
3189 /* Push past weaker monsters (unless leaving a wall) */
3190 else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
3191 (r_ptr->mexp > z_ptr->mexp) &&
3192 can_cross && (c_ptr->m_idx != p_ptr->riding) &&
3193 monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
3195 /* Allow movement */
3198 /* Monster pushed past another monster */
3199 did_move_body = TRUE;
3201 /* Wake up the moved monster */
3204 if (r_info[y_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
3205 p_ptr->update |= (PU_MON_LITE);
3207 /* XXX XXX XXX Message */
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.
3217 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
3219 /* Assume no move allowed */
3223 /* Some monsters never move */
3224 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
3226 /* Hack -- memorize lack of attacks */
3227 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3235 if (!p_ptr->riding_ryoute && !(m_list[p_ptr->riding].monfear)) do_move = FALSE;
3238 /* Creature has been allowed move */
3241 s16b this_o_idx, next_o_idx;
3248 if (one_in_(GRINDNOISE))
3251 msg_print("¥®¥·¥®¥·¤¤¤¦²»¤¬Ê¹¤³¤¨¤ë¡£");
3253 msg_print("There is a grinding sound.");
3257 cave_alter_feat(ny, nx, FF_HURT_DISI);
3259 /* Note changes to viewable region */
3260 if (player_has_los_bold(ny, nx)) do_view = TRUE;
3262 else if (have_flag(f_ptr->flags, FF_TREE))
3264 if (!(r_ptr->flags7 & RF7_CAN_FLY) && (!is_riding_mon || !p_ptr->levitation) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3266 m_ptr->energy_need += ENERGY_NEED();
3272 /* Hack -- Update the old location */
3273 cave[oy][ox].m_idx = c_ptr->m_idx;
3275 /* Mega-Hack -- move the old monster, if any */
3278 /* Move the old monster */
3282 /* Update the old monster */
3283 update_mon(c_ptr->m_idx, TRUE);
3286 /* Hack -- Update the new location */
3287 c_ptr->m_idx = m_idx;
3289 /* Move the monster */
3293 /* Update the monster */
3294 update_mon(m_idx, TRUE);
3296 /* Redraw the old grid */
3299 /* Redraw the new grid */
3305 /* sound(SOUND_WALK); */
3307 /* Move the player */
3308 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
3311 /* Possible disturb */
3314 (disturb_near && (m_ptr->mflag & MFLAG_VIEW)) ||
3315 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3318 if (is_hostile(m_ptr))
3322 /* Scan all objects in the grid */
3323 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3327 /* Acquire object */
3328 o_ptr = &o_list[this_o_idx];
3330 /* Acquire next object */
3331 next_o_idx = o_ptr->next_o_idx;
3334 if (o_ptr->tval == TV_GOLD) continue;
3337 * Skip "real" corpses and statues, to avoid extreme
3338 * silliness like a novice rogue pockets full of statues
3341 if ((o_ptr->tval == TV_CORPSE) ||
3342 (o_ptr->tval == TV_STATUE)) continue;
3344 /* Take or Kill objects on the floor */
3345 if ((r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3346 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS)))
3348 u32b flgs[TR_FLAG_SIZE];
3354 char o_name[MAX_NLEN];
3356 /* Extract some flags */
3357 object_flags(o_ptr, flgs);
3359 /* Acquire the object name */
3360 object_desc(o_name, o_ptr, 0);
3362 /* Acquire the monster name */
3363 monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
3365 /* React to objects that hurt the monster */
3366 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3367 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3368 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
3369 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
3370 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
3371 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
3372 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
3373 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
3374 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
3375 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
3376 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3377 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3378 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3379 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3380 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
3381 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
3382 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
3383 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
3385 /* The object cannot be picked up by the monster */
3386 if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2))
3388 /* Only give a message for "take_item" */
3389 if ((r_ptr->flags2 & (RF2_TAKE_ITEM)) && (r_ptr->flags2 & (RF2_STUPID)))
3392 did_take_item = TRUE;
3394 /* Describe observable situations */
3395 if (m_ptr->ml && player_can_see_bold(ny, nx))
3397 /* Dump a message */
3399 msg_format("%^s¤Ï%s¤ò½¦¤ª¤¦¤È¤·¤¿¤¬¡¢¤À¤á¤À¤Ã¤¿¡£", m_name, o_name);
3401 msg_format("%^s tries to pick up %s, but fails.", m_name, o_name);
3407 /* Pick up the item */
3408 else if (r_ptr->flags2 & RF2_TAKE_ITEM)
3411 did_take_item = TRUE;
3413 /* Describe observable situations */
3414 if (player_can_see_bold(ny, nx))
3416 /* Dump a message */
3418 msg_format("%^s¤¬%s¤ò½¦¤Ã¤¿¡£", m_name, o_name);
3420 msg_format("%^s picks up %s.", m_name, o_name);
3424 /* Excise the object */
3425 excise_object_idx(this_o_idx);
3430 /* Forget location */
3431 o_ptr->iy = o_ptr->ix = 0;
3433 /* Memorize monster */
3434 o_ptr->held_m_idx = m_idx;
3437 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3440 m_ptr->hold_o_idx = this_o_idx;
3443 /* Destroy the item if not a pet */
3444 else if (!is_pet(m_ptr))
3447 did_kill_item = TRUE;
3449 /* Describe observable situations */
3450 if (player_has_los_bold(ny, nx))
3452 /* Dump a message */
3454 msg_format("%^s¤¬%s¤òÇ˲õ¤·¤¿¡£", m_name, o_name);
3456 msg_format("%^s destroys %s.", m_name, o_name);
3460 /* Delete the object */
3461 delete_object_idx(this_o_idx);
3467 /* Stop when done */
3472 * Forward movements failed, but now received LOS attack!
3473 * Try to flow by smell.
3475 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3476 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3478 /* If we haven't done anything, try casting a spell again */
3479 if (!do_turn && !do_move && !m_ptr->monfear && !is_riding_mon && aware)
3481 /* Try to cast spell again */
3482 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3484 if (make_attack_spell(m_idx)) return;
3489 /* Notice changes in view */
3492 /* Update some things */
3493 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
3496 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3499 /* Notice changes in view */
3500 if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3501 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3503 /* Update some things */
3504 p_ptr->update |= (PU_MON_LITE);
3507 /* Learn things from observable monster */
3508 if (is_original_ap_and_seen(m_ptr))
3510 /* Monster opened a door */
3511 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3513 /* Monster bashed a door */
3514 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3516 /* Monster tried to pick something up */
3517 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3519 /* Monster tried to crush something */
3520 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3522 /* Monster pushed past another monster */
3523 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3525 /* Monster passed through a wall */
3526 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3528 /* Monster destroyed a wall */
3529 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3533 /* Hack -- get "bold" if out of options */
3534 if (!do_turn && !do_move && m_ptr->monfear && aware)
3536 /* No longer afraid */
3539 /* Message if seen */
3544 /* Acquire the monster name */
3545 monster_desc(m_name, m_ptr, 0);
3547 /* Dump a message */
3549 msg_format("%^s¤ÏÀ襤¤ò·è°Õ¤·¤¿¡ª", m_name);
3551 msg_format("%^s turns to fight!", m_name);
3554 /* Redraw (later) if needed */
3555 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3557 chg_virtue(V_COMPASSION, -1);
3560 /* XXX XXX XXX Actually do something now (?) */
3565 * Process all the "live" monsters, once per game turn.
3567 * During each game turn, we scan through the list of all the "live" monsters,
3568 * (backwards, so we can excise any "freshly dead" monsters), energizing each
3569 * monster, and allowing fully energized monsters to move, attack, pass, etc.
3571 * Note that monsters can never move in the monster array (except when the
3572 * "compact_monsters()" function is called by "dungeon()" or "save_player()").
3574 * This function is responsible for at least half of the processor time
3575 * on a normal system with a "normal" amount of monsters and a player doing
3578 * When the player is resting, virtually 90% of the processor time is spent
3579 * in this function, and its children, "process_monster()" and "make_move()".
3581 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",
3582 * especially when the player is running.
3584 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"
3585 * monsters while they are still being "born". A monster is "fresh" only
3586 * during the turn in which it is created, and we use the "hack_m_idx" to
3587 * determine if the monster is yet to be processed during the current turn.
3589 * Note the special "MFLAG_NICE" flag, which allows the player to get one
3590 * move before any "nasty" monsters get to use their spell attacks.
3592 * Note that when the "knowledge" about the currently tracked monster
3593 * changes (flags, attacks, spells), we induce a redraw of the monster
3596 void process_monsters(void)
3603 monster_type *m_ptr;
3604 monster_race *r_ptr;
3606 int old_monster_race_idx;
3608 u32b old_r_flags1 = 0L;
3609 u32b old_r_flags2 = 0L;
3610 u32b old_r_flags3 = 0L;
3611 u32b old_r_flags4 = 0L;
3612 u32b old_r_flags5 = 0L;
3613 u32b old_r_flags6 = 0L;
3614 u32b old_r_flagsr = 0L;
3616 byte old_r_blows0 = 0;
3617 byte old_r_blows1 = 0;
3618 byte old_r_blows2 = 0;
3619 byte old_r_blows3 = 0;
3621 byte old_r_cast_spell = 0;
3625 /* Clear monster fighting indicator */
3628 /* Memorize old race */
3629 old_monster_race_idx = p_ptr->monster_race_idx;
3631 /* Acquire knowledge */
3632 if (p_ptr->monster_race_idx)
3634 /* Acquire current monster */
3635 r_ptr = &r_info[p_ptr->monster_race_idx];
3637 /* Memorize flags */
3638 old_r_flags1 = r_ptr->r_flags1;
3639 old_r_flags2 = r_ptr->r_flags2;
3640 old_r_flags3 = r_ptr->r_flags3;
3641 old_r_flags4 = r_ptr->r_flags4;
3642 old_r_flags5 = r_ptr->r_flags5;
3643 old_r_flags6 = r_ptr->r_flags6;
3644 old_r_flagsr = r_ptr->r_flagsr;
3646 /* Memorize blows */
3647 old_r_blows0 = r_ptr->r_blows[0];
3648 old_r_blows1 = r_ptr->r_blows[1];
3649 old_r_blows2 = r_ptr->r_blows[2];
3650 old_r_blows3 = r_ptr->r_blows[3];
3652 /* Memorize castings */
3653 old_r_cast_spell = r_ptr->r_cast_spell;
3657 /* Process the monsters (backwards) */
3658 for (i = m_max - 1; i >= 1; i--)
3660 /* Access the monster */
3662 r_ptr = &r_info[m_ptr->r_idx];
3664 /* Handle "leaving" */
3665 if (p_ptr->leaving) break;
3667 /* Ignore "dead" monsters */
3668 if (!m_ptr->r_idx) continue;
3670 if (p_ptr->wild_mode) continue;
3673 /* Handle "fresh" monsters */
3674 if (m_ptr->mflag & MFLAG_BORN)
3676 /* No longer "fresh" */
3677 m_ptr->mflag &= ~(MFLAG_BORN);
3683 /* Hack -- Require proximity */
3684 if (m_ptr->cdis >= AAF_LIMIT) continue;
3687 /* Access the location */
3691 /* Flow by smell is allowed */
3692 if (!p_ptr->no_flowed)
3694 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3697 /* Assume no move */
3700 /* Handle "sensing radius" */
3701 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3703 /* We can "sense" the player */
3707 /* Handle "sight" and "aggravation" */
3708 else if ((m_ptr->cdis <= MAX_SIGHT) &&
3709 (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3711 /* We can "see" or "feel" the player */
3715 #if 0 /* (cave[py][px].when == cave[fy][fx].when) is always FALSE... */
3716 /* Hack -- Monsters can "smell" the player from far away */
3717 /* Note that most monsters have "aaf" of "20" or so */
3718 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3719 cave_have_flag_bold(py, px, FF_MOVE) &&
3720 (cave[py][px].when == cave[fy][fx].when) &&
3721 (cave[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3722 (cave[fy][fx].dist < r_ptr->aaf))
3724 /* We can "smell" the player */
3728 else if (m_ptr->target_y) test = TRUE;
3731 if (!test) continue;
3734 if (p_ptr->riding == i)
3735 speed = p_ptr->pspeed;
3738 speed = m_ptr->mspeed;
3740 /* Monsters move quickly in Nightmare mode */
3741 if (ironman_nightmare) speed += 5;
3743 if (m_ptr->fast) speed += 10;
3744 if (m_ptr->slow) speed -= 10;
3747 /* Give this monster some energy */
3748 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3750 /* Not enough energy to move */
3751 if (m_ptr->energy_need > 0) continue;
3753 /* Use up "some" energy */
3754 m_ptr->energy_need += ENERGY_NEED();
3757 /* Save global index */
3760 /* Process the monster */
3763 reset_target(m_ptr);
3765 /* Give up flow_by_smell when it might useless */
3766 if (p_ptr->no_flowed && one_in_(3))
3767 m_ptr->mflag2 |= MFLAG2_NOFLOW;
3769 /* Hack -- notice death or departure */
3770 if (!p_ptr->playing || p_ptr->is_dead) break;
3772 /* Notice leaving */
3773 if (p_ptr->leaving) break;
3776 /* Reset global index */
3780 /* Tracking a monster race (the same one we were before) */
3781 if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3783 /* Acquire monster race */
3784 r_ptr = &r_info[p_ptr->monster_race_idx];
3786 /* Check for knowledge change */
3787 if ((old_r_flags1 != r_ptr->r_flags1) ||
3788 (old_r_flags2 != r_ptr->r_flags2) ||
3789 (old_r_flags3 != r_ptr->r_flags3) ||
3790 (old_r_flags4 != r_ptr->r_flags4) ||
3791 (old_r_flags5 != r_ptr->r_flags5) ||
3792 (old_r_flags6 != r_ptr->r_flags6) ||
3793 (old_r_flagsr != r_ptr->r_flagsr) ||
3794 (old_r_blows0 != r_ptr->r_blows[0]) ||
3795 (old_r_blows1 != r_ptr->r_blows[1]) ||
3796 (old_r_blows2 != r_ptr->r_blows[2]) ||
3797 (old_r_blows3 != r_ptr->r_blows[3]) ||
3798 (old_r_cast_spell != r_ptr->r_cast_spell))
3801 p_ptr->window |= (PW_MONSTER);
3808 bool process_the_world(int num, int who, bool vs_player)
3810 monster_type *m_ptr = &m_list[hack_m_idx]; /* the world monster */
3812 if(world_monster) return (FALSE);
3817 monster_desc(m_name, m_ptr, 0);
3821 msg_print("¡Ö¡Ø¥¶¡¦¥ï¡¼¥ë¥É¡Ù¡ª»þ¤Ï»ß¤Þ¤Ã¤¿¡ª¡×");
3823 msg_format("%s yells 'The World! Time has stopped!'", m_name);
3827 msg_print("¡Ö»þ¤è¡ª¡×");
3829 msg_format("%s yells 'Time!'", m_name);
3831 else msg_print("hek!");
3836 /* This monster cast spells */
3837 world_monster = hack_m_idx;
3839 if (vs_player) do_cmd_redraw();
3843 if(!m_ptr->r_idx) break;
3844 process_monster(world_monster);
3846 reset_target(m_ptr);
3849 if (p_ptr->notice) notice_stuff();
3852 if (p_ptr->update) update_stuff();
3855 if (p_ptr->redraw) redraw_stuff();
3858 if (p_ptr->window) window_stuff();
3861 if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
3865 p_ptr->redraw |= (PR_MAP);
3867 /* Update monsters */
3868 p_ptr->update |= (PU_MONSTERS);
3871 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3874 if (vs_player || (los(py, px, m_ptr->fy, m_ptr->fx) && projectable(py, px, m_ptr->fy, m_ptr->fx)))
3877 msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
3879 msg_print("You feel time flowing around you once more.");
3890 void monster_gain_exp(int m_idx, int s_idx)
3892 monster_type *m_ptr = &m_list[m_idx];
3893 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3894 monster_race *s_ptr = &r_info[s_idx];
3897 if (p_ptr->inside_battle) return;
3899 if (!r_ptr->next_exp) return;
3901 new_exp = s_ptr->mexp * s_ptr->level / (r_ptr->level + 2);
3902 if (m_idx == p_ptr->riding) new_exp = (new_exp + 1) / 2;
3903 if (!dun_level) new_exp /= 5;
3904 m_ptr->exp += new_exp;
3905 if (m_ptr->mflag2 & MFLAG2_CHAMELEON) return;
3907 if (m_ptr->exp >= r_ptr->next_exp)
3910 int old_hp = m_ptr->hp;
3911 int old_maxhp = m_ptr->max_maxhp;
3912 int old_r_idx = m_ptr->r_idx;
3913 byte old_sub_align = m_ptr->sub_align;
3915 /* Hack -- Reduce the racial counter of previous monster */
3916 real_r_ptr(m_ptr)->cur_num--;
3918 monster_desc(m_name, m_ptr, 0);
3919 m_ptr->r_idx = r_ptr->next_r_idx;
3921 /* Count the monsters on the level */
3922 real_r_ptr(m_ptr)->cur_num++;
3924 m_ptr->ap_r_idx = m_ptr->r_idx;
3925 r_ptr = &r_info[m_ptr->r_idx];
3927 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
3929 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
3933 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
3935 if (ironman_nightmare)
3937 u32b hp = m_ptr->max_maxhp * 2L;
3939 m_ptr->max_maxhp = (s16b)MIN(30000, hp);
3941 m_ptr->maxhp = m_ptr->max_maxhp;
3942 m_ptr->hp = old_hp * m_ptr->maxhp / old_maxhp;
3944 /* Extract the monster base speed */
3945 m_ptr->mspeed = get_mspeed(r_ptr);
3947 /* Sub-alignment of a monster */
3948 if (!is_pet(m_ptr) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
3949 m_ptr->sub_align = old_sub_align;
3952 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3953 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
3954 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
3959 if (is_pet(m_ptr) || m_ptr->ml)
3961 if (!ignore_unview || player_can_see_bold(m_ptr->fy, m_ptr->fx))
3964 msg_format("%s¤Ï%s¤Ë¿Ê²½¤·¤¿¡£", m_name, r_name + r_ptr->name);
3966 msg_format("%^s evolved into %s.", m_name, r_name + r_ptr->name);
3970 r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
3972 /* Now you feel very close to this pet. */
3973 m_ptr->parent_m_idx = 0;
3975 update_mon(m_idx, FALSE);
3976 lite_spot(m_ptr->fy, m_ptr->fx);
3978 if (m_idx == p_ptr->riding) p_ptr->update |= PU_BONUS;