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;
1025 /* Start with adjacent locations, spread further */
1026 for (d = 1; d < 10; d++)
1028 /* Get the lists of points with a distance d from (fx, fy) */
1029 y_offsets = dist_offsets_y[d];
1030 x_offsets = dist_offsets_x[d];
1032 /* Check the locations */
1033 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
1035 i++, dx = x_offsets[i], dy = y_offsets[i])
1040 /* Skip illegal locations */
1041 if (!in_bounds(y, x)) continue;
1043 /* Skip occupied locations */
1044 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
1046 /* Check for hidden, available grid */
1047 if (!projectable(py, px, y, x) && clean_shot(fy, fx, y, x, FALSE))
1049 /* Calculate distance from player */
1050 dis = distance(y, x, py, px);
1052 /* Remember if closer than previous */
1053 if (dis < gdis && dis >= 2)
1062 /* Check for success */
1069 /* Found good place */
1080 * Choose "logical" directions for monster movement
1082 static bool get_moves(int m_idx, int *mm)
1084 monster_type *m_ptr = &m_list[m_idx];
1085 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1091 bool will_run = mon_will_run(m_idx);
1093 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (cave[m_ptr->fy][m_ptr->fx].cost > 2));
1094 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
1096 /* Counter attack to an enemy monster */
1097 if (!will_run && m_ptr->target_y)
1099 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
1101 /* The monster must be an enemy, and in LOS */
1103 are_enemies(m_ptr, &m_list[t_m_idx]) &&
1104 los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
1105 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1107 /* Extract the "pseudo-direction" */
1108 y = m_ptr->fy - m_ptr->target_y;
1109 x = m_ptr->fx - m_ptr->target_x;
1114 if (!done && !will_run && is_hostile(m_ptr) &&
1115 (r_ptr->flags1 & RF1_FRIENDS) &&
1116 ((los(m_ptr->fy, m_ptr->fx, py, px) && projectable(m_ptr->fy, m_ptr->fx, py, px)) ||
1117 (cave[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1120 * Animal packs try to get the player out of corridors
1121 * (...unless they can move through walls -- TY)
1123 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1124 !(r_ptr->flags2 & RF2_KILL_WALL))
1128 /* Count room grids next to player */
1129 for (i = 0; i < 8; i++)
1131 int xx = px + ddx_ddd[i];
1132 int yy = py + ddy_ddd[i];
1134 if (!in_bounds2(yy, xx)) continue;
1136 c_ptr = &cave[yy][xx];
1139 if (monster_can_cross_terrain(c_ptr->feat, r_ptr, 0))
1141 /* One more room grid */
1145 if (cave[py][px].info & CAVE_ROOM) room -= 2;
1146 if (!r_ptr->flags4 && !r_ptr->flags5 && !r_ptr->flags6) room -= 2;
1148 /* Not in a room and strong player */
1149 if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1150 (p_ptr->mhp + p_ptr->msp))
1152 /* Find hiding place */
1153 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1157 /* Monster groups try to surround the player */
1158 if (!done && (cave[m_ptr->fy][m_ptr->fx].dist < 3))
1162 /* Find an empty square near the player to fill */
1163 for (i = 0; i < 8; i++)
1165 /* Pick squares near player (semi-randomly) */
1166 y2 = py + ddy_ddd[(m_idx + i) & 7];
1167 x2 = px + ddx_ddd[(m_idx + i) & 7];
1169 /* Already there? */
1170 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1172 /* Attack the player */
1179 if (!in_bounds2(y2, x2)) continue;
1181 /* Ignore filled grids */
1182 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
1184 /* Try to fill this hole */
1188 /* Extract the new "pseudo-direction" */
1199 /* Flow towards the player */
1200 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1202 /* Extract the "pseudo-direction" */
1209 /* Apply fear if possible and necessary */
1210 if (is_pet(m_ptr) && will_run)
1212 /* XXX XXX Not very "smart" */
1217 if (!done && will_run)
1222 /* Try to find safe place */
1223 if (find_safety(m_idx, &y, &x))
1225 /* Attempt to avoid the player */
1228 /* Adjust movement */
1229 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1235 /* This is not a very "smart" method XXX XXX */
1243 /* Check for no move */
1244 if (!x && !y) return (FALSE);
1247 /* Extract the "absolute distances" */
1251 /* Do something weird */
1252 if (y < 0) move_val += 8;
1253 if (x > 0) move_val += 4;
1255 /* Prevent the diamond maneuvre */
1256 if (ay > (ax << 1)) move_val += 2;
1257 else if (ax > (ay << 1)) move_val++;
1259 /* Extract some directions */
1404 /* Wants to move... */
1409 static int check_hit2(int power, int level, int ac, int stun)
1413 /* Percentile dice */
1416 if (stun && one_in_(2)) return FALSE;
1418 /* Hack -- Always miss or hit */
1419 if (k < 10) return (k < 5);
1421 /* Calculate the "attack quality" */
1422 i = (power + (level * 3));
1424 /* Power and Level compete against Armor */
1425 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1432 /* Monster attacks monster */
1433 static bool monst_attack_monst(int m_idx, int t_idx)
1435 monster_type *m_ptr = &m_list[m_idx];
1436 monster_type *t_ptr = &m_list[t_idx];
1438 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1439 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1443 char m_name[80], t_name[80];
1445 bool blinked, heal_effect;
1446 bool explode = FALSE, touched = FALSE, fear = FALSE;
1447 int y_saver = t_ptr->fy;
1448 int x_saver = t_ptr->fx;
1450 bool see_m = m_ptr->ml;
1451 bool see_t = t_ptr->ml;
1452 bool see_either = see_m || see_t;
1454 /* Can the player be aware of this attack? */
1455 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1456 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1458 /* Cannot attack self */
1459 if (m_idx == t_idx) return FALSE;
1461 /* Not allowed to attack */
1462 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1464 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1469 /* Extract the effective monster level */
1470 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1472 /* Get the monster name (or "it") */
1473 monster_desc(m_name, m_ptr, 0);
1475 /* Get the monster name (or "it") */
1476 monster_desc(t_name, t_ptr, 0);
1478 /* Assume no blink */
1481 if (!see_either && known)
1486 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 0);
1488 /* Scan through all four blows */
1489 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1491 bool obvious = FALSE;
1498 /* Extract the attack infomation */
1499 int effect = r_ptr->blow[ap_cnt].effect;
1500 int method = r_ptr->blow[ap_cnt].method;
1501 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1502 int d_side = r_ptr->blow[ap_cnt].d_side;
1504 if (!m_ptr->r_idx) break;
1506 /* Stop attacking if the target dies! */
1507 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1510 /* Hack -- no more attacks */
1513 if (blinked) /* Stop! */
1518 if (method == RBM_SHOOT) continue;
1520 /* Extract the attack "power" */
1521 power = mbe_info[effect].power;
1524 if (!effect || check_hit2(power, rlev, ac, m_ptr->stunned))
1529 if (tr_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
1531 /* Describe the attack method */
1537 act = "%s¤ò²¥¤Ã¤¿¡£";
1549 act = "%s¤ò¿¨¤Ã¤¿¡£";
1551 act = "touches %s.";
1561 act = "%s¤ò¥Ñ¥ó¥Á¤·¤¿¡£";
1563 act = "punches %s.";
1573 act = "%s¤ò½³¤Ã¤¿¡£";
1585 act = "%s¤ò¤Ò¤Ã¤«¤¤¤¿¡£";
1597 act = "%s¤ò³ú¤ó¤À¡£";
1609 act = "%s¤ò»É¤·¤¿¡£";
1621 act = "%s¤ò»Â¤Ã¤¿¡£";
1623 act = "slashes %s.";
1632 act = "%s¤ò³Ñ¤ÇÆͤ¤¤¿¡£";
1644 act = "%s¤ËÂÎÅö¤ê¤·¤¿¡£";
1646 act = "crushes %s.";
1656 act = "%s¤ò°û¤ß¹þ¤ó¤À¡£";
1658 act = "engulfs %s.";
1668 act = "%s¤ËÀÁµá½ñ¤ò¤è¤³¤·¤¿¡£";
1670 act = "charges %s.";
1680 act = "%s¤ÎÂΤξå¤òÇ礤²ó¤Ã¤¿¡£";
1682 act = "crawls on %s.";
1692 act = "%s¤Ë¤è¤À¤ì¤ò¤¿¤é¤·¤¿¡£";
1694 act = "drools on %s.";
1704 act = "%s¤ËÂäòÅǤ¤¤¿¡£";
1706 act = "spits on %s.";
1715 if (see_either) disturb(1, 0);
1730 act = "%s¤ò¤Ë¤é¤ó¤À¡£";
1732 act = "gazes at %s.";
1742 act = "%s¤Ëµã¤¤Ä¤¤¤¿¡£";
1744 act = "wails at %s.";
1754 act = "%s¤Ë˦»Ò¤òÈô¤Ð¤·¤¿¡£";
1756 act = "releases spores at %s.";
1766 act = "%s¤ËXXX4¤òÈô¤Ð¤·¤¿¡£";
1768 act = "projects XXX4's at %s.";
1778 act = "%s¤Ë¶â¤ò¤»¤¬¤ó¤À¡£";
1780 act = "begs %s for money.";
1790 act = "%s¤òÉî¿«¤·¤¿¡£";
1792 act = "insults %s.";
1802 act = "%s¤Ë¤à¤«¤Ã¤Æ¤¦¤á¤¤¤¿¡£";
1804 act = "moans at %s.";
1814 act = "%s¤Ë¤à¤«¤Ã¤Æ²Î¤Ã¤¿¡£";
1816 act = "sings to %s.";
1825 if (act && see_either)
1828 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1829 strfmt(temp, act, t_name);
1830 msg_format("%^s¤Ï%s", m_name, temp);
1832 if (do_silly_attack)
1834 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1835 strfmt(temp, "%s %s.", act, t_name);
1837 else strfmt(temp, act, t_name);
1838 msg_format("%^s %s", m_name, temp);
1842 /* Hack -- assume all attacks are obvious */
1845 /* Roll out the damage */
1846 damage = damroll(d_dice, d_side);
1848 /* Assume no healing effect */
1849 heal_effect = FALSE;
1853 /* Apply appropriate damage */
1865 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13)) {
1866 int tmp_damage = damage-(damage*((ac < 150) ? ac : 150)/250);
1867 damage = MAX(damage, tmp_damage*2);
1873 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1903 if (one_in_(2)) blinked = TRUE;
1950 pt = GF_OLD_SLEEP; /* sort of close... */
1966 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1969 earthquake(m_ptr->fy, m_ptr->fx, 8);
2002 /* Do damage if not exploding */
2005 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
2006 (pt == GF_OLD_SLEEP ? r_ptr->level : damage), pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
2011 if ((monster_living(tr_ptr)) && (damage > 2))
2013 bool did_heal = FALSE;
2015 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
2018 m_ptr->hp += damroll(4, damage / 6);
2019 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
2021 /* Redraw (later) if needed */
2022 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2023 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
2025 /* Special message */
2026 if (see_m && did_heal)
2029 msg_format("%s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
2031 msg_format("%^s appears healthier.", m_name);
2041 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
2043 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
2049 msg_format("%^s¤ÏÆÍÁ³Ç®¤¯¤Ê¤Ã¤¿¡ª", m_name);
2051 msg_format("%^s is suddenly very hot!", m_name);
2054 if (see_t && is_original_ap(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
2056 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2057 damroll (1 + ((tr_ptr->level) / 26),
2058 1 + ((tr_ptr->level) / 17)),
2059 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
2063 if (see_m && is_original_ap(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
2068 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
2070 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
2076 msg_format("%^s¤ÏÆÍÁ³´¨¤¯¤Ê¤Ã¤¿¡ª", m_name);
2078 msg_format("%^s is suddenly very cold!", m_name);
2081 if (see_t && is_original_ap(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
2083 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2084 damroll (1 + ((tr_ptr->level) / 26),
2085 1 + ((tr_ptr->level) / 17)),
2086 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
2090 if (see_m && is_original_ap(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
2095 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
2097 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
2103 msg_format("%^s¤ÏÅÅ·â¤ò¿©¤é¤Ã¤¿¡ª", m_name);
2105 msg_format("%^s gets zapped!", m_name);
2108 if (see_t && is_original_ap(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
2110 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
2111 damroll (1 + ((tr_ptr->level) / 26),
2112 1 + ((tr_ptr->level) / 17)),
2113 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
2117 if (see_m && is_original_ap(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
2124 /* Monster missed player */
2127 /* Analyze failed attacks */
2146 if (tr_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
2148 /* Visible monsters */
2153 msg_format("%s¤Ï%^s¤Î¹¶·â¤ò¤«¤ï¤·¤¿¡£", t_name,m_name);
2155 msg_format("%^s misses %s.", m_name, t_name);
2166 /* Analyze "visible" monsters only */
2167 if (see_m && !do_silly_attack)
2169 /* Count "obvious" attacks (and ones that cause damage) */
2170 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
2172 /* Count attacks of this type */
2173 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
2175 r_ptr->r_blows[ap_cnt]++;
2183 sound(SOUND_EXPLODE);
2185 /* Cancel Invulnerability */
2186 if (m_ptr->invulner) m_ptr->invulner = 0;
2189 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_idx);
2191 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, " explodes into tiny shreds.", m_idx);
2205 msg_print("Å¥ËÀ¤Ï¾Ð¤Ã¤Æƨ¤²¤¿¡ª");
2207 msg_print("The thief flees laughing!");
2216 teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE);
2226 * The monster is known to be within 100 grids of the player
2228 * In several cases, we directly update the monster lore
2230 * Note that a monster is only allowed to "reproduce" if there
2231 * are a limited number of "reproducing" monsters on the current
2232 * level. This should prevent the level from being "swamped" by
2233 * reproducing monsters. It also allows a large mass of mice to
2234 * prevent a louse from multiplying, but this is a small price to
2235 * pay for a simple multiplication method.
2237 * XXX Monster fear is slightly odd, in particular, monsters will
2238 * fixate on opening a door even if they cannot open it. Actually,
2239 * the same thing happens to normal monsters when they hit a door
2241 * XXX XXX XXX In addition, monsters which *cannot* open or bash
2242 * down a door will still stand there trying to open it...
2244 * XXX Technically, need to check for monster in the way
2245 * combined with that monster being in a wall (or door?)
2247 * A "direction" of "5" means "pick a random direction".
2249 static void process_monster(int m_idx)
2251 monster_type *m_ptr = &m_list[m_idx];
2252 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2253 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2255 int i, d, oy, ox, ny, nx;
2260 feature_type *f_ptr;
2262 monster_type *y_ptr;
2275 bool gets_angry = FALSE;
2281 bool is_riding_mon = (m_idx == p_ptr->riding);
2283 if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
2285 if (rakuba(0, TRUE))
2288 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2291 monster_desc(m_name, &m_list[p_ptr->riding], 0);
2292 msg_format("You have fallen from %s.", m_name);
2297 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !m_ptr->csleep)
2299 choose_new_monster(m_idx, FALSE, 0);
2300 r_ptr = &r_info[m_ptr->r_idx];
2303 /* Players hidden in shadow are almost imperceptable. -LM- */
2304 if (p_ptr->special_defense & NINJA_S_STEALTH)
2306 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2307 if (p_ptr->monlite) tmp /= 3;
2308 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2309 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2310 /* Low-level monsters will find it difficult to locate the player. */
2311 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
2314 /* Are there its parent? */
2315 if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
2317 /* Its parent have gone, it also goes away. */
2323 /* Acquire the monster name */
2324 monster_desc(m_name, m_ptr, 0);
2327 msg_format("%s¤Ï¾Ã¤¨µî¤Ã¤¿¡ª", m_name);
2329 msg_format("%^s disappears!", m_name);
2333 /* Delete the monster */
2334 delete_monster_idx(m_idx);
2339 /* Quantum monsters are odd */
2340 if (r_ptr->flags2 & (RF2_QUANTUM))
2342 /* Sometimes skip move */
2343 if (!randint0(2)) return;
2346 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2350 if (is_pet(m_ptr) && !(m_ptr->ml))
2357 /* Acquire the monster name */
2358 monster_desc(m_name, m_ptr, 0);
2362 msg_format("%s¤Ï¾Ã¤¨µî¤Ã¤¿¡ª", m_name);
2364 msg_format("%^s disappears!", m_name);
2369 /* Generate treasure, etc */
2370 monster_death(m_idx, FALSE);
2372 /* Delete the monster */
2373 delete_monster_idx(m_idx);
2378 msg_print("¾¯¤·¤Î´ÖÈᤷ¤¤µ¤Ê¬¤Ë¤Ê¤Ã¤¿¡£");
2380 msg_print("You feel sad for a moment.");
2389 if (m_ptr->r_idx == MON_SHURYUUDAN)
2391 mon_take_hit_mon(m_idx, 1, &fear, "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_idx);
2393 mon_take_hit_mon(m_idx, 1, &fear, " explodes into tiny shreds.", m_idx);
2396 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2398 static int riding_pinch = 0;
2400 if (m_ptr->hp < m_ptr->maxhp/3)
2403 monster_desc(m_name, m_ptr, 0);
2405 if (is_riding_mon && riding_pinch < 2)
2408 msg_format("%s¤Ï½ý¤ÎÄˤµ¤Î;¤ê¤¢¤Ê¤¿¤Î«Çû¤«¤éƨ¤ì¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", m_name);
2410 msg_format("%^s seems to be in so much pain, and trying to escape from your restriction.", m_name);
2420 msg_format("%s¤Ï¤¢¤Ê¤¿¤Î«Çû¤«¤éæ½Ð¤·¤¿¡£", m_name);
2422 msg_format("%^s succeeded to escape from your restriction!", m_name);
2424 if (rakuba(-1, FALSE))
2427 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2429 msg_print("You have fallen from riding pet.");
2436 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) &&
2437 player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, py, px))
2440 msg_format("%^s¡Ö¥Ô¥ó¥Á¤À¡ªÂàµÑ¤µ¤»¤Æ¤â¤é¤¦¡ª¡×", m_name);
2442 msg_format("%^s says 'It is the pinch! I will retreat'.", m_name);
2446 msg_format("%^s¤¬¥Æ¥ì¥Ý¡¼¥È¡¦¥ì¥Ù¥ë¤Î´¬Êª¤òÆɤó¤À¡£", m_name);
2447 msg_format("%^s¤¬¾Ã¤¨µî¤Ã¤¿¡£", m_name);
2449 msg_format("%^s read a scroll of teleport level.", m_name);
2450 msg_format("%^s disappears.", m_name);
2454 if (is_riding_mon && rakuba(-1, FALSE))
2457 msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
2459 msg_print("You have fallen from riding pet.");
2463 /* Check for quest completion */
2464 check_quest_completion(m_ptr);
2466 delete_monster_idx(m_idx);
2473 /* Reset the counter */
2474 if (is_riding_mon) riding_pinch = 0;
2478 /* Handle "sleep" */
2481 /* Handle non-aggravation - Still sleeping */
2482 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2484 /* Handle aggravation */
2486 /* Reset sleep counter */
2489 if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
2491 /* Notice the "waking up" */
2496 /* Acquire the monster name */
2497 monster_desc(m_name, m_ptr, 0);
2499 /* Dump a message */
2501 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
2503 msg_format("%^s wakes up.", m_name);
2506 /* Redraw the health bar */
2507 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
2508 if (is_riding_mon) p_ptr->redraw |= (PR_UHEALTH);
2510 /* Hack -- Count the wakings */
2511 if (r_ptr->r_wake < MAX_UCHAR)
2521 /* Sometimes skip move */
2522 if (one_in_(2)) return;
2527 p_ptr->update |= (PU_BONUS);
2530 /* No one wants to be your friend if you're aggravating */
2531 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2534 /* Paranoia... no pet uniques outside wizard mode -- TY */
2535 if (is_pet(m_ptr) &&
2536 ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2537 monster_has_hostile_align(NULL, 10, -10, r_ptr))
2538 || (r_ptr->flagsr & RFR_RES_ALL)))
2543 if (p_ptr->inside_battle) gets_angry = FALSE;
2548 monster_desc(m_name, m_ptr, 0);
2550 msg_format("%^s¤ÏÆÍÁ³Å¨¤Ë¤Þ¤ï¤Ã¤¿¡ª", m_name);
2552 msg_format("%^s suddenly becomes hostile!", m_name);
2558 /* Get the origin */
2563 /* Attempt to "multiply" if able and allowed */
2564 if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2568 /* Count the adjacent monsters */
2569 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2571 for (x = ox - 1; x <= ox + 1; x++)
2573 /* Ignore locations off of edge */
2574 if (!in_bounds2(y, x)) continue;
2576 if (cave[y][x].m_idx) k++;
2580 /* Hack -- multiply slower in crowded areas */
2581 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2583 /* Try to multiply */
2584 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2586 /* Take note if visible */
2587 if (m_ptr->ml && m_list[hack_m_idx_ii].ml && is_original_ap(m_ptr))
2589 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2592 /* Multiplying takes energy */
2599 if (r_ptr->flags6 & RF6_SPECIAL)
2601 /* Hack -- Ohmu scatters molds! */
2602 if (m_ptr->r_idx == MON_OHMU)
2604 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2606 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2609 int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2610 u32b p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2612 for (k = 0; k < 6; k++)
2614 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_BIZARRE1, (PM_ALLOW_GROUP | p_mode)))
2616 if (m_list[hack_m_idx_ii].ml) count++;
2620 if (count && m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2627 if (!p_ptr->inside_battle)
2629 /* Hack! "Cyber" monster makes noise... */
2630 if (m_ptr->ap_r_idx == MON_CYBER &&
2631 one_in_(CYBERNOISE) &&
2632 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2634 if (disturb_minor) disturb(FALSE, FALSE);
2636 msg_print("½Å¸ü¤Ê²»¤¬Ê¹¤³¤¨¤¿¡£");
2638 msg_print("You hear heavy steps.");
2643 /* Some monsters can speak */
2644 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2645 one_in_(SPEAK_CHANCE) &&
2646 player_has_los_bold(oy, ox) &&
2647 projectable(oy, ox, py, px))
2650 char monmessage[1024];
2653 /* Acquire the monster name/poss */
2655 monster_desc(m_name, m_ptr, 0);
2658 strcpy(m_name, "¤½¤ì");
2660 strcpy(m_name, "It");
2664 /* Select the file for monster quotes */
2667 filename = "monfear_j.txt";
2669 filename = "monfear.txt";
2672 else if (is_pet(m_ptr))
2674 filename = "monpet_j.txt";
2676 filename = "monpet.txt";
2679 else if (is_friendly(m_ptr))
2681 filename = "monfrien_j.txt";
2683 filename = "monfrien.txt";
2688 filename = "monspeak_j.txt";
2690 filename = "monspeak.txt";
2694 /* Get the monster line */
2695 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2699 msg_format("%^s%s", m_name, monmessage);
2701 msg_format("%^s %s", m_name, monmessage);
2708 /* Try to cast spell occasionally */
2709 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2711 bool counterattack = FALSE;
2713 /* Give priority to counter attack? */
2714 if (m_ptr->target_y)
2716 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
2718 /* The monster must be an enemy, and projectable */
2720 are_enemies(m_ptr, &m_list[t_m_idx]) &&
2721 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2723 counterattack = TRUE;
2729 /* Attempt to cast a spell */
2730 if (aware && make_attack_spell(m_idx)) return;
2733 * Attempt to cast a spell at an enemy other than the player
2734 * (may slow the game a smidgeon, but I haven't noticed.)
2736 if (monst_spell_monst(m_idx)) return;
2740 /* Attempt to do counter attack at first */
2741 if (monst_spell_monst(m_idx)) return;
2743 if (aware && make_attack_spell(m_idx)) return;
2747 /* Hack -- Assume no movement */
2748 mm[0] = mm[1] = mm[2] = mm[3] = 0;
2749 mm[4] = mm[5] = mm[6] = mm[7] = 0;
2752 /* Confused -- 100% random */
2753 if (m_ptr->confused || !aware)
2755 /* Try four "random" directions */
2756 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2759 /* 75% random movement */
2760 else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2761 (randint0(100) < 75))
2763 /* Memorize flags */
2764 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2766 /* Try four "random" directions */
2767 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2770 /* 50% random movement */
2771 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2772 (randint0(100) < 50))
2774 /* Memorize flags */
2775 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2777 /* Try four "random" directions */
2778 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2781 /* 25% random movement */
2782 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2783 (randint0(100) < 25))
2785 /* Memorize flags */
2786 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2788 /* Try four "random" directions */
2789 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2792 /* Can't reach player - find something else to hit */
2793 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2795 /* Try four "random" directions */
2796 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2798 /* Look for an enemy */
2799 #if 0 /* Hack - Too slow. Mimic pits are horrible with this on. */
2800 get_enemy_dir(m_idx, mm);
2804 /* Pets will follow the player */
2805 else if (is_pet(m_ptr))
2807 /* Are we trying to avoid the player? */
2808 bool avoid = ((p_ptr->pet_follow_distance < 0) &&
2809 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2811 /* Do we want to find the player? */
2812 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2814 /* Should we find the player if we can't find a monster? */
2815 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2817 /* by default, move randomly */
2818 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2820 /* Look for an enemy */
2821 if (!get_enemy_dir(m_idx, mm))
2823 /* Find the player if necessary */
2824 if (avoid || lonely || distant)
2826 /* Remember the leash length */
2827 int dis = p_ptr->pet_follow_distance;
2829 /* Hack -- adjust follow distance temporarily */
2830 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2832 p_ptr->pet_follow_distance = PET_SEEK_DIST;
2835 /* Find the player */
2836 (void)get_moves(m_idx, mm);
2838 /* Restore the leash */
2839 p_ptr->pet_follow_distance = dis;
2844 /* Friendly monster movement */
2845 else if (!is_hostile(m_ptr))
2847 /* by default, move randomly */
2848 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2850 /* Look for an enemy */
2851 get_enemy_dir(m_idx, mm);
2853 /* Normal movement */
2856 /* Logical moves, may do nothing */
2857 if (!get_moves(m_idx, mm)) return;
2860 /* Assume nothing */
2865 /* Assume nothing */
2866 did_open_door = FALSE;
2867 did_bash_door = FALSE;
2868 did_take_item = FALSE;
2869 did_kill_item = FALSE;
2870 did_move_body = FALSE;
2871 did_pass_wall = FALSE;
2872 did_kill_wall = FALSE;
2875 /* Take a zero-terminated array of "directions" */
2876 for (i = 0; mm[i]; i++)
2878 /* Get the direction */
2881 /* Hack -- allow "randomized" motion */
2882 if (d == 5) d = ddd[randint0(8)];
2884 /* Get the destination */
2888 /* Ignore locations off of edge */
2889 if (!in_bounds2(ny, nx)) continue;
2891 /* Access that cave grid */
2892 c_ptr = &cave[ny][nx];
2893 f_ptr = &f_info[c_ptr->feat];
2894 can_cross = monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2896 /* Access that cave grid's contents */
2897 y_ptr = &m_list[c_ptr->m_idx];
2899 /* Hack -- player 'in' wall */
2900 if (player_bold(ny, nx))
2905 else if (c_ptr->m_idx)
2907 /* Possibly a monster to attack */
2911 /* Floor is open? */
2914 /* Go ahead and move */
2917 /* Monster moves through walls (and doors) */
2918 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2919 have_flag(f_ptr->flags, FF_CAN_PASS))
2921 /* Monster went through a wall */
2922 did_pass_wall = TRUE;
2925 if ((r_ptr->flags2 & RF2_KILL_WALL) && have_flag(f_ptr->flags, FF_TUNNEL) &&
2926 !have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_PERMANENT))
2928 /* Monster destroyed a wall (later) */
2929 did_kill_wall = TRUE;
2933 /* Monster destroys walls (and doors) */
2934 else if ((r_ptr->flags2 & RF2_KILL_WALL) && !is_riding_mon &&
2935 have_flag(f_ptr->flags, FF_TUNNEL) && !have_flag(f_ptr->flags, FF_PERMANENT))
2937 /* Eat through walls/doors/rubble */
2940 /* Monster destroyed a wall (later) */
2941 did_kill_wall = TRUE;
2944 /* Handle doors and secret doors */
2945 else if (is_closed_door(c_ptr->feat))
2947 bool may_bash = TRUE;
2948 feature_type *f_ptr = &f_info[c_ptr->feat];
2950 /* Assume no move allowed */
2953 /* Creature can open doors. */
2954 if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2955 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2960 /* The door is open */
2961 did_open_door = TRUE;
2963 /* Do not bash the door */
2970 /* Locked doors (not jammed) */
2973 /* Try to unlock it XXX XXX XXX */
2974 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2976 /* Unlock the door */
2977 cave_alter_feat(ny, nx, FF_DISARM);
2979 /* 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) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
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 /* Wake up the moved monster */
3215 if (r_info[y_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
3216 p_ptr->update |= (PU_MON_LITE);
3218 /* XXX XXX XXX Message */
3223 * Check if monster can cross terrain
3224 * This is checked after the normal attacks
3225 * to allow monsters to attack an enemy,
3226 * even if it can't enter the terrain.
3228 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
3230 /* Assume no move allowed */
3234 /* Some monsters never move */
3235 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
3237 /* Hack -- memorize lack of attacks */
3238 if (m_ptr->ml && is_original_ap(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3246 if (!p_ptr->riding_ryoute && !(m_list[p_ptr->riding].monfear)) do_move = FALSE;
3249 /* Creature has been allowed move */
3252 s16b this_o_idx, next_o_idx;
3259 if (one_in_(GRINDNOISE))
3262 msg_print("¥®¥·¥®¥·¤¤¤¦²»¤¬Ê¹¤³¤¨¤ë¡£");
3264 msg_print("There is a grinding sound.");
3268 cave_alter_feat(ny, nx, FF_HURT_DISI);
3270 /* Note changes to viewable region */
3271 if (player_has_los_bold(ny, nx)) do_view = TRUE;
3273 else if (have_flag(f_ptr->flags, FF_TREE))
3275 if (!(r_ptr->flags7 & RF7_CAN_FLY) && (!is_riding_mon || !p_ptr->ffall) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3277 m_ptr->energy_need += ENERGY_NEED();
3283 /* Hack -- Update the old location */
3284 cave[oy][ox].m_idx = c_ptr->m_idx;
3286 /* Mega-Hack -- move the old monster, if any */
3289 /* Move the old monster */
3293 /* Update the old monster */
3294 update_mon(c_ptr->m_idx, TRUE);
3297 /* Hack -- Update the new location */
3298 c_ptr->m_idx = m_idx;
3300 /* Move the monster */
3304 /* Update the monster */
3305 update_mon(m_idx, TRUE);
3307 /* Redraw the old grid */
3310 /* Redraw the new grid */
3316 /* sound(SOUND_WALK); */
3318 /* Move the player */
3319 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
3322 /* Possible disturb */
3325 (disturb_near && (m_ptr->mflag & MFLAG_VIEW)) ||
3326 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3329 if (is_hostile(m_ptr))
3333 /* Scan all objects in the grid */
3334 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3338 /* Acquire object */
3339 o_ptr = &o_list[this_o_idx];
3341 /* Acquire next object */
3342 next_o_idx = o_ptr->next_o_idx;
3345 if (o_ptr->tval == TV_GOLD) continue;
3348 * Skip "real" corpses and statues, to avoid extreme
3349 * silliness like a novice rogue pockets full of statues
3352 if ((o_ptr->tval == TV_CORPSE) ||
3353 (o_ptr->tval == TV_STATUE)) continue;
3355 /* Take or Kill objects on the floor */
3356 if ((r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3357 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS)))
3359 u32b flgs[TR_FLAG_SIZE];
3365 char o_name[MAX_NLEN];
3367 /* Extract some flags */
3368 object_flags(o_ptr, flgs);
3370 /* Acquire the object name */
3371 object_desc(o_name, o_ptr, 0);
3373 /* Acquire the monster name */
3374 monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
3376 /* React to objects that hurt the monster */
3377 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3378 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3379 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
3380 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
3381 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
3382 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
3383 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
3384 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
3385 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
3386 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
3387 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3388 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3389 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3390 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3391 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
3392 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
3393 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
3394 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
3396 /* The object cannot be picked up by the monster */
3397 if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2))
3399 /* Only give a message for "take_item" */
3400 if ((r_ptr->flags2 & (RF2_TAKE_ITEM)) && (r_ptr->flags2 & (RF2_STUPID)))
3403 did_take_item = TRUE;
3405 /* Describe observable situations */
3406 if (m_ptr->ml && player_can_see_bold(ny, nx))
3408 /* Dump a message */
3410 msg_format("%^s¤Ï%s¤ò½¦¤ª¤¦¤È¤·¤¿¤¬¡¢¤À¤á¤À¤Ã¤¿¡£", m_name, o_name);
3412 msg_format("%^s tries to pick up %s, but fails.", m_name, o_name);
3418 /* Pick up the item */
3419 else if (r_ptr->flags2 & RF2_TAKE_ITEM)
3422 did_take_item = TRUE;
3424 /* Describe observable situations */
3425 if (player_can_see_bold(ny, nx))
3427 /* Dump a message */
3429 msg_format("%^s¤¬%s¤ò½¦¤Ã¤¿¡£", m_name, o_name);
3431 msg_format("%^s picks up %s.", m_name, o_name);
3435 /* Excise the object */
3436 excise_object_idx(this_o_idx);
3441 /* Forget location */
3442 o_ptr->iy = o_ptr->ix = 0;
3444 /* Memorize monster */
3445 o_ptr->held_m_idx = m_idx;
3448 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3451 m_ptr->hold_o_idx = this_o_idx;
3454 /* Destroy the item if not a pet */
3455 else if (!is_pet(m_ptr))
3458 did_kill_item = TRUE;
3460 /* Describe observable situations */
3461 if (player_has_los_bold(ny, nx))
3463 /* Dump a message */
3465 msg_format("%^s¤¬%s¤òÇ˲õ¤·¤¿¡£", m_name, o_name);
3467 msg_format("%^s destroys %s.", m_name, o_name);
3471 /* Delete the object */
3472 delete_object_idx(this_o_idx);
3478 /* Stop when done */
3483 * Forward movements failed, but now received LOS attack!
3484 * Try to flow by smell.
3486 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3487 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3489 /* If we haven't done anything, try casting a spell again */
3490 if (!do_turn && !do_move && !m_ptr->monfear && !is_riding_mon && aware)
3492 /* Try to cast spell again */
3493 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3495 if (make_attack_spell(m_idx)) return;
3500 /* Notice changes in view */
3503 /* Update some things */
3504 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
3507 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3510 /* Notice changes in view */
3511 if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3512 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3514 /* Update some things */
3515 p_ptr->update |= (PU_MON_LITE);
3518 /* Learn things from observable monster */
3519 if (m_ptr->ml && is_original_ap(m_ptr))
3521 /* Monster opened a door */
3522 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3524 /* Monster bashed a door */
3525 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3527 /* Monster tried to pick something up */
3528 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3530 /* Monster tried to crush something */
3531 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3533 /* Monster pushed past another monster */
3534 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3536 /* Monster passed through a wall */
3537 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3539 /* Monster destroyed a wall */
3540 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3544 /* Hack -- get "bold" if out of options */
3545 if (!do_turn && !do_move && m_ptr->monfear && aware)
3547 /* No longer afraid */
3550 /* Message if seen */
3555 /* Acquire the monster name */
3556 monster_desc(m_name, m_ptr, 0);
3558 /* Dump a message */
3560 msg_format("%^s¤ÏÀ襤¤ò·è°Õ¤·¤¿¡ª", m_name);
3562 msg_format("%^s turns to fight!", m_name);
3565 /* Redraw (later) if needed */
3566 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
3568 chg_virtue(V_COMPASSION, -1);
3571 /* XXX XXX XXX Actually do something now (?) */
3576 * Process all the "live" monsters, once per game turn.
3578 * During each game turn, we scan through the list of all the "live" monsters,
3579 * (backwards, so we can excise any "freshly dead" monsters), energizing each
3580 * monster, and allowing fully energized monsters to move, attack, pass, etc.
3582 * Note that monsters can never move in the monster array (except when the
3583 * "compact_monsters()" function is called by "dungeon()" or "save_player()").
3585 * This function is responsible for at least half of the processor time
3586 * on a normal system with a "normal" amount of monsters and a player doing
3589 * When the player is resting, virtually 90% of the processor time is spent
3590 * in this function, and its children, "process_monster()" and "make_move()".
3592 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",
3593 * especially when the player is running.
3595 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"
3596 * monsters while they are still being "born". A monster is "fresh" only
3597 * during the turn in which it is created, and we use the "hack_m_idx" to
3598 * determine if the monster is yet to be processed during the current turn.
3600 * Note the special "MFLAG_NICE" flag, which allows the player to get one
3601 * move before any "nasty" monsters get to use their spell attacks.
3603 * Note that when the "knowledge" about the currently tracked monster
3604 * changes (flags, attacks, spells), we induce a redraw of the monster
3607 void process_monsters(void)
3614 monster_type *m_ptr;
3615 monster_race *r_ptr;
3617 int old_monster_race_idx;
3619 u32b old_r_flags1 = 0L;
3620 u32b old_r_flags2 = 0L;
3621 u32b old_r_flags3 = 0L;
3622 u32b old_r_flags4 = 0L;
3623 u32b old_r_flags5 = 0L;
3624 u32b old_r_flags6 = 0L;
3625 u32b old_r_flagsr = 0L;
3627 byte old_r_blows0 = 0;
3628 byte old_r_blows1 = 0;
3629 byte old_r_blows2 = 0;
3630 byte old_r_blows3 = 0;
3632 byte old_r_cast_spell = 0;
3636 /* Clear monster fighting indicator */
3639 /* Memorize old race */
3640 old_monster_race_idx = p_ptr->monster_race_idx;
3642 /* Acquire knowledge */
3643 if (p_ptr->monster_race_idx)
3645 /* Acquire current monster */
3646 r_ptr = &r_info[p_ptr->monster_race_idx];
3648 /* Memorize flags */
3649 old_r_flags1 = r_ptr->r_flags1;
3650 old_r_flags2 = r_ptr->r_flags2;
3651 old_r_flags3 = r_ptr->r_flags3;
3652 old_r_flags4 = r_ptr->r_flags4;
3653 old_r_flags5 = r_ptr->r_flags5;
3654 old_r_flags6 = r_ptr->r_flags6;
3655 old_r_flagsr = r_ptr->r_flagsr;
3657 /* Memorize blows */
3658 old_r_blows0 = r_ptr->r_blows[0];
3659 old_r_blows1 = r_ptr->r_blows[1];
3660 old_r_blows2 = r_ptr->r_blows[2];
3661 old_r_blows3 = r_ptr->r_blows[3];
3663 /* Memorize castings */
3664 old_r_cast_spell = r_ptr->r_cast_spell;
3668 /* Process the monsters (backwards) */
3669 for (i = m_max - 1; i >= 1; i--)
3671 /* Access the monster */
3673 r_ptr = &r_info[m_ptr->r_idx];
3675 /* Handle "leaving" */
3676 if (p_ptr->leaving) break;
3678 /* Ignore "dead" monsters */
3679 if (!m_ptr->r_idx) continue;
3681 if (p_ptr->wild_mode) continue;
3684 /* Handle "fresh" monsters */
3685 if (m_ptr->mflag & MFLAG_BORN)
3687 /* No longer "fresh" */
3688 m_ptr->mflag &= ~(MFLAG_BORN);
3694 /* Hack -- Require proximity */
3695 if (m_ptr->cdis >= AAF_LIMIT) continue;
3698 /* Access the location */
3702 /* Flow by smell is allowed */
3703 if (!p_ptr->no_flowed)
3705 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3708 /* Assume no move */
3711 /* Handle "sensing radius" */
3712 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3714 /* We can "sense" the player */
3718 /* Handle "sight" and "aggravation" */
3719 else if ((m_ptr->cdis <= MAX_SIGHT) &&
3720 (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3722 /* We can "see" or "feel" the player */
3726 #if 0 /* (cave[py][px].when == cave[fy][fx].when) is always FALSE... */
3727 /* Hack -- Monsters can "smell" the player from far away */
3728 /* Note that most monsters have "aaf" of "20" or so */
3729 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3730 have_flag(f_flags_bold(py, px), FF_MOVE) &&
3731 (cave[py][px].when == cave[fy][fx].when) &&
3732 (cave[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3733 (cave[fy][fx].dist < r_ptr->aaf))
3735 /* We can "smell" the player */
3739 else if (m_ptr->target_y) test = TRUE;
3742 if (!test) continue;
3745 if (p_ptr->riding == i)
3746 speed = p_ptr->pspeed;
3749 speed = m_ptr->mspeed;
3751 /* Monsters move quickly in Nightmare mode */
3752 if (ironman_nightmare) speed += 5;
3754 if (m_ptr->fast) speed += 10;
3755 if (m_ptr->slow) speed -= 10;
3758 /* Give this monster some energy */
3759 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3761 /* Not enough energy to move */
3762 if (m_ptr->energy_need > 0) continue;
3764 /* Use up "some" energy */
3765 m_ptr->energy_need += ENERGY_NEED();
3768 /* Save global index */
3771 /* Process the monster */
3774 reset_target(m_ptr);
3776 /* Give up flow_by_smell when it might useless */
3777 if (p_ptr->no_flowed && one_in_(3))
3778 m_ptr->mflag2 |= MFLAG2_NOFLOW;
3780 /* Hack -- notice death or departure */
3781 if (!p_ptr->playing || p_ptr->is_dead) break;
3783 /* Notice leaving */
3784 if (p_ptr->leaving) break;
3787 /* Reset global index */
3791 /* Tracking a monster race (the same one we were before) */
3792 if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3794 /* Acquire monster race */
3795 r_ptr = &r_info[p_ptr->monster_race_idx];
3797 /* Check for knowledge change */
3798 if ((old_r_flags1 != r_ptr->r_flags1) ||
3799 (old_r_flags2 != r_ptr->r_flags2) ||
3800 (old_r_flags3 != r_ptr->r_flags3) ||
3801 (old_r_flags4 != r_ptr->r_flags4) ||
3802 (old_r_flags5 != r_ptr->r_flags5) ||
3803 (old_r_flags6 != r_ptr->r_flags6) ||
3804 (old_r_flagsr != r_ptr->r_flagsr) ||
3805 (old_r_blows0 != r_ptr->r_blows[0]) ||
3806 (old_r_blows1 != r_ptr->r_blows[1]) ||
3807 (old_r_blows2 != r_ptr->r_blows[2]) ||
3808 (old_r_blows3 != r_ptr->r_blows[3]) ||
3809 (old_r_cast_spell != r_ptr->r_cast_spell))
3812 p_ptr->window |= (PW_MONSTER);
3819 bool process_the_world(int num, int who, bool vs_player)
3821 monster_type *m_ptr = &m_list[hack_m_idx]; /* the world monster */
3823 if(world_monster) return (FALSE);
3828 monster_desc(m_name, m_ptr, 0);
3832 msg_print("¡Ö¡Ø¥¶¡¦¥ï¡¼¥ë¥É¡Ù¡ª»þ¤Ï»ß¤Þ¤Ã¤¿¡ª¡×");
3834 msg_format("%s yells 'The World! Time has stopped!'", m_name);
3838 msg_print("¡Ö»þ¤è¡ª¡×");
3840 msg_format("%s yells 'Time!'", m_name);
3842 else msg_print("hek!");
3847 /* This monster cast spells */
3848 world_monster = hack_m_idx;
3850 if (vs_player) do_cmd_redraw();
3854 if(!m_ptr->r_idx) break;
3855 process_monster(world_monster);
3857 reset_target(m_ptr);
3860 if (p_ptr->notice) notice_stuff();
3863 if (p_ptr->update) update_stuff();
3866 if (p_ptr->redraw) redraw_stuff();
3869 if (p_ptr->window) window_stuff();
3872 if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
3876 p_ptr->redraw |= (PR_MAP);
3878 /* Update monsters */
3879 p_ptr->update |= (PU_MONSTERS);
3882 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3885 if (vs_player || (los(py, px, m_ptr->fy, m_ptr->fx) && projectable(py, px, m_ptr->fy, m_ptr->fx)))
3888 msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
3890 msg_print("You feel time flowing around you once more.");
3901 void monster_gain_exp(int m_idx, int s_idx)
3903 monster_type *m_ptr = &m_list[m_idx];
3904 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3905 monster_race *s_ptr = &r_info[s_idx];
3908 if (p_ptr->inside_battle) return;
3910 if (!r_ptr->next_exp) return;
3912 new_exp = s_ptr->mexp * s_ptr->level / (r_ptr->level + 2);
3913 if (m_idx == p_ptr->riding) new_exp = (new_exp + 1) / 2;
3914 if (!dun_level) new_exp /= 5;
3915 m_ptr->exp += new_exp;
3916 if (m_ptr->mflag2 & MFLAG2_CHAMELEON) return;
3918 if (m_ptr->exp >= r_ptr->next_exp)
3921 int old_hp = m_ptr->hp;
3922 int old_maxhp = m_ptr->max_maxhp;
3923 int old_r_idx = m_ptr->r_idx;
3924 byte old_sub_align = m_ptr->sub_align;
3926 /* Hack -- Reduce the racial counter of previous monster */
3927 real_r_ptr(m_ptr)->cur_num--;
3929 monster_desc(m_name, m_ptr, 0);
3930 m_ptr->r_idx = r_ptr->next_r_idx;
3932 /* Count the monsters on the level */
3933 real_r_ptr(m_ptr)->cur_num++;
3935 m_ptr->ap_r_idx = m_ptr->r_idx;
3936 r_ptr = &r_info[m_ptr->r_idx];
3938 if (r_ptr->flags1 & RF1_FORCE_MAXHP)
3940 m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
3944 m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
3946 if (ironman_nightmare)
3948 u32b hp = m_ptr->max_maxhp * 2L;
3950 m_ptr->max_maxhp = (s16b)MIN(30000, hp);
3952 m_ptr->maxhp = m_ptr->max_maxhp;
3953 m_ptr->hp = old_hp * m_ptr->maxhp / old_maxhp;
3955 /* Extract the monster base speed */
3956 m_ptr->mspeed = get_mspeed(r_ptr);
3958 /* Sub-alignment of a monster */
3959 if (!is_pet(m_ptr) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
3960 m_ptr->sub_align = old_sub_align;
3963 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
3964 if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
3965 if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
3970 if (is_pet(m_ptr) || m_ptr->ml)
3973 msg_format("%s¤Ï%s¤Ë¿Ê²½¤·¤¿¡£", m_name, r_name + r_ptr->name);
3975 msg_format("%^s evolved into %s.", m_name, r_name + r_ptr->name);
3977 r_info[old_r_idx].r_xtra1 |= MR1_SINKA;
3979 /* Now you feel very close to this pet. */
3980 m_ptr->parent_m_idx = 0;
3982 update_mon(m_idx, FALSE);
3983 lite_spot(m_ptr->fy, m_ptr->fx);
3985 if (m_idx == p_ptr->riding) p_ptr->update |= PU_BONUS;