2 * @file monster-process.c
3 * @brief モンスターの特殊技能と移動処理/ Monster spells and movement
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
12 * This file has several additions to it by Keldon Jones (keldon@umr.edu)
13 * to improve the general quality of the AI (version 0.1.1).
24 #include "spells-floor.h"
25 #include "spells-summon.h"
28 #include "realm-hex.h"
29 #include "object-flavor.h"
30 #include "object-hook.h"
33 #include "player-move.h"
34 #include "monster-status.h"
35 #include "monster-spell.h"
36 #include "monster-process.h"
37 #include "monsterrace-hook.h"
41 #include "view-mainwindow.h"
45 * @brief モンスターが敵に接近するための方向を決める /
46 * Calculate the direction to the next enemy
47 * @param target_ptr プレーヤーへの参照ポインタ
48 * @param m_idx モンスターの参照ID
49 * @param mm 移動するべき方角IDを返す参照ポインタ
50 * @return 方向が確定した場合TRUE、接近する敵がそもそもいない場合FALSEを返す
52 static bool get_enemy_dir(player_type *target_ptr, MONSTER_IDX m_idx, int *mm)
54 floor_type *floor_ptr = target_ptr->current_floor_ptr;
55 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
56 monster_race *r_ptr = &r_info[m_ptr->r_idx];
59 POSITION x = 0, y = 0;
60 if (target_ptr->riding_t_m_idx && player_bold(target_ptr, m_ptr->fy, m_ptr->fx))
62 y = floor_ptr->m_list[target_ptr->riding_t_m_idx].fy;
63 x = floor_ptr->m_list[target_ptr->riding_t_m_idx].fx;
65 else if (is_pet(m_ptr) && target_ptr->pet_t_m_idx)
67 y = floor_ptr->m_list[target_ptr->pet_t_m_idx].fy;
68 x = floor_ptr->m_list[target_ptr->pet_t_m_idx].fx;
74 if (target_ptr->phase_out)
76 start = randint1(floor_ptr->m_max - 1) + floor_ptr->m_max;
77 if (randint0(2)) plus = -1;
79 else start = floor_ptr->m_max + 1;
81 /* Scan thru all monsters */
82 for (int i = start; ((i < start + floor_ptr->m_max) && (i > start - floor_ptr->m_max)); i += plus)
84 MONSTER_IDX dummy = (i % floor_ptr->m_max);
88 MONSTER_IDX t_idx = dummy;
89 t_ptr = &floor_ptr->m_list[t_idx];
91 /* The monster itself isn't a target */
92 if (t_ptr == m_ptr) continue;
94 if (!monster_is_valid(t_ptr)) continue;
98 /* Hack -- only fight away from player */
99 if (target_ptr->pet_follow_distance < 0)
101 /* No fighting near player */
102 if (t_ptr->cdis <= (0 - target_ptr->pet_follow_distance))
107 /* Hack -- no fighting away from player */
108 else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > target_ptr->pet_follow_distance))
113 if (r_ptr->aaf < t_ptr->cdis) continue;
116 /* Monster must be 'an enemy' */
117 if (!are_enemies(target_ptr, m_ptr, t_ptr)) continue;
119 /* Monster must be projectable if we can't pass through walls */
120 if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) ||
121 ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding)))
123 if (!in_disintegration_range(floor_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
127 if (!projectable(target_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
130 /* OK -- we've got a target */
137 if (!x && !y) return FALSE;
140 /* Extract the direction */
145 if ((y < 0) && (x == 0))
152 else if ((y > 0) && (x == 0))
159 else if ((x > 0) && (y == 0))
166 else if ((x < 0) && (y == 0))
173 else if ((y < 0) && (x < 0))
180 else if ((y < 0) && (x > 0))
187 else if ((y > 0) && (x < 0))
194 else if ((y > 0) && (x > 0))
205 * @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 /
206 * Returns whether a given monster will try to run from the player.
207 * @param m_idx 逃走するモンスターの参照ID
208 * @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。
210 * Monsters will attempt to avoid very powerful players. See below.\n
212 * Because this function is called so often, little details are important\n
213 * for efficiency. Like not using "mod" or "div" when possible. And\n
214 * attempting to check the conditions in an optimal order. Note that\n
215 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
217 * Note that this function is responsible for about one to five percent\n
218 * of the processor use in normal conditions...\n
220 static bool mon_will_run(player_type *target_ptr, MONSTER_IDX m_idx)
222 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
223 monster_race *r_ptr = &r_info[m_ptr->r_idx];
227 HIT_POINT p_chp, p_mhp;
228 HIT_POINT m_chp, m_mhp;
231 /* Friends can be commanded to avoid the player */
234 /* Are we trying to avoid the player? */
235 return ((target_ptr->pet_follow_distance < 0) &&
236 (m_ptr->cdis <= (0 - target_ptr->pet_follow_distance)));
239 /* Keep monsters from running too far away */
240 if (m_ptr->cdis > MAX_SIGHT + 5) return FALSE;
242 /* All "afraid" monsters will run away */
243 if (MON_MONFEAR(m_ptr)) return TRUE;
245 /* Nearby monsters will not become terrified */
246 if (m_ptr->cdis <= 5) return FALSE;
248 /* Examine player power (level) */
249 p_lev = target_ptr->lev;
251 /* Examine monster power (level plus morale) */
252 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
254 /* Optimize extreme cases below */
255 if (m_lev > p_lev + 4) return FALSE;
256 if (m_lev + 4 <= p_lev) return TRUE;
258 /* Examine player health */
259 p_chp = target_ptr->chp;
260 p_mhp = target_ptr->mhp;
262 /* Examine monster health */
264 m_mhp = m_ptr->maxhp;
266 /* Prepare to optimize the calculation */
267 p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
268 m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
270 /* Strong players scare strong monsters */
271 if (p_val * m_mhp > m_val * p_mhp) return TRUE;
278 * @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 /
279 * Search spell castable grid
280 * @param target_ptr プレーヤーへの参照ポインタ
281 * @param m_idx モンスターの参照ID
282 * @param yp 適したマスのY座標を返す参照ポインタ
283 * @param xp 適したマスのX座標を返す参照ポインタ
284 * @return 有効なマスがあった場合TRUEを返す
286 static bool get_moves_aux2(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
288 floor_type *floor_ptr = target_ptr->current_floor_ptr;
289 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
290 monster_race *r_ptr = &r_info[m_ptr->r_idx];
292 /* Monster location */
293 POSITION y1 = m_ptr->fy;
294 POSITION x1 = m_ptr->fx;
296 /* Monster can already cast spell to player */
297 if (projectable(target_ptr, y1, x1, target_ptr->y, target_ptr->x)) return FALSE;
299 /* Set current grid cost */
300 int now_cost = floor_ptr->grid_array[y1][x1].cost;
301 if (now_cost == 0) now_cost = 999;
303 /* Can monster bash or open doors? */
304 bool can_open_door = FALSE;
305 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
307 can_open_door = TRUE;
310 /* Check nearby grids, diagonals first */
312 for (int i = 7; i >= 0; i--)
316 POSITION y = y1 + ddy_ddd[i];
317 POSITION x = x1 + ddx_ddd[i];
319 /* Ignore locations off of edge */
320 if (!in_bounds2(floor_ptr, y, x)) continue;
322 /* Simply move to player */
323 if (player_bold(target_ptr, y, x)) return FALSE;
326 g_ptr = &floor_ptr->grid_array[y][x];
330 /* Monster cannot kill or pass walls */
331 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))))
333 if (cost == 0) continue;
334 if (!can_open_door && is_closed_door(target_ptr, g_ptr->feat)) continue;
337 /* Hack -- for kill or pass wall monster.. */
338 if (cost == 0) cost = 998;
340 if (now_cost < cost) continue;
342 if (!projectable(target_ptr, y, x, target_ptr->y, target_ptr->x)) continue;
344 /* Accept louder sounds */
345 if (best < cost) continue;
348 (*yp) = y1 + ddy_ddd[i];
349 (*xp) = x1 + ddx_ddd[i];
352 if (best == 999) return FALSE;
359 * @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 /
360 * Choose the "best" direction for "flowing"
361 * @param m_idx モンスターの参照ID
362 * @param yp 移動先のマスのY座標を返す参照ポインタ
363 * @param xp 移動先のマスのX座標を返す参照ポインタ
364 * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
365 * @return 有効なマスがあった場合TRUEを返す
367 * Note that ghosts and rock-eaters are never allowed to "flow",\n
368 * since they should move directly towards the player.\n
370 * Prefer "non-diagonal" directions, but twiddle them a little\n
371 * to angle slightly towards the player's actual location.\n
373 * Allow very perceptive monsters to track old "spoor" left by\n
374 * previous locations occupied by the player. This will tend\n
375 * to have monsters end up either near the player or on a grid\n
376 * recently occupied by the player (and left via "teleport").\n
378 * Note that if "smell" is turned on, all monsters get vicious.\n
380 * Also note that teleporting away from a location will cause\n
381 * the monsters who were chasing you to converge on that location\n
382 * as long as you are still near enough to "annoy" them without\n
383 * being close enough to chase directly. I have no idea what will\n
384 * happen if you combine "smell" with low "aaf" values.\n
386 static bool get_moves_aux(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
389 floor_type *floor_ptr = target_ptr->current_floor_ptr;
390 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
391 monster_race *r_ptr = &r_info[m_ptr->r_idx];
393 /* Can monster cast attack spell? */
394 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
395 r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
396 r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
398 /* Can move spell castable grid? */
399 if (get_moves_aux2(target_ptr, m_idx, yp, xp)) return TRUE;
402 /* Monster can't flow */
403 if (no_flow) return FALSE;
405 /* Monster can go through rocks */
406 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) return FALSE;
407 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding)) return FALSE;
409 /* Monster location */
410 POSITION y1 = m_ptr->fy;
411 POSITION x1 = m_ptr->fx;
413 /* Hack -- Player can see us, run towards him */
414 if (player_has_los_bold(target_ptr, y1, x1) && projectable(target_ptr, target_ptr->y, target_ptr->x, y1, x1)) return FALSE;
417 g_ptr = &floor_ptr->grid_array[y1][x1];
419 /* If we can hear noises, advance towards them */
421 bool use_scent = FALSE;
427 /* Otherwise, try to follow a scent trail */
428 else if (g_ptr->when)
431 if (floor_ptr->grid_array[target_ptr->y][target_ptr->x].when - g_ptr->when > 127) return FALSE;
437 /* Otherwise, advance blindly */
443 /* Check nearby grids, diagonals first */
444 for (int i = 7; i >= 0; i--)
446 POSITION y = y1 + ddy_ddd[i];
447 POSITION x = x1 + ddx_ddd[i];
449 /* Ignore locations off of edge */
450 if (!in_bounds2(floor_ptr, y, x)) continue;
452 g_ptr = &floor_ptr->grid_array[y][x];
454 /* We're following a scent trail */
457 int when = g_ptr->when;
459 /* Accept younger scent */
460 if (best > when) continue;
464 /* We're using sound */
469 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
471 else cost = g_ptr->cost;
473 /* Accept louder sounds */
474 if ((cost == 0) || (best < cost)) continue;
478 /* Hack -- Save the "twiddled" location */
479 (*yp) = target_ptr->y + 16 * ddy_ddd[i];
480 (*xp) = target_ptr->x + 16 * ddx_ddd[i];
483 if (best == 999 || best == 0) return FALSE;
490 * @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 /
491 * Provide a location to flee to, but give the player a wide berth.
492 * @param m_idx モンスターの参照ID
493 * @param yp 移動先のマスのY座標を返す参照ポインタ
494 * @param xp 移動先のマスのX座標を返す参照ポインタ
495 * @return 有効なマスがあった場合TRUEを返す
497 * A monster may wish to flee to a location that is behind the player,\n
498 * but instead of heading directly for it, the monster should "swerve"\n
499 * around the player so that he has a smaller chance of getting hit.\n
501 static bool get_fear_moves_aux(floor_type *floor_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
503 POSITION gy = 0, gx = 0;
505 /* Monster location */
506 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
507 POSITION fy = m_ptr->fy;
508 POSITION fx = m_ptr->fx;
510 /* Desired destination */
511 POSITION y1 = fy - (*yp);
512 POSITION x1 = fx - (*xp);
514 /* Check nearby grids, diagonals first */
516 for (int i = 7; i >= 0; i--)
519 POSITION y = fy + ddy_ddd[i];
520 POSITION x = fx + ddx_ddd[i];
522 /* Ignore locations off of edge */
523 if (!in_bounds2(floor_ptr, y, x)) continue;
525 /* Calculate distance of this grid from our destination */
526 dis = distance(y, x, y1, x1);
528 /* Score this grid */
529 s = 5000 / (dis + 3) - 500 / (floor_ptr->grid_array[y][x].dist + 1);
531 /* No negative scores */
534 /* Ignore lower scores */
535 if (s < score) continue;
537 /* Save the score and time */
540 /* Save the location */
545 /* No legal move (?) */
546 if (score == -1) return FALSE;
557 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
560 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
561 * offsets of all the locations with a distance of n from a central point,
562 * with an offset of (0,0) indicating no more offsets at this distance.
564 * This is, of course, fairly unreadable, but it eliminates multiple loops
565 * from the previous version.
567 * It is probably better to replace these arrays with code to compute
568 * the relevant arrays, even if the storage is pre-allocated in hard
569 * coded sizes. At the very least, code should be included which is
570 * able to generate and dump these arrays (ala "los()").
572 * Also, the storage needs could be halved by using bytes.
574 * These arrays could be combined into two big arrays, using sub-arrays
575 * to hold the offsets and lengths of each portion of the sub-arrays, and
576 * this could perhaps also be used somehow in the "look" code.
580 static POSITION d_off_y_0[] = { 0 };
581 static POSITION d_off_x_0[] = { 0 };
583 static POSITION d_off_y_1[] = { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
584 static POSITION d_off_x_1[] = { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
586 static POSITION d_off_y_2[] = { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
587 static POSITION d_off_x_2[] = { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
589 static POSITION d_off_y_3[] = { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2, 3, 3, 3, 0 };
590 static POSITION d_off_x_3[] = { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2, -1, 0, 1, 0 };
592 static POSITION d_off_y_4[] = { -1, -1, -2, -2, -3, -3, -3, -3, -4, -4, -4, 0, 0, 1, 1, 2, 2, 3, 3, 3, 3, 4, 4, 4, 0 };
593 static POSITION d_off_x_4[] = { -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, -4, 4, -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, 0 };
596 static POSITION d_off_y_5[] =
597 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
598 -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
601 static POSITION d_off_x_5[] =
602 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
603 -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
607 static POSITION d_off_y_6[] =
608 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
609 -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
612 static POSITION d_off_x_6[] =
613 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
614 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
615 -3, 2, 3, -1, 0, 1, 0 };
618 static POSITION d_off_y_7[] =
619 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
620 -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
621 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
623 static POSITION d_off_x_7[] =
624 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
625 -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
626 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
630 static POSITION d_off_y_8[] =
631 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
632 -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
633 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
636 static POSITION d_off_x_8[] =
637 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
638 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
639 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
643 static POSITION d_off_y_9[] =
644 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
645 -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
646 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
647 7, 8, 8, 8, 8, 9, 9, 9, 0 };
649 static POSITION d_off_x_9[] =
650 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
651 -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
652 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
653 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
656 static POSITION *dist_offsets_y[10] =
658 d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
659 d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
662 static POSITION *dist_offsets_x[10] =
664 d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
665 d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
669 * @brief モンスターが逃げ込める安全な地点を返す /
670 * Choose a "safe" location near a monster for it to run toward.
671 * @param target_ptr プレーヤーへの参照ポインタ
672 * @param m_idx モンスターの参照ID
673 * @param yp 移動先のマスのY座標を返す参照ポインタ
674 * @param xp 移動先のマスのX座標を返す参照ポインタ
675 * @return 有効なマスがあった場合TRUEを返す
677 * A location is "safe" if it can be reached quickly and the player\n
678 * is not able to fire into it (it isn't a "clean shot"). So, this will\n
679 * cause monsters to "duck" behind walls. Hopefully, monsters will also\n
680 * try to run towards corridor openings if they are in a room.\n
682 * This function may take lots of CPU time if lots of monsters are\n
685 * Return TRUE if a safe location is available.\n
687 static bool find_safety(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
689 floor_type *floor_ptr = target_ptr->current_floor_ptr;
690 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
692 POSITION fy = m_ptr->fy;
693 POSITION fx = m_ptr->fx;
695 POSITION gy = 0, gx = 0, gdis = 0;
697 /* Start with adjacent locations, spread further */
698 for (POSITION d = 1; d < 10; d++)
700 /* Get the lists of points with a distance d from (fx, fy) */
702 y_offsets = dist_offsets_y[d];
705 x_offsets = dist_offsets_x[d];
707 /* Check the locations */
708 for (POSITION i = 0, dx = x_offsets[0], dy = y_offsets[0];
710 i++, dx = x_offsets[i], dy = y_offsets[i])
712 POSITION y = fy + dy;
713 POSITION x = fx + dx;
715 /* Skip illegal locations */
716 if (!in_bounds(floor_ptr, y, x)) continue;
719 g_ptr = &floor_ptr->grid_array[y][x];
721 /* Skip locations in a wall */
722 if (!monster_can_cross_terrain(target_ptr, g_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == target_ptr->riding) ? CEM_RIDING : 0)) continue;
724 /* Check for "availability" (if monsters can flow) */
725 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
727 /* Ignore grids very far from the player */
728 if (g_ptr->dist == 0) continue;
730 /* Ignore too-distant grids */
731 if (g_ptr->dist > floor_ptr->grid_array[fy][fx].dist + 2 * d) continue;
734 /* Check for absence of shot (more or less) */
735 if (projectable(target_ptr, target_ptr->y, target_ptr->x, y, x)) continue;
737 /* Calculate distance from player */
738 POSITION dis = distance(y, x, target_ptr->y, target_ptr->x);
740 /* Remember if further than previous */
741 if (dis <= gdis) continue;
748 /* Check for success */
749 if (gdis <= 0) continue;
763 * @brief モンスターが隠れ潜める地点を返す /
764 * Choose a good hiding place near a monster for it to run toward.
765 * @param target_ptr プレーヤーへの参照ポインタ
766 * @param m_idx モンスターの参照ID
767 * @param yp 移動先のマスのY座標を返す参照ポインタ
768 * @param xp 移動先のマスのX座標を返す参照ポインタ
769 * @return 有効なマスがあった場合TRUEを返す
771 * Pack monsters will use this to "ambush" the player and lure him out\n
772 * of corridors into open space so they can swarm him.\n
774 * Return TRUE if a good location is available.\n
776 static bool find_hiding(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
778 floor_type *floor_ptr = target_ptr->current_floor_ptr;
779 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
780 monster_race *r_ptr = &r_info[m_ptr->r_idx];
782 POSITION fy = m_ptr->fy;
783 POSITION fx = m_ptr->fx;
785 POSITION gy = 0, gx = 0, gdis = 999;
787 /* Start with adjacent locations, spread further */
788 for (POSITION d = 1; d < 10; d++)
790 /* Get the lists of points with a distance d from (fx, fy) */
792 y_offsets = dist_offsets_y[d];
795 x_offsets = dist_offsets_x[d];
797 /* Check the locations */
798 for (POSITION i = 0, dx = x_offsets[0], dy = y_offsets[0];
800 i++, dx = x_offsets[i], dy = y_offsets[i])
802 POSITION y = fy + dy;
803 POSITION x = fx + dx;
805 /* Skip illegal locations */
806 if (!in_bounds(floor_ptr, y, x)) continue;
808 /* Skip occupied locations */
809 if (!monster_can_enter(target_ptr, y, x, r_ptr, 0)) continue;
811 /* Check for hidden, available grid */
812 if (projectable(target_ptr, target_ptr->y, target_ptr->x, y, x) && clean_shot(target_ptr, fy, fx, y, x, FALSE))
815 /* Calculate distance from player */
816 POSITION dis = distance(y, x, target_ptr->y, target_ptr->x);
818 /* Remember if closer than previous */
819 if (dis < gdis && dis >= 2)
827 if (gdis >= 999) continue;
840 * @brief モンスターの移動方向を返す /
841 * Choose "logical" directions for monster movement
842 * @param target_ptr プレーヤーへの参照ポインタ
843 * @param m_idx モンスターの参照ID
844 * @param mm 移動方向を返す方向IDの参照ポインタ
845 * @return 有効方向があった場合TRUEを返す
847 static bool get_moves(player_type *target_ptr, MONSTER_IDX m_idx, DIRECTION *mm)
849 floor_type *floor_ptr = target_ptr->current_floor_ptr;
850 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
851 monster_race *r_ptr = &r_info[m_ptr->r_idx];
852 POSITION y = 0, ay, x = 0, ax;
854 POSITION y2 = target_ptr->y;
855 POSITION x2 = target_ptr->x;
857 bool will_run = mon_will_run(target_ptr, m_idx);
859 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].cost > 2));
860 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall));
862 /* Counter attack to an enemy monster */
863 if (!will_run && m_ptr->target_y)
865 int t_m_idx = floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
867 /* The monster must be an enemy, and in LOS */
869 are_enemies(target_ptr, m_ptr, &floor_ptr->m_list[t_m_idx]) &&
870 los(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
871 projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
873 /* Extract the "pseudo-direction" */
874 y = m_ptr->fy - m_ptr->target_y;
875 x = m_ptr->fx - m_ptr->target_x;
880 if (!done && !will_run && is_hostile(m_ptr) &&
881 (r_ptr->flags1 & RF1_FRIENDS) &&
882 ((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)) ||
883 (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
886 * Animal packs try to get the player out of corridors
887 * (...unless they can move through walls -- TY)
889 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
890 !(r_ptr->flags2 & RF2_KILL_WALL))
894 /* Count room grids next to player */
895 for (i = 0; i < 8; i++)
897 int xx = target_ptr->x + ddx_ddd[i];
898 int yy = target_ptr->y + ddy_ddd[i];
900 if (!in_bounds2(floor_ptr, yy, xx)) continue;
902 g_ptr = &floor_ptr->grid_array[yy][xx];
905 if (monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, 0))
907 /* One more room grid */
911 if (floor_ptr->grid_array[target_ptr->y][target_ptr->x].info & CAVE_ROOM) room -= 2;
912 if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
914 /* Not in a room and strong player */
915 if (room < (8 * (target_ptr->chp + target_ptr->csp)) /
916 (target_ptr->mhp + target_ptr->msp))
918 /* Find hiding place */
919 if (find_hiding(target_ptr, m_idx, &y, &x)) done = TRUE;
923 /* Monster groups try to surround the player */
924 if (!done && (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < 3))
928 /* Find an empty square near the player to fill */
929 for (i = 0; i < 8; i++)
931 /* Pick squares near player (semi-randomly) */
932 y2 = target_ptr->y + ddy_ddd[(m_idx + i) & 7];
933 x2 = target_ptr->x + ddx_ddd[(m_idx + i) & 7];
936 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
938 /* Attack the player */
945 if (!in_bounds2(floor_ptr, y2, x2)) continue;
947 /* Ignore filled grids */
948 if (!monster_can_enter(target_ptr, y2, x2, r_ptr, 0)) continue;
950 /* Try to fill this hole */
954 /* Extract the new "pseudo-direction" */
964 /* Flow towards the player */
965 (void)get_moves_aux(target_ptr, m_idx, &y2, &x2, no_flow);
967 /* Extract the "pseudo-direction" */
974 /* Apply fear if possible and necessary */
975 if (is_pet(m_ptr) && will_run)
977 /* XXX XXX Not very "smart" */
982 if (!done && will_run)
987 /* Try to find safe place */
988 if (find_safety(target_ptr, m_idx, &y, &x))
990 /* Attempt to avoid the player */
993 /* Adjust movement */
994 if (get_fear_moves_aux(target_ptr->current_floor_ptr, m_idx, &y, &x)) done = TRUE;
1000 /* This is not a very "smart" method XXX XXX */
1008 /* Check for no move */
1009 if (!x && !y) return FALSE;
1012 /* Extract the "absolute distances" */
1016 /* Do something weird */
1017 if (y < 0) move_val += 8;
1018 if (x > 0) move_val += 4;
1020 /* Prevent the diamond maneuvre */
1021 if (ay > (ax << 1)) move_val += 2;
1022 else if (ax > (ay << 1)) move_val++;
1024 /* Extract some directions */
1169 /* Wants to move... */
1174 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
1176 return !have_flag(f_ptr->flags, FF_GLASS) ||
1177 (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
1178 (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
1183 * @brief モンスター単体の1ターン行動処理メインルーチン /
1185 * @param target_ptr プレーヤーへの参照ポインタ
1186 * @param m_idx 行動モンスターの参照ID
1189 * The monster is known to be within 100 grids of the player\n
1191 * In several cases, we directly update the monster lore\n
1193 * Note that a monster is only allowed to "reproduce" if there\n
1194 * are a limited number of "reproducing" monsters on the current\n
1195 * level. This should prevent the level from being "swamped" by\n
1196 * reproducing monsters. It also allows a large mass of mice to\n
1197 * prevent a louse from multiplying, but this is a small price to\n
1198 * pay for a simple multiplication method.\n
1200 * XXX Monster fear is slightly odd, in particular, monsters will\n
1201 * fixate on opening a door even if they cannot open it. Actually,\n
1202 * the same thing happens to normal monsters when they hit a door\n
1204 * In addition, monsters which *cannot* open or bash\n
1205 * down a door will still stand there trying to open it...\n
1207 * XXX Technically, need to check for monster in the way\n
1208 * combined with that monster being in a wall (or door?)\n
1210 * A "direction" of "5" means "pick a random direction".\n
1212 void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
1214 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1215 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1216 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
1219 POSITION oy, ox, ny, nx;
1224 feature_type *f_ptr;
1226 monster_type *y_ptr;
1231 bool must_alter_to_move;
1240 bool gets_angry = FALSE;
1245 bool is_riding_mon = (m_idx == target_ptr->riding);
1246 bool see_m = is_seen(m_ptr);
1248 if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
1250 if (rakuba(target_ptr, 0, TRUE))
1253 msg_print("地面に落とされた。");
1255 GAME_TEXT m_name[MAX_NLEN];
1256 monster_desc(target_ptr, m_name, &target_ptr->current_floor_ptr->m_list[target_ptr->riding], 0);
1257 msg_format("You have fallen from %s.", m_name);
1262 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
1264 choose_new_monster(target_ptr, m_idx, FALSE, 0);
1265 r_ptr = &r_info[m_ptr->r_idx];
1268 /* Players hidden in shadow are almost imperceptable. -LM- */
1269 if (target_ptr->special_defense & NINJA_S_STEALTH)
1271 int tmp = target_ptr->lev * 6 + (target_ptr->skill_stl + 10) * 4;
1272 if (target_ptr->monlite) tmp /= 3;
1273 if (target_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1274 if (r_ptr->level > (target_ptr->lev * target_ptr->lev / 20 + 10)) tmp /= 3;
1275 /* Low-level monsters will find it difficult to locate the player. */
1276 if (randint0(tmp) > (r_ptr->level + 20)) aware = FALSE;
1279 /* Are there its parent? */
1280 if (m_ptr->parent_m_idx && !target_ptr->current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
1282 /* Its parent have gone, it also goes away. */
1286 GAME_TEXT m_name[MAX_NLEN];
1287 monster_desc(target_ptr, m_name, m_ptr, 0);
1288 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
1291 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1293 GAME_TEXT m_name[MAX_NLEN];
1294 monster_desc(target_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
1295 exe_write_diary(target_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
1298 delete_monster_idx(target_ptr, m_idx);
1303 /* Quantum monsters are odd */
1304 if (r_ptr->flags2 & (RF2_QUANTUM))
1306 /* Sometimes skip move */
1307 if (!randint0(2)) return;
1310 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
1314 if (is_pet(m_ptr) && !(m_ptr->ml)) sad = TRUE;
1318 GAME_TEXT m_name[MAX_NLEN];
1319 monster_desc(target_ptr, m_name, m_ptr, 0);
1321 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
1324 /* Generate treasure, etc */
1325 monster_death(target_ptr, m_idx, FALSE);
1327 delete_monster_idx(target_ptr, m_idx);
1330 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
1337 if (m_ptr->r_idx == MON_SHURYUUDAN)
1339 mon_take_hit_mon(target_ptr, m_idx, 1, &dead, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
1343 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !target_ptr->phase_out)
1345 static int riding_pinch = 0;
1347 if (m_ptr->hp < m_ptr->maxhp / 3)
1349 GAME_TEXT m_name[MAX_NLEN];
1350 monster_desc(target_ptr, m_name, m_ptr, 0);
1352 if (is_riding_mon && riding_pinch < 2)
1354 msg_format(_("%sは傷の痛さの余りあなたの束縛から逃れようとしている。",
1355 "%^s seems to be in so much pain and tries to escape from your restriction."), m_name);
1357 disturb(target_ptr, TRUE, TRUE);
1363 msg_format(_("%sはあなたの束縛から脱出した。", "%^s succeeded to escape from your restriction!"), m_name);
1364 if (rakuba(target_ptr, -1, FALSE))
1366 msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
1372 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) &&
1373 player_has_los_bold(target_ptr, m_ptr->fy, m_ptr->fx) && projectable(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x))
1375 msg_format(_("%^s「ピンチだ!退却させてもらう!」", "%^s says 'It is the pinch! I will retreat'."), m_name);
1377 msg_format(_("%^sがテレポート・レベルの巻物を読んだ。", "%^s reads a scroll of teleport level."), m_name);
1378 msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
1381 if (is_riding_mon && rakuba(target_ptr, -1, FALSE))
1383 msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
1386 check_quest_completion(target_ptr, m_ptr);
1387 delete_monster_idx(target_ptr, m_idx);
1393 /* Reset the counter */
1394 if (is_riding_mon) riding_pinch = 0;
1398 /* Handle "sleep" */
1399 if (MON_CSLEEP(m_ptr))
1401 /* Handle non-aggravation - Still sleeping */
1402 if (!(target_ptr->cursed & TRC_AGGRAVATE)) return;
1404 (void)set_monster_csleep(target_ptr, m_idx, 0);
1406 /* Notice the "waking up" */
1409 GAME_TEXT m_name[MAX_NLEN];
1410 monster_desc(target_ptr, m_name, m_ptr, 0);
1411 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1414 /* Hack -- Count the wakings */
1415 if (is_original_ap_and_seen(target_ptr, m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
1422 if (MON_STUNNED(m_ptr))
1424 /* Sometimes skip move */
1425 if (one_in_(2)) return;
1430 target_ptr->update |= (PU_BONUS);
1433 /* No one wants to be your friend if you're aggravating */
1434 if (is_friendly(m_ptr) && (target_ptr->cursed & TRC_AGGRAVATE))
1437 /* Paranoia... no pet uniques outside wizard mode -- TY */
1438 if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
1439 monster_has_hostile_align(target_ptr, NULL, 10, -10, r_ptr)) || (r_ptr->flagsr & RFR_RES_ALL)))
1444 if (target_ptr->phase_out) gets_angry = FALSE;
1448 if (is_pet(m_ptr) || see_m)
1450 GAME_TEXT m_name[MAX_NLEN];
1451 monster_desc(target_ptr, m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
1452 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
1455 set_hostile(target_ptr, m_ptr);
1458 /* Get the origin */
1462 /* Attempt to "multiply" if able and allowed */
1463 if ((r_ptr->flags2 & RF2_MULTIPLY) && (target_ptr->current_floor_ptr->num_repro < MAX_REPRO))
1468 /* Count the adjacent monsters */
1469 for (k = 0, y = oy - 1; y <= oy + 1; y++)
1471 for (x = ox - 1; x <= ox + 1; x++)
1473 /* Ignore locations off of edge */
1474 if (!in_bounds2(target_ptr->current_floor_ptr, y, x)) continue;
1475 if (target_ptr->current_floor_ptr->grid_array[y][x].m_idx) k++;
1479 if (multiply_barrier(target_ptr, m_idx)) k = 8;
1481 /* Hack -- multiply slower in crowded areas */
1482 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
1484 /* Try to multiply */
1485 if (multiply_monster(target_ptr, m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
1487 /* Take note if visible */
1488 if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(target_ptr, m_ptr))
1490 r_ptr->r_flags2 |= (RF2_MULTIPLY);
1493 /* Multiplying takes energy */
1499 if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
1501 /* Hack -- Ohmu scatters molds! */
1502 if (m_ptr->r_idx == MON_OHMU)
1504 if (!target_ptr->current_floor_ptr->inside_arena && !target_ptr->phase_out)
1506 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
1509 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1510 BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
1512 for (k = 0; k < A_MAX; k++)
1514 if (summon_specific(target_ptr, m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
1516 if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml) count++;
1520 if (count && is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
1526 if (!target_ptr->phase_out)
1528 /* Hack! "Cyber" monster makes noise... */
1529 if (m_ptr->ap_r_idx == MON_CYBER &&
1530 one_in_(CYBERNOISE) &&
1531 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
1533 if (disturb_minor) disturb(target_ptr, FALSE, FALSE);
1534 msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
1537 /* Some monsters can speak */
1538 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
1539 one_in_(SPEAK_CHANCE) &&
1540 player_has_los_bold(target_ptr, oy, ox) &&
1541 projectable(target_ptr, oy, ox, target_ptr->y, target_ptr->x))
1543 GAME_TEXT m_name[MAX_NLEN];
1544 char monmessage[1024];
1547 /* Acquire the monster name/poss */
1549 monster_desc(target_ptr, m_name, m_ptr, 0);
1551 strcpy(m_name, _("それ", "It"));
1553 /* Select the file for monster quotes */
1554 if (MON_MONFEAR(m_ptr))
1555 filename = _("monfear_j.txt", "monfear.txt");
1556 else if (is_pet(m_ptr))
1557 filename = _("monpet_j.txt", "monpet.txt");
1558 else if (is_friendly(m_ptr))
1559 filename = _("monfrien_j.txt", "monfrien.txt");
1561 filename = _("monspeak_j.txt", "monspeak.txt");
1562 /* Get the monster line */
1563 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
1566 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
1571 /* Try to cast spell occasionally */
1572 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
1574 bool counterattack = FALSE;
1576 /* Give priority to counter attack? */
1577 if (m_ptr->target_y)
1579 MONSTER_IDX t_m_idx = target_ptr->current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
1581 /* The monster must be an enemy, and projectable */
1582 if (t_m_idx && are_enemies(target_ptr, m_ptr, &target_ptr->current_floor_ptr->m_list[t_m_idx]) &&
1583 projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1585 counterattack = TRUE;
1591 /* Attempt to cast a spell */
1592 if (aware && make_attack_spell(m_idx, target_ptr)) return;
1595 * Attempt to cast a spell at an enemy other than the player
1596 * (may slow the game a smidgeon, but I haven't noticed.)
1598 if (monst_spell_monst(target_ptr, m_idx)) return;
1602 /* Attempt to do counter attack at first */
1603 if (monst_spell_monst(target_ptr, m_idx)) return;
1605 if (aware && make_attack_spell(m_idx, target_ptr)) return;
1609 /* Hack -- Assume no movement */
1610 mm[0] = mm[1] = mm[2] = mm[3] = 0;
1611 mm[4] = mm[5] = mm[6] = mm[7] = 0;
1614 /* Confused -- 100% random */
1615 if (MON_CONFUSED(m_ptr) || !aware)
1617 /* Try four "random" directions */
1618 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1621 /* 75% random movement */
1622 else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
1623 (randint0(100) < 75))
1625 /* Memorize flags */
1626 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
1628 /* Try four "random" directions */
1629 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1632 /* 50% random movement */
1633 else if ((r_ptr->flags1 & RF1_RAND_50) &&
1634 (randint0(100) < 50))
1636 /* Memorize flags */
1637 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
1639 /* Try four "random" directions */
1640 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1643 /* 25% random movement */
1644 else if ((r_ptr->flags1 & RF1_RAND_25) &&
1645 (randint0(100) < 25))
1647 /* Memorize flags */
1648 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
1650 /* Try four "random" directions */
1651 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1654 /* Can't reach player - find something else to hit */
1655 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
1657 /* Try four "random" directions */
1658 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1661 /* Pets will follow the player */
1662 else if (is_pet(m_ptr))
1664 /* Are we trying to avoid the player? */
1665 bool avoid = ((target_ptr->pet_follow_distance < 0) && (m_ptr->cdis <= (0 - target_ptr->pet_follow_distance)));
1667 /* Do we want to find the player? */
1668 bool lonely = (!avoid && (m_ptr->cdis > target_ptr->pet_follow_distance));
1670 /* Should we find the player if we can't find a monster? */
1671 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
1673 /* by default, move randomly */
1674 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1676 /* Look for an enemy */
1677 if (!get_enemy_dir(target_ptr, m_idx, mm))
1679 /* Find the player if necessary */
1680 if (avoid || lonely || distant)
1682 /* Remember the leash length */
1683 POSITION dis = target_ptr->pet_follow_distance;
1685 /* Hack -- adjust follow distance temporarily */
1686 if (target_ptr->pet_follow_distance > PET_SEEK_DIST)
1688 target_ptr->pet_follow_distance = PET_SEEK_DIST;
1691 /* Find the player */
1692 (void)get_moves(target_ptr, m_idx, mm);
1694 /* Restore the leash */
1695 target_ptr->pet_follow_distance = (s16b)dis;
1700 /* Friendly monster movement */
1701 else if (!is_hostile(m_ptr))
1703 /* by default, move randomly */
1704 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1706 /* Look for an enemy */
1707 get_enemy_dir(target_ptr, m_idx, mm);
1709 /* Normal movement */
1712 /* Logical moves, may do nothing */
1713 if (!get_moves(target_ptr, m_idx, mm)) return;
1716 /* Assume nothing */
1720 must_alter_to_move = FALSE;
1722 /* Assume nothing */
1723 did_open_door = FALSE;
1724 did_bash_door = FALSE;
1725 did_take_item = FALSE;
1726 did_kill_item = FALSE;
1727 did_move_body = FALSE;
1728 did_pass_wall = FALSE;
1729 did_kill_wall = FALSE;
1731 /* Take a zero-terminated array of "directions" */
1732 for (i = 0; mm[i]; i++)
1734 /* Get the direction */
1737 /* Hack -- allow "randomized" motion */
1738 if (d == 5) d = ddd[randint0(8)];
1740 /* Get the destination */
1744 /* Ignore locations off of edge */
1745 if (!in_bounds2(target_ptr->current_floor_ptr, ny, nx)) continue;
1747 /* Access that grid */
1748 g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
1749 f_ptr = &f_info[g_ptr->feat];
1750 can_cross = monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
1752 /* Access that grid's contents */
1753 y_ptr = &target_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
1755 /* Hack -- player 'in' wall */
1756 if (player_bold(target_ptr, ny, nx))
1761 /* Possibly a monster to attack */
1762 else if (g_ptr->m_idx)
1767 /* Monster destroys walls (and doors) */
1768 else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
1769 (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
1770 have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
1771 check_hp_for_feat_destruction(f_ptr, m_ptr))
1773 /* Eat through walls/doors/rubble */
1775 if (!can_cross) must_alter_to_move = TRUE;
1777 /* Monster destroyed a wall (later) */
1778 did_kill_wall = TRUE;
1781 /* Floor is open? */
1784 /* Go ahead and move */
1787 /* Monster moves through walls (and doors) */
1788 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || target_ptr->pass_wall) &&
1789 have_flag(f_ptr->flags, FF_CAN_PASS))
1791 /* Monster went through a wall */
1792 did_pass_wall = TRUE;
1796 /* Handle doors and secret doors */
1797 else if (is_closed_door(target_ptr, g_ptr->feat))
1799 bool may_bash = TRUE;
1801 /* Assume no move allowed */
1804 /* Creature can open doors. */
1805 if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
1806 (!is_pet(m_ptr) || (target_ptr->pet_extra_flags & PF_OPEN_DOORS)))
1811 /* The door is open */
1812 did_open_door = TRUE;
1814 /* Do not bash the door */
1820 /* Locked doors (not jammed) */
1823 /* Try to unlock it */
1824 if (randint0(m_ptr->hp / 10) > f_ptr->power)
1826 /* Unlock the door */
1827 cave_alter_feat(target_ptr, ny, nx, FF_DISARM);
1829 /* Do not bash the door */
1837 /* Stuck doors -- attempt to bash them down if allowed */
1838 if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
1839 (!is_pet(m_ptr) || (target_ptr->pet_extra_flags & PF_OPEN_DOORS)))
1841 /* Attempt to Bash */
1842 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
1844 if (have_flag(f_ptr->flags, FF_GLASS))
1845 msg_print(_("ガラスが砕ける音がした!", "You hear glass breaking!"));
1847 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
1849 /* Disturb (sometimes) */
1850 if (disturb_minor) disturb(target_ptr, FALSE, FALSE);
1852 /* The door was bashed open */
1853 did_bash_door = TRUE;
1855 /* Hack -- fall into doorway */
1857 must_alter_to_move = TRUE;
1862 /* Deal with doors in the way */
1863 if (did_open_door || did_bash_door)
1865 /* Break down the door */
1866 if (did_bash_door && ((randint0(100) < 50) || (feat_state(target_ptr, g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
1868 cave_alter_feat(target_ptr, ny, nx, FF_BASH);
1870 if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */
1872 target_ptr->update |= (PU_FLOW);
1873 target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1874 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
1883 cave_alter_feat(target_ptr, ny, nx, FF_OPEN);
1886 f_ptr = &f_info[g_ptr->feat];
1888 /* Handle viewable doors */
1893 /* Hack -- check for Glyph of Warding */
1894 if (do_move && is_glyph_grid(g_ptr) &&
1895 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(target_ptr, ny, nx)))
1897 /* Assume no move allowed */
1900 /* Break the ward */
1901 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
1903 /* Describe observable breakage */
1904 if (g_ptr->info & CAVE_MARK)
1906 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
1909 /* Forget the rune */
1910 g_ptr->info &= ~(CAVE_MARK);
1912 /* Break the rune */
1913 g_ptr->info &= ~(CAVE_OBJECT);
1916 /* Allow movement */
1919 note_spot(target_ptr, ny, nx);
1922 else if (do_move && is_explosive_rune_grid(g_ptr) &&
1923 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(target_ptr, ny, nx)))
1925 /* Assume no move allowed */
1928 /* Break the ward */
1931 /* Break the ward */
1932 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
1934 /* Describe observable breakage */
1935 if (g_ptr->info & CAVE_MARK)
1937 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
1938 project(target_ptr, 0, 2, ny, nx, 2 * (target_ptr->lev + damroll(7, 7)), GF_MANA, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
1943 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
1946 /* Forget the rune */
1947 g_ptr->info &= ~(CAVE_MARK);
1949 /* Break the rune */
1950 g_ptr->info &= ~(CAVE_OBJECT);
1953 note_spot(target_ptr, ny, nx);
1954 lite_spot(target_ptr, ny, nx);
1956 if (!monster_is_valid(m_ptr)) return;
1957 /* Allow movement */
1962 /* The player is in the way */
1963 if (do_move && player_bold(target_ptr, ny, nx))
1965 /* Some monsters never attack */
1966 if (r_ptr->flags1 & RF1_NEVER_BLOW)
1968 /* Hack -- memorize lack of attacks */
1969 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
1975 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
1976 if (do_move && (d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
1978 if (!MON_CONFUSED(m_ptr))
1980 if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
1983 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
1988 /* The player is in the way. Attack him. */
1991 if (!target_ptr->riding || one_in_(2))
1994 (void)make_attack_normal(target_ptr, m_idx);
2005 /* A monster is in the way */
2006 if (do_move && g_ptr->m_idx)
2008 monster_race *z_ptr = &r_info[y_ptr->r_idx];
2010 /* Assume no movement */
2013 /* Attack 'enemies' */
2014 if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
2015 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
2016 can_cross && (g_ptr->m_idx != target_ptr->riding)) ||
2017 are_enemies(target_ptr, m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
2019 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2021 if (r_ptr->flags2 & RF2_KILL_BODY)
2023 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2027 if (y_ptr->r_idx && (y_ptr->hp >= 0))
2029 if (monst_attack_monst(target_ptr, m_idx, g_ptr->m_idx)) return;
2031 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2032 else if (d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
2034 if (MON_CONFUSED(m_ptr)) return;
2035 else if (r_ptr->flags2 & RF2_STUPID)
2037 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2045 /* Push past weaker monsters (unless leaving a wall) */
2046 else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
2047 (r_ptr->mexp > z_ptr->mexp) &&
2048 can_cross && (g_ptr->m_idx != target_ptr->riding) &&
2049 monster_can_cross_terrain(target_ptr, target_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
2051 /* Allow movement */
2054 /* Monster pushed past another monster */
2055 did_move_body = TRUE;
2057 /* Wake up the moved monster */
2058 (void)set_monster_csleep(target_ptr, g_ptr->m_idx, 0);
2066 if (!target_ptr->riding_ryoute && !MON_MONFEAR(&target_ptr->current_floor_ptr->m_list[target_ptr->riding])) do_move = FALSE;
2069 if (did_kill_wall && do_move)
2071 if (one_in_(GRINDNOISE))
2073 if (have_flag(f_ptr->flags, FF_GLASS))
2074 msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
2076 msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
2079 cave_alter_feat(target_ptr, ny, nx, FF_HURT_DISI);
2081 if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */
2083 target_ptr->update |= (PU_FLOW);
2084 target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2085 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
2090 f_ptr = &f_info[g_ptr->feat];
2092 /* Note changes to viewable region */
2097 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
2099 if (!monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
2101 /* Assume no move allowed */
2107 * Check if monster can cross terrain
2108 * This is checked after the normal attacks
2109 * to allow monsters to attack an enemy,
2110 * even if it can't enter the terrain.
2112 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
2114 /* Assume no move allowed */
2118 /* Some monsters never move */
2119 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
2121 /* Hack -- memorize lack of moves */
2122 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
2128 /* Creature has been allowed move */
2137 if (have_flag(f_ptr->flags, FF_TREE))
2139 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
2141 m_ptr->energy_need += ENERGY_NEED();
2147 /* Hack -- Update the old location */
2148 target_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
2150 /* Mega-Hack -- move the old monster, if any */
2153 /* Move the old monster */
2157 /* Update the old monster */
2158 update_monster(target_ptr, g_ptr->m_idx, TRUE);
2161 /* Hack -- Update the new location */
2162 g_ptr->m_idx = m_idx;
2164 /* Move the monster */
2167 update_monster(target_ptr, m_idx, TRUE);
2169 lite_spot(target_ptr, oy, ox);
2170 lite_spot(target_ptr, ny, nx);
2174 /* sound(SOUND_WALK); */
2175 if (!move_player_effect(target_ptr, ny, nx, MPE_DONT_PICKUP)) break;
2178 /* Possible disturb */
2181 (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(target_ptr, target_ptr->y, target_ptr->x, m_ptr->fy, m_ptr->fx)) ||
2182 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= target_ptr->lev)))
2184 if (is_hostile(m_ptr))
2185 disturb(target_ptr, FALSE, TRUE);
2188 /* Take or Kill objects on the floor */
2189 bool is_takable_or_killable = g_ptr->o_idx > 0;
2190 is_takable_or_killable &= (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) != 0;
2191 bool is_pickup_items = (target_ptr->pet_extra_flags & PF_PICKUP_ITEMS) != 0;
2192 is_pickup_items &= (r_ptr->flags2 & RF2_TAKE_ITEM) != 0;
2193 is_takable_or_killable &= !is_pet(m_ptr) || is_pickup_items;
2194 if (!is_takable_or_killable)
2200 OBJECT_IDX this_o_idx, next_o_idx;
2201 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
2203 /* Scan all objects in the grid */
2204 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
2206 BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
2207 GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
2208 object_type *o_ptr = &target_ptr->current_floor_ptr->o_list[this_o_idx];
2209 next_o_idx = o_ptr->next_o_idx;
2214 if (o_ptr->tval == TV_GOLD) continue;
2217 * Skip "real" corpses and statues, to avoid extreme
2218 * silliness like a novice rogue pockets full of statues
2221 if ((o_ptr->tval == TV_CORPSE) ||
2222 (o_ptr->tval == TV_STATUE)) continue;
2225 /* Extract some flags */
2226 object_flags(o_ptr, flgs);
2228 /* Acquire the object name */
2229 object_desc(target_ptr, o_name, o_ptr, 0);
2230 monster_desc(target_ptr, m_name, m_ptr, MD_INDEF_HIDDEN);
2232 /* React to objects that hurt the monster */
2233 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
2234 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
2235 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
2236 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
2237 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
2238 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
2239 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
2240 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
2241 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
2242 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
2243 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
2244 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
2245 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
2246 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
2247 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
2248 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
2249 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
2250 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
2251 if (have_flag(flgs, TR_BRAND_ACID)) flgr |= (RFR_IM_ACID);
2252 if (have_flag(flgs, TR_BRAND_ELEC)) flgr |= (RFR_IM_ELEC);
2253 if (have_flag(flgs, TR_BRAND_FIRE)) flgr |= (RFR_IM_FIRE);
2254 if (have_flag(flgs, TR_BRAND_COLD)) flgr |= (RFR_IM_COLD);
2255 if (have_flag(flgs, TR_BRAND_POIS)) flgr |= (RFR_IM_POIS);
2257 /* The object cannot be picked up by the monster */
2258 if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
2259 ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
2261 /* Only give a message for "take_item" */
2262 if (do_take && (r_ptr->flags2 & RF2_STUPID))
2264 did_take_item = TRUE;
2266 /* Describe observable situations */
2267 if (m_ptr->ml && player_can_see_bold(target_ptr, ny, nx))
2269 msg_format(_("%^sは%sを拾おうとしたが、だめだった。", "%^s tries to pick up %s, but fails."), m_name, o_name);
2274 /* Pick up the item */
2277 did_take_item = TRUE;
2279 /* Describe observable situations */
2280 if (player_can_see_bold(target_ptr, ny, nx))
2282 msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
2285 /* Excise the object */
2286 excise_object_idx(target_ptr->current_floor_ptr, this_o_idx);
2289 o_ptr->marked &= OM_TOUCHED;
2291 /* Forget location */
2292 o_ptr->iy = o_ptr->ix = 0;
2294 /* Memorize monster */
2295 o_ptr->held_m_idx = m_idx;
2298 o_ptr->next_o_idx = m_ptr->hold_o_idx;
2301 m_ptr->hold_o_idx = this_o_idx;
2304 /* Destroy the item if not a pet */
2305 else if (!is_pet(m_ptr))
2307 did_kill_item = TRUE;
2309 /* Describe observable situations */
2310 if (player_has_los_bold(target_ptr, ny, nx))
2312 msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
2315 delete_object_idx(target_ptr, this_o_idx);
2323 * Forward movements failed, but now received LOS attack!
2324 * Try to flow by smell.
2326 if (target_ptr->no_flowed && i > 2 && m_ptr->target_y)
2327 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
2329 /* If we haven't done anything, try casting a spell again */
2330 if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
2332 /* Try to cast spell again */
2333 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2335 if (make_attack_spell(m_idx, target_ptr)) return;
2339 /* Notice changes in view */
2342 target_ptr->update |= (PU_FLOW);
2343 target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2346 /* Notice changes in view */
2347 if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
2348 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !target_ptr->phase_out)))
2350 target_ptr->update |= (PU_MON_LITE);
2353 /* Learn things from observable monster */
2354 if (is_original_ap_and_seen(target_ptr, m_ptr))
2356 /* Monster opened a door */
2357 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
2359 /* Monster bashed a door */
2360 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2362 /* Monster tried to pick something up */
2363 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
2365 /* Monster tried to crush something */
2366 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
2368 /* Monster pushed past another monster */
2369 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
2371 /* Monster passed through a wall */
2372 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
2374 /* Monster destroyed a wall */
2375 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
2378 bool is_battle_determined = !do_turn && !do_move && MON_MONFEAR(m_ptr) && aware;
2379 if (!is_battle_determined) return;
2381 /* No longer afraid */
2382 (void)set_monster_monfear(target_ptr, m_idx, 0);
2384 /* Message if seen */
2387 GAME_TEXT m_name[MAX_NLEN];
2388 monster_desc(target_ptr, m_name, m_ptr, 0);
2389 msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
2392 if (m_ptr->ml) chg_virtue(target_ptr, V_COMPASSION, -1);
2396 * @brief 全モンスターのターン管理メインルーチン /
2397 * Process all the "live" monsters, once per game turn.
2400 * During each game current game turn, we scan through the list of all the "live" monsters,\n
2401 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
2402 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
2404 * Note that monsters can never move in the monster array (except when the\n
2405 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
2407 * This function is responsible for at least half of the processor time\n
2408 * on a normal system with a "normal" amount of monsters and a player doing\n
2411 * When the player is resting, virtually 90% of the processor time is spent\n
2412 * in this function, and its children, "process_monster()" and "make_move()".\n
2414 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
2415 * especially when the player is running.\n
2417 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
2418 * monsters while they are still being "born". A monster is "fresh" only\n
2419 * during the game turn in which it is created, and we use the "hack_m_idx" to\n
2420 * determine if the monster is yet to be processed during the game turn.\n
2422 * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
2423 * move before any "nasty" monsters get to use their spell attacks.\n
2425 * Note that when the "knowledge" about the currently tracked monster\n
2426 * changes (flags, attacks, spells), we induce a redraw of the monster\n
2429 void process_monsters(player_type *target_ptr)
2431 BIT_FLAGS old_r_flags1 = 0L;
2432 BIT_FLAGS old_r_flags2 = 0L;
2433 BIT_FLAGS old_r_flags3 = 0L;
2434 BIT_FLAGS old_r_flags4 = 0L;
2435 BIT_FLAGS old_r_flags5 = 0L;
2436 BIT_FLAGS old_r_flags6 = 0L;
2437 BIT_FLAGS old_r_flagsr = 0L;
2439 byte old_r_blows0 = 0;
2440 byte old_r_blows1 = 0;
2441 byte old_r_blows2 = 0;
2442 byte old_r_blows3 = 0;
2444 /* Clear monster fighting indicator */
2445 floor_type *floor_ptr = target_ptr->current_floor_ptr;
2446 floor_ptr->monster_noise = FALSE;
2448 /* Memorize old race */
2449 MONRACE_IDX old_monster_race_idx = target_ptr->monster_race_idx;
2451 /* Acquire knowledge */
2452 byte old_r_cast_spell = 0;
2453 if (target_ptr->monster_race_idx)
2455 /* Acquire current monster */
2456 monster_race *r_ptr;
2457 r_ptr = &r_info[target_ptr->monster_race_idx];
2459 /* Memorize flags */
2460 old_r_flags1 = r_ptr->r_flags1;
2461 old_r_flags2 = r_ptr->r_flags2;
2462 old_r_flags3 = r_ptr->r_flags3;
2463 old_r_flags4 = r_ptr->r_flags4;
2464 old_r_flags5 = r_ptr->r_flags5;
2465 old_r_flags6 = r_ptr->r_flags6;
2466 old_r_flagsr = r_ptr->r_flagsr;
2468 /* Memorize blows */
2469 old_r_blows0 = r_ptr->r_blows[0];
2470 old_r_blows1 = r_ptr->r_blows[1];
2471 old_r_blows2 = r_ptr->r_blows[2];
2472 old_r_blows3 = r_ptr->r_blows[3];
2474 /* Memorize castings */
2475 old_r_cast_spell = r_ptr->r_cast_spell;
2478 /* Process the monsters (backwards) */
2480 for (MONSTER_IDX i = floor_ptr->m_max - 1; i >= 1; i--)
2482 monster_type *m_ptr;
2483 monster_race *r_ptr;
2484 m_ptr = &floor_ptr->m_list[i];
2485 r_ptr = &r_info[m_ptr->r_idx];
2487 /* Handle "leaving" */
2488 if (target_ptr->leaving) break;
2490 /* Ignore "dead" monsters */
2491 if (!monster_is_valid(m_ptr)) continue;
2493 if (target_ptr->wild_mode) continue;
2496 /* Handle "fresh" monsters */
2497 if (m_ptr->mflag & MFLAG_BORN)
2499 /* No longer "fresh" */
2500 m_ptr->mflag &= ~(MFLAG_BORN);
2506 /* Hack -- Require proximity */
2507 if (m_ptr->cdis >= AAF_LIMIT) continue;
2509 POSITION fx = m_ptr->fx;
2510 POSITION fy = m_ptr->fy;
2512 /* Flow by smell is allowed */
2513 if (!target_ptr->no_flowed)
2515 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
2518 /* Assume no move */
2521 /* Handle "sensing radius" */
2522 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
2524 /* We can "sense" the player */
2528 /* Handle "sight" and "aggravation" */
2529 else if ((m_ptr->cdis <= MAX_SIGHT || target_ptr->phase_out) &&
2530 (player_has_los_bold(target_ptr, fy, fx) || (target_ptr->cursed & TRC_AGGRAVATE)))
2532 /* We can "see" or "feel" the player */
2536 else if (m_ptr->target_y) test = TRUE;
2539 if (!test) continue;
2542 if (target_ptr->riding == i)
2543 speed = target_ptr->pspeed;
2546 speed = m_ptr->mspeed;
2548 /* Monsters move quickly in Nightmare mode */
2549 if (ironman_nightmare) speed += 5;
2551 if (MON_FAST(m_ptr)) speed += 10;
2552 if (MON_SLOW(m_ptr)) speed -= 10;
2555 /* Give this monster some energy */
2556 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
2558 /* Not enough energy to move */
2559 if (m_ptr->energy_need > 0) continue;
2561 /* Use up "some" energy */
2562 m_ptr->energy_need += ENERGY_NEED();
2564 /* Save global index */
2567 /* Process the monster */
2568 process_monster(target_ptr, i);
2570 reset_target(m_ptr);
2572 /* Give up flow_by_smell when it might useless */
2573 if (target_ptr->no_flowed && one_in_(3))
2574 m_ptr->mflag2 |= MFLAG2_NOFLOW;
2576 /* Hack -- notice death or departure */
2577 if (!target_ptr->playing || target_ptr->is_dead) break;
2579 /* Notice leaving */
2580 if (target_ptr->leaving) break;
2583 /* Reset global index */
2587 /* Tracking a monster race (the same one we were before) */
2588 if (!target_ptr->monster_race_idx || (target_ptr->monster_race_idx != old_monster_race_idx))
2591 /* Acquire monster race */
2592 monster_race *r_ptr;
2593 r_ptr = &r_info[target_ptr->monster_race_idx];
2595 /* Check for knowledge change */
2596 if ((old_r_flags1 != r_ptr->r_flags1) ||
2597 (old_r_flags2 != r_ptr->r_flags2) ||
2598 (old_r_flags3 != r_ptr->r_flags3) ||
2599 (old_r_flags4 != r_ptr->r_flags4) ||
2600 (old_r_flags5 != r_ptr->r_flags5) ||
2601 (old_r_flags6 != r_ptr->r_flags6) ||
2602 (old_r_flagsr != r_ptr->r_flagsr) ||
2603 (old_r_blows0 != r_ptr->r_blows[0]) ||
2604 (old_r_blows1 != r_ptr->r_blows[1]) ||
2605 (old_r_blows2 != r_ptr->r_blows[2]) ||
2606 (old_r_blows3 != r_ptr->r_blows[3]) ||
2607 (old_r_cast_spell != r_ptr->r_cast_spell))
2609 target_ptr->window |= (PW_MONSTER);