2 * @brief モンスターの移動方向を走査する処理
7 #include "monster-floor/monster-sweep-grid.h"
8 #include "floor/cave.h"
9 #include "floor/line-of-sight.h"
10 #include "grid/feature.h"
11 #include "grid/grid.h"
12 #include "monster-race/monster-race.h"
13 #include "monster-race/race-flags-ability1.h"
14 #include "monster-race/race-flags-ability2.h"
15 #include "monster-race/race-flags1.h"
16 #include "monster-race/race-flags2.h"
17 #include "monster-race/race-flags3.h"
18 #include "monster-race/race-flags4.h"
19 #include "monster/monster-flag-types.h"
20 #include "monster/monster-info.h"
21 #include "monster-floor/monster-safety-hiding.h"
22 #include "monster/monster-status.h"
23 #include "mspell/mspell-mask-definitions.h"
24 #include "system/floor-type-definition.h"
25 #include "target/projection-path-calculator.h"
28 * @brief モンスターがプレイヤーから逃走するかどうかを返す /
29 * Returns whether a given monster will try to run from the player.
30 * @param m_idx 逃走するモンスターの参照ID
31 * @return モンスターがプレイヤーから逃走するならばTRUEを返す。
33 * Monsters will attempt to avoid very powerful players. See below.\n
35 * Because this function is called so often, little details are important\n
36 * for efficiency. Like not using "mod" or "div" when possible. And\n
37 * attempting to check the conditions in an optimal order. Note that\n
38 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
40 * Note that this function is responsible for about one to five percent\n
41 * of the processor use in normal conditions...\n
43 static bool mon_will_run(player_type *target_ptr, MONSTER_IDX m_idx)
45 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
46 monster_race *r_ptr = &r_info[m_ptr->r_idx];
50 return ((target_ptr->pet_follow_distance < 0) &&
51 (m_ptr->cdis <= (0 - target_ptr->pet_follow_distance)));
54 if (m_ptr->cdis > MAX_SIGHT + 5) return FALSE;
55 if (monster_fear_remaining(m_ptr)) return TRUE;
56 if (m_ptr->cdis <= 5) return FALSE;
58 PLAYER_LEVEL p_lev = target_ptr->lev;
59 DEPTH m_lev = r_ptr->level + (m_idx & 0x08) + 25;
60 if (m_lev > p_lev + 4) return FALSE;
61 if (m_lev + 4 <= p_lev) return TRUE;
63 HIT_POINT p_chp = target_ptr->chp;
64 HIT_POINT p_mhp = target_ptr->mhp;
65 HIT_POINT m_chp = m_ptr->hp;
66 HIT_POINT m_mhp = m_ptr->maxhp;
67 u32b p_val = (p_lev * p_mhp) + (p_chp << 2);
68 u32b m_val = (m_lev * m_mhp) + (m_chp << 2);
69 if (p_val * m_mhp > m_val * p_mhp) return TRUE;
76 * @brief モンスターがプレイヤーに向けて遠距離攻撃を行うことが可能なマスを走査する /
77 * Search spell castable grid
78 * @param target_ptr プレーヤーへの参照ポインタ
79 * @param m_idx モンスターの参照ID
80 * @param yp 適したマスのY座標を返す参照ポインタ
81 * @param xp 適したマスのX座標を返す参照ポインタ
82 * @return 有効なマスがあった場合TRUEを返す
84 static bool sweep_ranged_attack_grid(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
86 floor_type *floor_ptr = target_ptr->current_floor_ptr;
87 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
88 monster_race *r_ptr = &r_info[m_ptr->r_idx];
90 POSITION y1 = m_ptr->fy;
91 POSITION x1 = m_ptr->fx;
93 if (projectable(target_ptr, y1, x1, target_ptr->y, target_ptr->x)) return FALSE;
95 int now_cost = floor_ptr->grid_array[y1][x1].cost;
96 if (now_cost == 0) now_cost = 999;
98 bool can_open_door = FALSE;
99 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
101 can_open_door = TRUE;
105 for (int i = 7; i >= 0; i--)
107 POSITION y = y1 + ddy_ddd[i];
108 POSITION x = x1 + ddx_ddd[i];
109 if (!in_bounds2(floor_ptr, y, x)) continue;
110 if (player_bold(target_ptr, y, x)) return FALSE;
113 g_ptr = &floor_ptr->grid_array[y][x];
114 int cost = g_ptr->cost;
115 if (!(((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) || ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding))))
117 if (cost == 0) continue;
118 if (!can_open_door && is_closed_door(target_ptr, g_ptr->feat)) continue;
121 if (cost == 0) cost = 998;
123 if (now_cost < cost) continue;
124 if (!projectable(target_ptr, y, x, target_ptr->y, target_ptr->x)) continue;
125 if (best < cost) continue;
128 *yp = y1 + ddy_ddd[i];
129 *xp = x1 + ddx_ddd[i];
132 if (best == 999) return FALSE;
139 * @brief モンスターがプレイヤーに向けて接近することが可能なマスを走査する /
140 * Choose the "best" direction for "flowing"
141 * @param m_idx モンスターの参照ID
142 * @param yp 移動先のマスのY座標を返す参照ポインタ
143 * @param xp 移動先のマスのX座標を返す参照ポインタ
144 * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
147 * Note that ghosts and rock-eaters are never allowed to "flow",\n
148 * since they should move directly towards the player.\n
150 * Prefer "non-diagonal" directions, but twiddle them a little\n
151 * to angle slightly towards the player's actual location.\n
153 * Allow very perceptive monsters to track old "spoor" left by\n
154 * previous locations occupied by the player. This will tend\n
155 * to have monsters end up either near the player or on a grid\n
156 * recently occupied by the player (and left via "teleport").\n
158 * Note that if "smell" is turned on, all monsters get vicious.\n
160 * Also note that teleporting away from a location will cause\n
161 * the monsters who were chasing you to converge on that location\n
162 * as long as you are still near enough to "annoy" them without\n
163 * being close enough to chase directly. I have no idea what will\n
164 * happen if you combine "smell" with low "aaf" values.\n
166 static void sweep_movable_grid(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
169 floor_type *floor_ptr = target_ptr->current_floor_ptr;
170 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
171 monster_race *r_ptr = &r_info[m_ptr->r_idx];
173 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
174 r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
175 r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
177 if (sweep_ranged_attack_grid(target_ptr, m_idx, yp, xp)) return;
181 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) return;
182 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding)) return;
184 POSITION y1 = m_ptr->fy;
185 POSITION x1 = m_ptr->fx;
186 if (player_has_los_bold(target_ptr, y1, x1) && projectable(target_ptr, target_ptr->y, target_ptr->x, y1, x1)) return;
188 g_ptr = &floor_ptr->grid_array[y1][x1];
191 bool use_scent = FALSE;
196 else if (g_ptr->when)
198 if (floor_ptr->grid_array[target_ptr->y][target_ptr->x].when - g_ptr->when > 127) return;
208 for (int i = 7; i >= 0; i--)
210 POSITION y = y1 + ddy_ddd[i];
211 POSITION x = x1 + ddx_ddd[i];
213 if (!in_bounds2(floor_ptr, y, x)) continue;
215 g_ptr = &floor_ptr->grid_array[y][x];
218 int when = g_ptr->when;
219 if (best > when) continue;
226 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
235 if ((cost == 0) || (best < cost)) continue;
240 *yp = target_ptr->y + 16 * ddy_ddd[i];
241 *xp = target_ptr->x + 16 * ddx_ddd[i];
247 * @brief モンスターがプレイヤーから逃走することが可能なマスを走査する /
248 * Provide a location to flee to, but give the player a wide berth.
249 * @param m_idx モンスターの参照ID
250 * @param yp 移動先のマスのY座標を返す参照ポインタ
251 * @param xp 移動先のマスのX座標を返す参照ポインタ
252 * @return 有効なマスがあった場合TRUEを返す
254 * A monster may wish to flee to a location that is behind the player,\n
255 * but instead of heading directly for it, the monster should "swerve"\n
256 * around the player so that he has a smaller chance of getting hit.\n
258 static bool sweep_runnable_away_grid(floor_type *floor_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
260 POSITION gy = 0, gx = 0;
262 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
263 POSITION fy = m_ptr->fy;
264 POSITION fx = m_ptr->fx;
266 POSITION y1 = fy - (*yp);
267 POSITION x1 = fx - (*xp);
270 for (int i = 7; i >= 0; i--)
272 POSITION y = fy + ddy_ddd[i];
273 POSITION x = fx + ddx_ddd[i];
274 if (!in_bounds2(floor_ptr, y, x)) continue;
276 POSITION dis = distance(y, x, y1, x1);
277 POSITION s = 5000 / (dis + 3) - 500 / (floor_ptr->grid_array[y][x].dist + 1);
280 if (s < score) continue;
287 if (score == -1) return FALSE;
297 * todo 分割したいが条件が多すぎて適切な関数名と詳細処理を追いきれない……
298 * @brief モンスターの移動方向を返す /
299 * Choose "logical" directions for monster movement
300 * @param target_ptr プレーヤーへの参照ポインタ
301 * @param m_idx モンスターの参照ID
302 * @param mm 移動方向を返す方向IDの参照ポインタ
303 * @return 有効方向があった場合TRUEを返す
305 bool get_movable_grid(player_type *target_ptr, MONSTER_IDX m_idx, DIRECTION *mm)
307 floor_type *floor_ptr = target_ptr->current_floor_ptr;
308 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
309 monster_race *r_ptr = &r_info[m_ptr->r_idx];
310 POSITION y = 0, x = 0;
311 POSITION y2 = target_ptr->y;
312 POSITION x2 = target_ptr->x;
314 bool will_run = mon_will_run(target_ptr, m_idx);
316 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) != 0) && (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].cost > 2);
317 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) != 0) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall);
319 if (!will_run && m_ptr->target_y)
321 int t_m_idx = floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
323 are_enemies(target_ptr, m_ptr, &floor_ptr->m_list[t_m_idx]) &&
324 los(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
325 projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
327 y = m_ptr->fy - m_ptr->target_y;
328 x = m_ptr->fx - m_ptr->target_x;
333 if (!done && !will_run && is_hostile(m_ptr) &&
334 (r_ptr->flags1 & RF1_FRIENDS) &&
335 ((los(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x) && projectable(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x)) ||
336 (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
338 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
339 !(r_ptr->flags2 & RF2_KILL_WALL))
342 for (int i = 0; i < 8; i++)
344 int xx = target_ptr->x + ddx_ddd[i];
345 int yy = target_ptr->y + ddy_ddd[i];
347 if (!in_bounds2(floor_ptr, yy, xx)) continue;
349 g_ptr = &floor_ptr->grid_array[yy][xx];
350 if (monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, 0))
356 if (floor_ptr->grid_array[target_ptr->y][target_ptr->x].info & CAVE_ROOM) room -= 2;
357 if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
359 if (room < (8 * (target_ptr->chp + target_ptr->csp)) /
360 (target_ptr->mhp + target_ptr->msp))
362 if (find_hiding(target_ptr, m_idx, &y, &x)) done = TRUE;
366 if (!done && (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < 3))
368 for (int i = 0; i < 8; i++)
370 y2 = target_ptr->y + ddy_ddd[(m_idx + i) & 7];
371 x2 = target_ptr->x + ddx_ddd[(m_idx + i) & 7];
372 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
379 if (!in_bounds2(floor_ptr, y2, x2)) continue;
380 if (!monster_can_enter(target_ptr, y2, x2, r_ptr, 0)) continue;
393 sweep_movable_grid(target_ptr, m_idx, &y2, &x2, no_flow);
398 if (is_pet(m_ptr) && will_run)
404 if (!done && will_run)
408 if (find_safety(target_ptr, m_idx, &y, &x) && !no_flow)
410 if (sweep_runnable_away_grid(target_ptr->current_floor_ptr, m_idx, &y, &x))
422 if (!x && !y) return FALSE;
424 store_moves_val(mm, y, x);