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[Refactor] #38993 o_list と max_o_idx を floor_type に取り込む。 / Move o_list and max_o_idx...
[hengband/hengband.git] / src / monster-process.c
1 /*!
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
4  * @date 2014/01/17
5  * @author
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
11  * @details
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).
14  */
15
16 #include "angband.h"
17 #include "cmd-pet.h"
18 #include "monsterrace-hook.h"
19 #include "melee.h"
20 #include "projection.h"
21 #include "spells-summon.h"
22 #include "quest.h"
23 #include "avatar.h"
24 #include "realm-hex.h"
25 #include "object-hook.h"
26 #include "feature.h"
27 #include "grid.h"
28
29
30 /*!
31  * @brief モンスターが敵に接近するための方向を決める /
32  * Calculate the direction to the next enemy
33  * @param m_idx モンスターの参照ID
34  * @param mm 移動するべき方角IDを返す参照ポインタ
35  * @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
36  */
37 static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
38 {
39         int i;
40         POSITION x = 0, y = 0;
41         IDX t_idx;
42         int start;
43         int plus = 1;
44
45         monster_type *m_ptr = &m_list[m_idx];
46         monster_race *r_ptr = &r_info[m_ptr->r_idx];
47         monster_type *t_ptr;
48
49         if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
50         {
51                 y = m_list[riding_t_m_idx].fy;
52                 x = m_list[riding_t_m_idx].fx;
53         }
54         else if (is_pet(m_ptr) && pet_t_m_idx)
55         {
56                 y = m_list[pet_t_m_idx].fy;
57                 x = m_list[pet_t_m_idx].fx;
58         }
59         else
60         {
61                 if (p_ptr->inside_battle)
62                 {
63                         start = randint1(m_max-1)+m_max;
64                         if(randint0(2)) plus = -1;
65                 }
66                 else start = m_max + 1;
67
68                 /* Scan thru all monsters */
69                 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
70                 {
71                         IDX dummy = (i % m_max);
72
73                         if (!dummy) continue;
74
75                         t_idx = dummy;
76                         t_ptr = &m_list[t_idx];
77
78                         /* The monster itself isn't a target */
79                         if (t_ptr == m_ptr) continue;
80
81                         /* Paranoia -- Skip dead monsters */
82                         if (!t_ptr->r_idx) continue;
83
84                         if (is_pet(m_ptr))
85                         {
86                                 /* Hack -- only fight away from player */
87                                 if (p_ptr->pet_follow_distance < 0)
88                                 {
89                                         /* No fighting near player */
90                                         if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
91                                         {
92                                                 continue;
93                                         }
94                                 }
95                                 /* Hack -- no fighting away from player */
96                                 else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > p_ptr->pet_follow_distance))
97                                 {
98                                         continue;
99                                 }
100
101                                 if (r_ptr->aaf < t_ptr->cdis) continue;
102                         }
103
104                         /* Monster must be 'an enemy' */
105                         if (!are_enemies(m_ptr, t_ptr)) continue;
106
107                         /* Monster must be projectable if we can't pass through walls */
108                         if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
109                             ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
110                         {
111                                 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
112                         }
113                         else
114                         {
115                                 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
116                         }
117
118                         /* OK -- we've got a target */
119                         y = t_ptr->fy;
120                         x = t_ptr->fx;
121
122                         break;
123                 }
124                 if (!x && !y) return FALSE;
125         }
126
127         /* Extract the direction */
128         x -= m_ptr->fx;
129         y -= m_ptr->fy;
130
131         /* North */
132         if ((y < 0) && (x == 0))
133         {
134                 mm[0] = 8;
135                 mm[1] = 7;
136                 mm[2] = 9;
137         }
138         /* South */
139         else if ((y > 0) && (x == 0))
140         {
141                 mm[0] = 2;
142                 mm[1] = 1;
143                 mm[2] = 3;
144         }
145         /* East */
146         else if ((x > 0) && (y == 0))
147         {
148                 mm[0] = 6;
149                 mm[1] = 9;
150                 mm[2] = 3;
151         }
152         /* West */
153         else if ((x < 0) && (y == 0))
154         {
155                 mm[0] = 4;
156                 mm[1] = 7;
157                 mm[2] = 1;
158         }
159         /* North-West */
160         else if ((y < 0) && (x < 0))
161         {
162                 mm[0] = 7;
163                 mm[1] = 4;
164                 mm[2] = 8;
165         }
166         /* North-East */
167         else if ((y < 0) && (x > 0))
168         {
169                 mm[0] = 9;
170                 mm[1] = 6;
171                 mm[2] = 8;
172         }
173         /* South-West */
174         else if ((y > 0) && (x < 0))
175         {
176                 mm[0] = 1;
177                 mm[1] = 4;
178                 mm[2] = 2;
179         }
180         /* South-East */
181         else if ((y > 0) && (x > 0))
182         {
183                 mm[0] = 3;
184                 mm[1] = 6;
185                 mm[2] = 2;
186         }
187
188         /* Found a monster */
189         return TRUE;
190 }
191
192
193 /*!
194  * @brief モンスターが敵モンスターに行う打撃処理 /
195  * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
196  * @param m_idx 目標となるモンスターの参照ID
197  * @param dam ダメージ量
198  * @param dead 目標となったモンスターの死亡状態を返す参照ポインタ
199  * @param fear 目標となったモンスターの恐慌状態を返す参照ポインタ
200  * @param note 目標モンスターが死亡した場合の特別メッセージ(NULLならば標準表示を行う)
201  * @param who 打撃を行ったモンスターの参照ID
202  * @return なし
203  */
204 void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, IDX who)
205 {
206         monster_type *m_ptr = &m_list[m_idx];
207         monster_race *r_ptr = &r_info[m_ptr->r_idx];
208         GAME_TEXT m_name[160];
209         bool seen = is_seen(m_ptr);
210
211         /* Can the player be aware of this attack? */
212         bool known = (m_ptr->cdis <= MAX_SIGHT);
213
214         /* Extract monster name */
215         monster_desc(m_name, m_ptr, 0);
216
217         /* Redraw (later) if needed */
218         if (m_ptr->ml)
219         {
220                 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
221                 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
222         }
223
224         (void)set_monster_csleep(m_idx, 0);
225
226         if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
227
228         if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
229         {
230                 if (seen)
231                 {
232                         msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
233                 }
234                 return;
235         }
236
237         if (r_ptr->flagsr & RFR_RES_ALL)
238         {
239                 if(dam > 0)
240                 {
241                         dam /= 100;
242                         if((dam == 0) && one_in_(3)) dam = 1;
243                 }
244                 if(dam == 0)
245                 {
246                         if (seen)
247                         {
248                                 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
249                         }
250                         return;
251                 }
252         }
253
254         /* Hurt it */
255         m_ptr->hp -= dam;
256
257         /* It is dead now... or is it? */
258         if (m_ptr->hp < 0)
259         {
260                 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
261                     (r_ptr->flags7 & RF7_NAZGUL)) &&
262                     !p_ptr->inside_battle)
263                 {
264                         m_ptr->hp = 1;
265                 }
266                 else
267                 {
268                         /* Make a sound */
269                         if (!monster_living(m_ptr->r_idx))
270                         {
271                                 sound(SOUND_N_KILL);
272                         }
273                         else
274                         {
275                                 sound(SOUND_KILL);
276                         }
277
278                         *dead = TRUE;
279
280                         if (known)
281                         {
282                                 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
283                                 /* Unseen death by normal attack */
284                                 if (!seen)
285                                 {
286                                         mon_fight = TRUE;
287                                 }
288                                 /* Death by special attack */
289                                 else if (note)
290                                 {
291                                         msg_format(_("%^s%s", "%^s%s"), m_name, note);
292                                 }
293                                 /* Death by normal attack -- nonliving monster */
294                                 else if (!monster_living(m_ptr->r_idx))
295                                 {
296                                         msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
297                                 }
298                                 /* Death by normal attack -- living monster */
299                                 else
300                                 {
301                                         msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
302                                 }
303                         }
304
305                         monster_gain_exp(who, m_ptr->r_idx);
306                         monster_death(m_idx, FALSE);
307                         delete_monster_idx(m_idx);
308
309                         /* Not afraid */
310                         (*fear) = FALSE;
311
312                         /* Monster is dead */
313                         return;
314                 }
315         }
316
317         *dead = FALSE;
318
319 #ifdef ALLOW_FEAR
320
321         /* Mega-Hack -- Pain cancels fear */
322         if (MON_MONFEAR(m_ptr) && (dam > 0))
323         {
324                 /* Cure fear */
325                 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
326                 {
327                         /* No more fear */
328                         (*fear) = FALSE;
329                 }
330         }
331
332         /* Sometimes a monster gets scared by damage */
333         if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
334         {
335                 /* Percentage of fully healthy */
336                 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
337
338                 /*
339                 * Run (sometimes) if at 10% or less of max hit points,
340                 * or (usually) when hit for half its current hit points
341                  */
342                 if (((percentage <= 10) && (randint0(10) < percentage)) ||
343                         ((dam >= m_ptr->hp) && (randint0(100) < 80)))
344                 {
345                         /* Hack -- note fear */
346                         (*fear) = TRUE;
347
348                         /* Hack -- Add some timed fear */
349                         (void)set_monster_monfear(m_idx, (randint1(10) +
350                                 (((dam >= m_ptr->hp) && (percentage > 7)) ?
351                                 20 : ((11 - percentage) * 5))));
352                 }
353         }
354
355 #endif /* ALLOW_FEAR */
356
357         if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
358         {
359                 if (is_pet(&m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
360                 {
361                         set_target(m_ptr, m_list[who].fy, m_list[who].fx);
362                 }
363         }
364
365         if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
366         {
367                 /* Extract monster name */
368                 monster_desc(m_name, m_ptr, 0);
369
370                 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
371                 if (rakuba((dam > 200) ? 200 : dam, FALSE))
372                 {
373                         msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);
374                 }
375         }
376
377         /* Not dead yet */
378         return;
379 }
380
381
382 /*!
383  * @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 /
384  * Returns whether a given monster will try to run from the player.
385  * @param m_idx 逃走するモンスターの参照ID
386  * @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。
387  * @details
388  * Monsters will attempt to avoid very powerful players.  See below.\n
389  *\n
390  * Because this function is called so often, little details are important\n
391  * for efficiency.  Like not using "mod" or "div" when possible.  And\n
392  * attempting to check the conditions in an optimal order.  Note that\n
393  * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
394  *\n
395  * Note that this function is responsible for about one to five percent\n
396  * of the processor use in normal conditions...\n
397  */
398 static bool mon_will_run(MONSTER_IDX m_idx)
399 {
400         monster_type *m_ptr = &m_list[m_idx];
401
402 #ifdef ALLOW_TERROR
403
404         monster_race *r_ptr = &r_info[m_ptr->r_idx];
405
406         PLAYER_LEVEL p_lev;
407         DEPTH m_lev;
408         HIT_POINT p_chp, p_mhp;
409         HIT_POINT m_chp, m_mhp;
410         u32b p_val, m_val;
411
412 #endif
413
414         /* Friends can be commanded to avoid the player */
415         if (is_pet(m_ptr))
416         {
417                 /* Are we trying to avoid the player? */
418                 return ((p_ptr->pet_follow_distance < 0) &&
419                                   (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
420         }
421
422         /* Keep monsters from running too far away */
423         if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
424
425         /* All "afraid" monsters will run away */
426         if (MON_MONFEAR(m_ptr)) return (TRUE);
427
428 #ifdef ALLOW_TERROR
429
430         /* Nearby monsters will not become terrified */
431         if (m_ptr->cdis <= 5) return (FALSE);
432
433         /* Examine player power (level) */
434         p_lev = p_ptr->lev;
435
436         /* Examine monster power (level plus morale) */
437         m_lev = r_ptr->level + (m_idx & 0x08) + 25;
438
439         /* Optimize extreme cases below */
440         if (m_lev > p_lev + 4) return (FALSE);
441         if (m_lev + 4 <= p_lev) return (TRUE);
442
443         /* Examine player health */
444         p_chp = p_ptr->chp;
445         p_mhp = p_ptr->mhp;
446
447         /* Examine monster health */
448         m_chp = m_ptr->hp;
449         m_mhp = m_ptr->maxhp;
450
451         /* Prepare to optimize the calculation */
452         p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
453         m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
454
455         /* Strong players scare strong monsters */
456         if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
457
458 #endif
459
460         /* Assume no terror */
461         return (FALSE);
462 }
463
464
465 /*!
466  * @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 /
467  * Search spell castable grid
468  * @param m_idx モンスターの参照ID
469  * @param yp 適したマスのY座標を返す参照ポインタ
470  * @param xp 適したマスのX座標を返す参照ポインタ
471  * @return 有効なマスがあった場合TRUEを返す
472  */
473 static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
474 {
475         int i, best = 999;
476         POSITION y, x, y1, x1;
477
478         grid_type *g_ptr;
479         bool can_open_door = FALSE;
480         int now_cost;
481
482         monster_type *m_ptr = &m_list[m_idx];
483         monster_race *r_ptr = &r_info[m_ptr->r_idx];
484
485         /* Monster location */
486         y1 = m_ptr->fy;
487         x1 = m_ptr->fx;
488
489         /* Monster can already cast spell to player */
490         if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
491
492         /* Set current grid cost */
493         now_cost = current_floor_ptr->grid_array[y1][x1].cost;
494         if (now_cost == 0) now_cost = 999;
495
496         /* Can monster bash or open doors? */
497         if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
498         {
499                 can_open_door = TRUE;
500         }
501
502         /* Check nearby grids, diagonals first */
503         for (i = 7; i >= 0; i--)
504         {
505                 int cost;
506
507                 y = y1 + ddy_ddd[i];
508                 x = x1 + ddx_ddd[i];
509
510                 /* Ignore locations off of edge */
511                 if (!in_bounds2(y, x)) continue;
512
513                 /* Simply move to player */
514                 if (player_bold(y, x)) return (FALSE);
515
516                 g_ptr = &current_floor_ptr->grid_array[y][x];
517
518                 cost = g_ptr->cost;
519
520                 /* Monster cannot kill or pass walls */
521                 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))))
522                 {
523                         if (cost == 0) continue;
524                         if (!can_open_door && is_closed_door(g_ptr->feat)) continue;
525                 }
526
527                 /* Hack -- for kill or pass wall monster.. */
528                 if (cost == 0) cost = 998;
529
530                 if (now_cost < cost) continue;
531
532                 if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
533
534                 /* Accept louder sounds */
535                 if (best < cost) continue;
536                 best = cost;
537
538                 (*yp) = y1 + ddy_ddd[i];
539                 (*xp) = x1 + ddx_ddd[i];
540         }
541
542         /* No legal move (?) */
543         if (best == 999) return (FALSE);
544
545         /* Success */
546         return (TRUE);
547 }
548
549
550 /*!
551  * @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 /
552  * Choose the "best" direction for "flowing"
553  * @param m_idx モンスターの参照ID
554  * @param yp 移動先のマスのY座標を返す参照ポインタ
555  * @param xp 移動先のマスのX座標を返す参照ポインタ
556  * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
557  * @return 有効なマスがあった場合TRUEを返す
558  * @details
559  * Note that ghosts and rock-eaters are never allowed to "flow",\n
560  * since they should move directly towards the player.\n
561  *\n
562  * Prefer "non-diagonal" directions, but twiddle them a little\n
563  * to angle slightly towards the player's actual location.\n
564  *\n
565  * Allow very perceptive monsters to track old "spoor" left by\n
566  * previous locations occupied by the player.  This will tend\n
567  * to have monsters end up either near the player or on a grid\n
568  * recently occupied by the player (and left via "teleport").\n
569  *\n
570  * Note that if "smell" is turned on, all monsters get vicious.\n
571  *\n
572  * Also note that teleporting away from a location will cause\n
573  * the monsters who were chasing you to converge on that location\n
574  * as long as you are still near enough to "annoy" them without\n
575  * being close enough to chase directly.  I have no idea what will\n
576  * happen if you combine "smell" with low "aaf" values.\n
577  */
578 static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
579 {
580         int i, best;
581         POSITION y, x, y1, x1;
582
583         grid_type *g_ptr;
584         bool use_scent = FALSE;
585
586         monster_type *m_ptr = &m_list[m_idx];
587         monster_race *r_ptr = &r_info[m_ptr->r_idx];
588
589         /* Can monster cast attack spell? */
590         if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
591             r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
592             r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
593         {
594                 /* Can move spell castable grid? */
595                 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
596         }
597
598         /* Monster can't flow */
599         if (no_flow) return (FALSE);
600
601         /* Monster can go through rocks */
602         if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
603         if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
604
605         /* Monster location */
606         y1 = m_ptr->fy;
607         x1 = m_ptr->fx;
608
609         /* Hack -- Player can see us, run towards him */
610         if (player_has_los_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)) return (FALSE);
611
612         /* Monster grid */
613         g_ptr = &current_floor_ptr->grid_array[y1][x1];
614
615         /* If we can hear noises, advance towards them */
616         if (g_ptr->cost)
617         {
618                 best = 999;
619         }
620
621         /* Otherwise, try to follow a scent trail */
622         else if (g_ptr->when)
623         {
624                 /* Too old smell */
625                 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when - g_ptr->when > 127) return (FALSE);
626
627                 use_scent = TRUE;
628                 best = 0;
629         }
630
631         /* Otherwise, advance blindly */
632         else
633         {
634                 return (FALSE);
635         }
636
637         /* Check nearby grids, diagonals first */
638         for (i = 7; i >= 0; i--)
639         {
640                 y = y1 + ddy_ddd[i];
641                 x = x1 + ddx_ddd[i];
642
643                 /* Ignore locations off of edge */
644                 if (!in_bounds2(y, x)) continue;
645
646                 g_ptr = &current_floor_ptr->grid_array[y][x];
647
648                 /* We're following a scent trail */
649                 if (use_scent)
650                 {
651                         int when = g_ptr->when;
652
653                         /* Accept younger scent */
654                         if (best > when) continue;
655                         best = when;
656                 }
657
658                 /* We're using sound */
659                 else
660                 {
661                         int cost;
662
663                         if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
664                                 cost = g_ptr->dist;
665                         else cost = g_ptr->cost;
666
667                         /* Accept louder sounds */
668                         if ((cost == 0) || (best < cost)) continue;
669                         best = cost;
670                 }
671
672                 /* Hack -- Save the "twiddled" location */
673                 (*yp) = p_ptr->y + 16 * ddy_ddd[i];
674                 (*xp) = p_ptr->x + 16 * ddx_ddd[i];
675         }
676
677         /* No legal move (?) */
678         if (best == 999 || best == 0) return (FALSE);
679
680         /* Success */
681         return (TRUE);
682 }
683
684
685 /*!
686  * @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 /
687  * Provide a location to flee to, but give the player a wide berth.
688  * @param m_idx モンスターの参照ID
689  * @param yp 移動先のマスのY座標を返す参照ポインタ
690  * @param xp 移動先のマスのX座標を返す参照ポインタ
691  * @return 有効なマスがあった場合TRUEを返す
692  * @details
693  * A monster may wish to flee to a location that is behind the player,\n
694  * but instead of heading directly for it, the monster should "swerve"\n
695  * around the player so that he has a smaller chance of getting hit.\n
696  */
697 static bool get_fear_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
698 {
699         POSITION y, x, y1, x1, fy, fx, gy = 0, gx = 0;
700         int score = -1;
701         int i;
702
703         monster_type *m_ptr = &m_list[m_idx];
704
705         /* Monster location */
706         fy = m_ptr->fy;
707         fx = m_ptr->fx;
708
709         /* Desired destination */
710         y1 = fy - (*yp);
711         x1 = fx - (*xp);
712
713         /* Check nearby grids, diagonals first */
714         for (i = 7; i >= 0; i--)
715         {
716                 POSITION dis, s;
717
718                 y = fy + ddy_ddd[i];
719                 x = fx + ddx_ddd[i];
720
721                 /* Ignore locations off of edge */
722                 if (!in_bounds2(y, x)) continue;
723
724                 /* Don't move toward player */
725                 /* if (current_floor_ptr->grid_array[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
726
727                 /* Calculate distance of this grid from our destination */
728                 dis = distance(y, x, y1, x1);
729
730                 /* Score this grid */
731                 s = 5000 / (dis + 3) - 500 / (current_floor_ptr->grid_array[y][x].dist + 1);
732
733                 /* No negative scores */
734                 if (s < 0) s = 0;
735
736                 /* Ignore lower scores */
737                 if (s < score) continue;
738
739                 /* Save the score and time */
740                 score = s;
741
742                 /* Save the location */
743                 gy = y;
744                 gx = x;
745         }
746
747         /* No legal move (?) */
748         if (score == -1) return (FALSE);
749
750         /* Find deltas */
751         (*yp) = fy - gy;
752         (*xp) = fx - gx;
753
754         /* Success */
755         return (TRUE);
756 }
757
758 /*
759  * Hack -- Precompute a bunch of calls to distance() in find_safety() and
760  * find_hiding().
761  *
762  * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
763  * offsets of all the locations with a distance of n from a central point,
764  * with an offset of (0,0) indicating no more offsets at this distance.
765  *
766  * This is, of course, fairly unreadable, but it eliminates multiple loops
767  * from the previous version.
768  *
769  * It is probably better to replace these arrays with code to compute
770  * the relevant arrays, even if the storage is pre-allocated in hard
771  * coded sizes.  At the very least, code should be included which is
772  * able to generate and dump these arrays (ala "los()").  
773  *
774  * Also, the storage needs could be halved by using bytes.  
775  *
776  * These arrays could be combined into two big arrays, using sub-arrays
777  * to hold the offsets and lengths of each portion of the sub-arrays, and
778  * this could perhaps also be used somehow in the "look" code.  
779  */
780
781
782 static POSITION d_off_y_0[] = { 0 };
783 static POSITION d_off_x_0[] = { 0 };
784
785 static POSITION d_off_y_1[] = { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
786 static POSITION d_off_x_1[] = { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
787
788 static POSITION d_off_y_2[] = { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
789 static POSITION d_off_x_2[] = { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
790
791 static POSITION d_off_y_3[] = { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2, 3, 3, 3, 0 };
792 static POSITION d_off_x_3[] = { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2, -1, 0, 1, 0 };
793
794 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 };
795 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 };
796
797
798 static POSITION d_off_y_5[] =
799 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
800   -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
801   5, 0 };
802
803 static POSITION d_off_x_5[] =
804 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
805   -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
806   0, 1, 0 };
807
808
809 static POSITION d_off_y_6[] =
810 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
811   -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
812   5, 5, 6, 6, 6, 0 };
813
814 static POSITION d_off_x_6[] =
815 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
816   0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
817   -3, 2, 3, -1, 0, 1, 0 };
818
819
820 static POSITION d_off_y_7[] =
821 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
822   -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
823   3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
824
825 static POSITION d_off_x_7[] =
826 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
827   -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
828   6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
829   1, 0 };
830
831
832 static POSITION d_off_y_8[] =
833 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
834   -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
835   2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
836   8, 8, 8, 0 };
837
838 static POSITION d_off_x_8[] =
839 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
840   5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
841   7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
842   2, 3, -1, 0, 1, 0 };
843
844
845 static POSITION d_off_y_9[] =
846 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
847   -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
848   0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
849   7, 8, 8, 8, 8, 9, 9, 9, 0 };
850
851 static POSITION d_off_x_9[] =
852 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
853   -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
854   9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
855   4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
856
857
858 static POSITION *dist_offsets_y[10] =
859 {
860         d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
861         d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
862 };
863
864 static POSITION *dist_offsets_x[10] =
865 {
866         d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
867         d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
868 };
869
870 /*!
871  * @brief モンスターが逃げ込める安全な地点を返す /
872  * Choose a "safe" location near a monster for it to run toward.
873  * @param m_idx モンスターの参照ID
874  * @param yp 移動先のマスのY座標を返す参照ポインタ
875  * @param xp 移動先のマスのX座標を返す参照ポインタ
876  * @return 有効なマスがあった場合TRUEを返す
877  * @details
878  * A location is "safe" if it can be reached quickly and the player\n
879  * is not able to fire into it (it isn't a "clean shot").  So, this will\n
880  * cause monsters to "duck" behind walls.  Hopefully, monsters will also\n
881  * try to run towards corridor openings if they are in a room.\n
882  *\n
883  * This function may take lots of CPU time if lots of monsters are\n
884  * fleeing.\n
885  *\n
886  * Return TRUE if a safe location is available.\n
887  */
888 static bool find_safety(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
889 {
890         monster_type *m_ptr = &m_list[m_idx];
891
892         POSITION fy = m_ptr->fy;
893         POSITION fx = m_ptr->fx;
894
895         POSITION y, x, dy, dx, d, dis, i;
896         POSITION gy = 0, gx = 0, gdis = 0;
897
898         POSITION *y_offsets;
899         POSITION *x_offsets;
900
901         grid_type *g_ptr;
902
903         /* Start with adjacent locations, spread further */
904         for (d = 1; d < 10; d++)
905         {
906                 /* Get the lists of points with a distance d from (fx, fy) */
907                 y_offsets = dist_offsets_y[d];
908                 x_offsets = dist_offsets_x[d];
909
910                 /* Check the locations */
911                 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
912                      dx != 0 || dy != 0;
913                      i++, dx = x_offsets[i], dy = y_offsets[i])
914                 {
915                         y = fy + dy;
916                         x = fx + dx;
917
918                         /* Skip illegal locations */
919                         if (!in_bounds(y, x)) continue;
920
921                         g_ptr = &current_floor_ptr->grid_array[y][x];
922
923                         /* Skip locations in a wall */
924                         if (!monster_can_cross_terrain(g_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
925
926                         /* Check for "availability" (if monsters can flow) */
927                         if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
928                         {
929                                 /* Ignore grids very far from the player */
930                                 if (g_ptr->dist == 0) continue;
931
932                                 /* Ignore too-distant grids */
933                                 if (g_ptr->dist > current_floor_ptr->grid_array[fy][fx].dist + 2 * d) continue;
934                         }
935
936                         /* Check for absence of shot (more or less) */
937                         if (!projectable(p_ptr->y, p_ptr->x, y, x))
938                         {
939                                 /* Calculate distance from player */
940                                 dis = distance(y, x, p_ptr->y, p_ptr->x);
941
942                                 /* Remember if further than previous */
943                                 if (dis > gdis)
944                                 {
945                                         gy = y;
946                                         gx = x;
947                                         gdis = dis;
948                                 }
949                         }
950                 }
951
952                 /* Check for success */
953                 if (gdis > 0)
954                 {
955                         /* Good location */
956                         (*yp) = fy - gy;
957                         (*xp) = fx - gx;
958
959                         /* Found safe place */
960                         return (TRUE);
961                 }
962         }
963
964         /* No safe place */
965         return (FALSE);
966 }
967
968
969 /*!
970  * @brief モンスターが隠れ潜める地点を返す /
971  * Choose a good hiding place near a monster for it to run toward.
972  * @param m_idx モンスターの参照ID
973  * @param yp 移動先のマスのY座標を返す参照ポインタ
974  * @param xp 移動先のマスのX座標を返す参照ポインタ
975  * @return 有効なマスがあった場合TRUEを返す
976  * @details
977  * Pack monsters will use this to "ambush" the player and lure him out\n
978  * of corridors into open space so they can swarm him.\n
979  *\n
980  * Return TRUE if a good location is available.\n
981  */
982 static bool find_hiding(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
983 {
984         monster_type *m_ptr = &m_list[m_idx];
985         monster_race *r_ptr = &r_info[m_ptr->r_idx];
986
987         POSITION fy = m_ptr->fy;
988         POSITION fx = m_ptr->fx;
989
990         POSITION y, x, dy, dx, d, dis, i;
991         POSITION gy = 0, gx = 0, gdis = 999;
992
993         POSITION *y_offsets, *x_offsets;
994
995         /* Start with adjacent locations, spread further */
996         for (d = 1; d < 10; d++)
997         {
998                 /* Get the lists of points with a distance d from (fx, fy) */
999                 y_offsets = dist_offsets_y[d];
1000                 x_offsets = dist_offsets_x[d];
1001
1002                 /* Check the locations */
1003                 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
1004                      dx != 0 || dy != 0;
1005                      i++, dx = x_offsets[i], dy = y_offsets[i])
1006                 {
1007                         y = fy + dy;
1008                         x = fx + dx;
1009
1010                         /* Skip illegal locations */
1011                         if (!in_bounds(y, x)) continue;
1012
1013                         /* Skip occupied locations */
1014                         if (!monster_can_enter(y, x, r_ptr, 0)) continue;
1015
1016                         /* Check for hidden, available grid */
1017                         if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
1018                         {
1019                                 /* Calculate distance from player */
1020                                 dis = distance(y, x, p_ptr->y, p_ptr->x);
1021
1022                                 /* Remember if closer than previous */
1023                                 if (dis < gdis && dis >= 2)
1024                                 {
1025                                         gy = y;
1026                                         gx = x;
1027                                         gdis = dis;
1028                                 }
1029                         }
1030                 }
1031
1032                 /* Check for success */
1033                 if (gdis < 999)
1034                 {
1035                         /* Good location */
1036                         (*yp) = fy - gy;
1037                         (*xp) = fx - gx;
1038
1039                         /* Found good place */
1040                         return (TRUE);
1041                 }
1042         }
1043
1044         /* No good place */
1045         return (FALSE);
1046 }
1047
1048
1049 /*!
1050  * @brief モンスターの移動方向を返す /
1051  * Choose "logical" directions for monster movement
1052  * @param m_idx モンスターの参照ID
1053  * @param mm 移動方向を返す方向IDの参照ポインタ
1054  * @return 有効方向があった場合TRUEを返す
1055  */
1056 static bool get_moves(MONSTER_IDX m_idx, DIRECTION *mm)
1057 {
1058         monster_type *m_ptr = &m_list[m_idx];
1059         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1060         POSITION     y = 0, ay, x = 0, ax;
1061         int          move_val = 0;
1062         POSITION     y2 = p_ptr->y;
1063         POSITION     x2 = p_ptr->x;
1064         bool         done = FALSE;
1065         bool         will_run = mon_will_run(m_idx);
1066         grid_type    *g_ptr;
1067         bool         no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].cost > 2));
1068         bool         can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
1069
1070         /* Counter attack to an enemy monster */
1071         if (!will_run && m_ptr->target_y)
1072         {
1073                 int t_m_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
1074
1075                 /* The monster must be an enemy, and in LOS */
1076                 if (t_m_idx &&
1077                     are_enemies(m_ptr, &m_list[t_m_idx]) &&
1078                     los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
1079                     projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1080                 {
1081                         /* Extract the "pseudo-direction" */
1082                         y = m_ptr->fy - m_ptr->target_y;
1083                         x = m_ptr->fx - m_ptr->target_x;
1084                         done = TRUE;
1085                 }
1086         }
1087
1088         if (!done && !will_run && is_hostile(m_ptr) &&
1089             (r_ptr->flags1 & RF1_FRIENDS) &&
1090             ((los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) ||
1091             (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1092         {
1093         /*
1094          * Animal packs try to get the player out of corridors
1095          * (...unless they can move through walls -- TY)
1096          */
1097                 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1098                          !(r_ptr->flags2 & RF2_KILL_WALL))
1099                 {
1100                         int i, room = 0;
1101
1102                         /* Count room grids next to player */
1103                         for (i = 0; i < 8; i++)
1104                         {
1105                                 int xx = p_ptr->x + ddx_ddd[i];
1106                                 int yy = p_ptr->y + ddy_ddd[i];
1107
1108                                 if (!in_bounds2(yy, xx)) continue;
1109
1110                                 g_ptr = &current_floor_ptr->grid_array[yy][xx];
1111
1112                                 /* Check grid */
1113                                 if (monster_can_cross_terrain(g_ptr->feat, r_ptr, 0))
1114                                 {
1115                                         /* One more room grid */
1116                                         room++;
1117                                 }
1118                         }
1119                         if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_ROOM) room -= 2;
1120                         if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
1121
1122                         /* Not in a room and strong player */
1123                         if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1124                             (p_ptr->mhp + p_ptr->msp))
1125                         {
1126                                 /* Find hiding place */
1127                                 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1128                         }
1129                 }
1130
1131                 /* Monster groups try to surround the player */
1132                 if (!done && (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < 3))
1133                 {
1134                         int i;
1135
1136                         /* Find an empty square near the player to fill */
1137                         for (i = 0; i < 8; i++)
1138                         {
1139                                 /* Pick squares near player (semi-randomly) */
1140                                 y2 = p_ptr->y + ddy_ddd[(m_idx + i) & 7];
1141                                 x2 = p_ptr->x + ddx_ddd[(m_idx + i) & 7];
1142
1143                                 /* Already there? */
1144                                 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1145                                 {
1146                                         /* Attack the player */
1147                                         y2 = p_ptr->y;
1148                                         x2 = p_ptr->x;
1149
1150                                         break;
1151                                 }
1152
1153                                 if (!in_bounds2(y2, x2)) continue;
1154
1155                                 /* Ignore filled grids */
1156                                 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
1157
1158                                 /* Try to fill this hole */
1159                                 break;
1160                         }
1161
1162                         /* Extract the new "pseudo-direction" */
1163                         y = m_ptr->fy - y2;
1164                         x = m_ptr->fx - x2;
1165
1166                         done = TRUE;
1167                 }
1168         }
1169
1170         if (!done)
1171         {
1172                 /* Flow towards the player */
1173                 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1174
1175                 /* Extract the "pseudo-direction" */
1176                 y = m_ptr->fy - y2;
1177                 x = m_ptr->fx - x2;
1178
1179                 /* Not done */
1180         }
1181
1182         /* Apply fear if possible and necessary */
1183         if (is_pet(m_ptr) && will_run)
1184         {
1185                 /* XXX XXX Not very "smart" */
1186                 y = (-y), x = (-x);
1187         }
1188         else
1189         {
1190                 if (!done && will_run)
1191                 {
1192                         int tmp_x = (-x);
1193                         int tmp_y = (-y);
1194
1195                         /* Try to find safe place */
1196                         if (find_safety(m_idx, &y, &x))
1197                         {
1198                                 /* Attempt to avoid the player */
1199                                 if (!no_flow)
1200                                 {
1201                                         /* Adjust movement */
1202                                         if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1203                                 }
1204                         }
1205
1206                         if (!done)
1207                         {
1208                                 /* This is not a very "smart" method XXX XXX */
1209                                 y = tmp_y;
1210                                 x = tmp_x;
1211                         }
1212                 }
1213         }
1214
1215
1216         /* Check for no move */
1217         if (!x && !y) return (FALSE);
1218
1219
1220         /* Extract the "absolute distances" */
1221         ax = ABS(x);
1222         ay = ABS(y);
1223
1224         /* Do something weird */
1225         if (y < 0) move_val += 8;
1226         if (x > 0) move_val += 4;
1227
1228         /* Prevent the diamond maneuvre */
1229         if (ay > (ax << 1)) move_val += 2;
1230         else if (ax > (ay << 1)) move_val++;
1231
1232         /* Extract some directions */
1233         switch (move_val)
1234         {
1235         case 0:
1236                 mm[0] = 9;
1237                 if (ay > ax)
1238                 {
1239                         mm[1] = 8;
1240                         mm[2] = 6;
1241                         mm[3] = 7;
1242                         mm[4] = 3;
1243                 }
1244                 else
1245                 {
1246                         mm[1] = 6;
1247                         mm[2] = 8;
1248                         mm[3] = 3;
1249                         mm[4] = 7;
1250                 }
1251                 break;
1252         case 1:
1253         case 9:
1254                 mm[0] = 6;
1255                 if (y < 0)
1256                 {
1257                         mm[1] = 3;
1258                         mm[2] = 9;
1259                         mm[3] = 2;
1260                         mm[4] = 8;
1261                 }
1262                 else
1263                 {
1264                         mm[1] = 9;
1265                         mm[2] = 3;
1266                         mm[3] = 8;
1267                         mm[4] = 2;
1268                 }
1269                 break;
1270         case 2:
1271         case 6:
1272                 mm[0] = 8;
1273                 if (x < 0)
1274                 {
1275                         mm[1] = 9;
1276                         mm[2] = 7;
1277                         mm[3] = 6;
1278                         mm[4] = 4;
1279                 }
1280                 else
1281                 {
1282                         mm[1] = 7;
1283                         mm[2] = 9;
1284                         mm[3] = 4;
1285                         mm[4] = 6;
1286                 }
1287                 break;
1288         case 4:
1289                 mm[0] = 7;
1290                 if (ay > ax)
1291                 {
1292                         mm[1] = 8;
1293                         mm[2] = 4;
1294                         mm[3] = 9;
1295                         mm[4] = 1;
1296                 }
1297                 else
1298                 {
1299                         mm[1] = 4;
1300                         mm[2] = 8;
1301                         mm[3] = 1;
1302                         mm[4] = 9;
1303                 }
1304                 break;
1305         case 5:
1306         case 13:
1307                 mm[0] = 4;
1308                 if (y < 0)
1309                 {
1310                         mm[1] = 1;
1311                         mm[2] = 7;
1312                         mm[3] = 2;
1313                         mm[4] = 8;
1314                 }
1315                 else
1316                 {
1317                         mm[1] = 7;
1318                         mm[2] = 1;
1319                         mm[3] = 8;
1320                         mm[4] = 2;
1321                 }
1322                 break;
1323         case 8:
1324                 mm[0] = 3;
1325                 if (ay > ax)
1326                 {
1327                         mm[1] = 2;
1328                         mm[2] = 6;
1329                         mm[3] = 1;
1330                         mm[4] = 9;
1331                 }
1332                 else
1333                 {
1334                         mm[1] = 6;
1335                         mm[2] = 2;
1336                         mm[3] = 9;
1337                         mm[4] = 1;
1338                 }
1339                 break;
1340         case 10:
1341         case 14:
1342                 mm[0] = 2;
1343                 if (x < 0)
1344                 {
1345                         mm[1] = 3;
1346                         mm[2] = 1;
1347                         mm[3] = 6;
1348                         mm[4] = 4;
1349                 }
1350                 else
1351                 {
1352                         mm[1] = 1;
1353                         mm[2] = 3;
1354                         mm[3] = 4;
1355                         mm[4] = 6;
1356                 }
1357                 break;
1358         case 12:
1359                 mm[0] = 1;
1360                 if (ay > ax)
1361                 {
1362                         mm[1] = 2;
1363                         mm[2] = 4;
1364                         mm[3] = 3;
1365                         mm[4] = 7;
1366                 }
1367                 else
1368                 {
1369                         mm[1] = 4;
1370                         mm[2] = 2;
1371                         mm[3] = 7;
1372                         mm[4] = 3;
1373                 }
1374                 break;
1375         }
1376
1377         /* Wants to move... */
1378         return (TRUE);
1379 }
1380
1381
1382 /*!
1383  * @brief モンスターから敵モンスターへの命中判定
1384  * @param power 打撃属性による基本命中値
1385  * @param level 攻撃側モンスターのレベル
1386  * @param ac 目標モンスターのAC
1387  * @param stun 攻撃側モンスターが朦朧状態ならTRUEを返す
1388  * @return 命中ならばTRUEを返す
1389  */
1390 static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
1391 {
1392         int i, k;
1393
1394         /* Percentile dice */
1395         k = randint0(100);
1396
1397         if (stun && one_in_(2)) return FALSE;
1398
1399         /* Hack -- Always miss or hit */
1400         if (k < 10) return (k < 5);
1401
1402         /* Calculate the "attack quality" */
1403         i = (power + (level * 3));
1404
1405         /* Power and Level compete against Armor */
1406         if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1407
1408         /* Assume miss */
1409         return (FALSE);
1410 }
1411
1412
1413 #define BLOW_EFFECT_TYPE_NONE  0
1414 #define BLOW_EFFECT_TYPE_FEAR  1
1415 #define BLOW_EFFECT_TYPE_SLEEP 2
1416 #define BLOW_EFFECT_TYPE_HEAL  3
1417
1418
1419 /*!
1420  * @brief モンスターから敵モンスターへの打撃攻撃処理
1421  * @param m_idx 攻撃側モンスターの参照ID
1422  * @param t_idx 目標側モンスターの参照ID
1423  * @return 実際に打撃処理が行われた場合TRUEを返す
1424  */
1425 static bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
1426 {
1427         monster_type    *m_ptr = &m_list[m_idx];
1428         monster_type    *t_ptr = &m_list[t_idx];
1429
1430         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1431         monster_race    *tr_ptr = &r_info[t_ptr->r_idx];
1432
1433         ARMOUR_CLASS ap_cnt;
1434         ARMOUR_CLASS ac;
1435         DEPTH rlev;
1436         int pt;
1437         GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
1438         char            temp[MAX_NLEN];
1439         bool            blinked;
1440         bool            explode = FALSE, touched = FALSE, fear = FALSE, dead = FALSE;
1441         POSITION y_saver = t_ptr->fy;
1442         POSITION x_saver = t_ptr->fx;
1443         int             effect_type;
1444
1445         bool see_m = is_seen(m_ptr);
1446         bool see_t = is_seen(t_ptr);
1447         bool see_either = see_m || see_t;
1448
1449         /* Can the player be aware of this attack? */
1450         bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1451         bool do_silly_attack = (one_in_(2) && p_ptr->image);
1452
1453         /* Cannot attack self */
1454         if (m_idx == t_idx) return FALSE;
1455
1456         /* Not allowed to attack */
1457         if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1458
1459         if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
1460
1461         /* Total armor */
1462         ac = tr_ptr->ac;
1463
1464         /* Extract the effective monster level */
1465         rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1466
1467         monster_desc(m_name, m_ptr, 0);
1468         monster_desc(t_name, t_ptr, 0);
1469
1470         /* Assume no blink */
1471         blinked = FALSE;
1472
1473         if (!see_either && known)
1474         {
1475                 mon_fight = TRUE;
1476         }
1477
1478         if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
1479
1480         /* Scan through all four blows */
1481         for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1482         {
1483                 bool obvious = FALSE;
1484
1485                 HIT_POINT power = 0;
1486                 HIT_POINT damage = 0;
1487
1488                 concptr act = NULL;
1489
1490                 /* Extract the attack infomation */
1491                 int effect = r_ptr->blow[ap_cnt].effect;
1492                 int method = r_ptr->blow[ap_cnt].method;
1493                 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1494                 int d_side = r_ptr->blow[ap_cnt].d_side;
1495
1496                 if (!m_ptr->r_idx) break;
1497
1498                 /* Stop attacking if the target dies! */
1499                 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1500                         break;
1501
1502                 /* Hack -- no more attacks */
1503                 if (!method) break;
1504
1505                 if (method == RBM_SHOOT) continue;
1506
1507                 /* Extract the attack "power" */
1508                 power = mbe_info[effect].power;
1509
1510                 /* Monster hits */
1511                 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1512                 {
1513                         (void)set_monster_csleep(t_idx, 0);
1514
1515                         if (t_ptr->ml)
1516                         {
1517                                 /* Redraw the health bar */
1518                                 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
1519                                 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
1520                         }
1521
1522                         /* Describe the attack method */
1523                         switch (method)
1524                         {
1525                         case RBM_HIT:
1526                                 {
1527                                         act = _("%sを殴った。", "hits %s.");
1528                                         touched = TRUE;
1529                                         break;
1530                                 }
1531
1532                         case RBM_TOUCH:
1533                                 {
1534                                         act = _("%sを触った。", "touches %s.");
1535                                         touched = TRUE;
1536                                         break;
1537                                 }
1538
1539                         case RBM_PUNCH:
1540                                 {
1541                                         act = _("%sをパンチした。", "punches %s.");
1542                                         touched = TRUE;
1543                                         break;
1544                                 }
1545
1546                         case RBM_KICK:
1547                                 {
1548                                         act = _("%sを蹴った。", "kicks %s.");
1549                                         touched = TRUE;
1550                                         break;
1551                                 }
1552
1553                         case RBM_CLAW:
1554                                 {
1555                                         act = _("%sをひっかいた。", "claws %s.");
1556                                         touched = TRUE;
1557                                         break;
1558                                 }
1559
1560                         case RBM_BITE:
1561                                 {
1562                                         act = _("%sを噛んだ。", "bites %s.");
1563                                         touched = TRUE;
1564                                         break;
1565                                 }
1566
1567                         case RBM_STING:
1568                                 {
1569                                         act = _("%sを刺した。", "stings %s.");
1570                                         touched = TRUE;
1571                                         break;
1572                                 }
1573
1574                         case RBM_SLASH:
1575                                 {
1576                                         act = _("%sを斬った。", "slashes %s.");
1577                                         break;
1578                                 }
1579
1580                         case RBM_BUTT:
1581                                 {
1582                                         act = _("%sを角で突いた。", "butts %s.");
1583                                         touched = TRUE;
1584                                         break;
1585                                 }
1586
1587                         case RBM_CRUSH:
1588                                 {
1589                                         act = _("%sに体当りした。", "crushes %s.");
1590                                         touched = TRUE;
1591                                         break;
1592                                 }
1593
1594                         case RBM_ENGULF:
1595                                 {
1596                                         act = _("%sを飲み込んだ。", "engulfs %s.");
1597                                         touched = TRUE;
1598                                         break;
1599                                 }
1600
1601                         case RBM_CHARGE:
1602                                 {
1603                                         act = _("%sに請求書をよこした。", "charges %s.");
1604                                         touched = TRUE;
1605                                         break;
1606                                 }
1607
1608                         case RBM_CRAWL:
1609                                 {
1610                                         act = _("%sの体の上を這い回った。", "crawls on %s.");
1611                                         touched = TRUE;
1612                                         break;
1613                                 }
1614
1615                         case RBM_DROOL:
1616                                 {
1617                                         act = _("%sによだれをたらした。", "drools on %s.");
1618                                         touched = FALSE;
1619                                         break;
1620                                 }
1621
1622                         case RBM_SPIT:
1623                                 {
1624                                         act = _("%sに唾を吐いた。", "spits on %s.");
1625                                         touched = FALSE;
1626                                         break;
1627                                 }
1628
1629                         case RBM_EXPLODE:
1630                                 {
1631                                         if (see_either) disturb(TRUE, TRUE);
1632                                         act = _("爆発した。", "explodes.");
1633                                         explode = TRUE;
1634                                         touched = FALSE;
1635                                         break;
1636                                 }
1637
1638                         case RBM_GAZE:
1639                                 {
1640                                         act = _("%sをにらんだ。", "gazes at %s.");
1641                                         touched = FALSE;
1642                                         break;
1643                                 }
1644
1645                         case RBM_WAIL:
1646                                 {
1647                                         act = _("%sに泣きついた。", "wails at %s.");
1648                                         touched = FALSE;
1649                                         break;
1650                                 }
1651
1652                         case RBM_SPORE:
1653                                 {
1654                                         act = _("%sに胞子を飛ばした。", "releases spores at %s.");
1655                                         touched = FALSE;
1656                                         break;
1657                                 }
1658
1659                         case RBM_XXX4:
1660                                 {
1661                                         act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
1662                                         touched = FALSE;
1663                                         break;
1664                                 }
1665
1666                         case RBM_BEG:
1667                                 {
1668                                         act = _("%sに金をせがんだ。", "begs %s for money.");
1669                                         touched = FALSE;
1670                                         break;
1671                                 }
1672
1673                         case RBM_INSULT:
1674                                 {
1675                                         act = _("%sを侮辱した。", "insults %s.");
1676                                         touched = FALSE;
1677                                         break;
1678                                 }
1679
1680                         case RBM_MOAN:
1681                                 {
1682                                         act = _("%sにむかってうめいた。", "moans at %s.");
1683                                         touched = FALSE;
1684                                         break;
1685                                 }
1686
1687                         case RBM_SHOW:
1688                                 {
1689                                         act = _("%sにむかって歌った。", "sings to %s.");
1690                                         touched = FALSE;
1691                                         break;
1692                                 }
1693                         }
1694
1695                         if (act && see_either)
1696                         {
1697 #ifdef JP
1698                                 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1699                                 strfmt(temp, act, t_name);
1700                                 msg_format("%^sは%s", m_name, temp);
1701 #else
1702                                 if (do_silly_attack)
1703                                 {
1704                                         act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1705                                         strfmt(temp, "%s %s.", act, t_name);
1706                                 }
1707                                 else strfmt(temp, act, t_name);
1708                                 msg_format("%^s %s", m_name, temp);
1709 #endif
1710                         }
1711
1712                         /* Hack -- assume all attacks are obvious */
1713                         obvious = TRUE;
1714
1715                         /* Roll out the damage */
1716                         damage = damroll(d_dice, d_side);
1717
1718                         /* Assume no effect */
1719                         effect_type = BLOW_EFFECT_TYPE_NONE;
1720
1721                         pt = GF_MISSILE;
1722
1723                         /* Apply appropriate damage */
1724                         switch (effect)
1725                         {
1726                         case 0:
1727                         case RBE_DR_MANA:
1728                                 damage = pt = 0;
1729                                 break;
1730
1731                         case RBE_SUPERHURT:
1732                                 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1733                                 {
1734                                         int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1735                                         damage = MAX(damage, tmp_damage * 2);
1736                                         break;
1737                                 }
1738
1739                                 /* Fall through */
1740
1741                         case RBE_HURT:
1742                                 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1743                                 break;
1744
1745                         case RBE_POISON:
1746                         case RBE_DISEASE:
1747                                 pt = GF_POIS;
1748                                 break;
1749
1750                         case RBE_UN_BONUS:
1751                         case RBE_UN_POWER:
1752                                 pt = GF_DISENCHANT;
1753                                 break;
1754
1755                         case RBE_EAT_ITEM:
1756                         case RBE_EAT_GOLD:
1757                                 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1758                                 break;
1759
1760                         case RBE_EAT_FOOD:
1761                         case RBE_EAT_LITE:
1762                         case RBE_BLIND:
1763                         case RBE_LOSE_STR:
1764                         case RBE_LOSE_INT:
1765                         case RBE_LOSE_WIS:
1766                         case RBE_LOSE_DEX:
1767                         case RBE_LOSE_CON:
1768                         case RBE_LOSE_CHR:
1769                         case RBE_LOSE_ALL:
1770                                 break;
1771
1772                         case RBE_ACID:
1773                                 pt = GF_ACID;
1774                                 break;
1775
1776                         case RBE_ELEC:
1777                                 pt = GF_ELEC;
1778                                 break;
1779
1780                         case RBE_FIRE:
1781                                 pt = GF_FIRE;
1782                                 break;
1783
1784                         case RBE_COLD:
1785                                 pt = GF_COLD;
1786                                 break;
1787
1788                         case RBE_CONFUSE:
1789                                 pt = GF_CONFUSION;
1790                                 break;
1791
1792                         case RBE_TERRIFY:
1793                                 effect_type = BLOW_EFFECT_TYPE_FEAR;
1794                                 break;
1795
1796                         case RBE_PARALYZE:
1797                                 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1798                                 break;
1799
1800                         case RBE_SHATTER:
1801                                 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1802                                 if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1803                                 break;
1804
1805                         case RBE_EXP_10:
1806                         case RBE_EXP_20:
1807                         case RBE_EXP_40:
1808                         case RBE_EXP_80:
1809                                 pt = GF_NETHER;
1810                                 break;
1811
1812                         case RBE_TIME:
1813                                 pt = GF_TIME;
1814                                 break;
1815
1816                         case RBE_DR_LIFE:
1817                                 pt = GF_HYPODYNAMIA;
1818                                 effect_type = BLOW_EFFECT_TYPE_HEAL;
1819                                 break;
1820
1821                         case RBE_INERTIA:
1822                                 pt = GF_INERTIAL;
1823                                 break;
1824
1825                         case RBE_STUN:
1826                                 pt = GF_SOUND;
1827                                 break;
1828
1829                         default:
1830                                 pt = 0;
1831                                 break;
1832                         }
1833
1834                         if (pt)
1835                         {
1836                                 /* Do damage if not exploding */
1837                                 if (!explode)
1838                                 {
1839                                         project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1840                                                 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1841                                 }
1842
1843                                 switch (effect_type)
1844                                 {
1845                                 case BLOW_EFFECT_TYPE_FEAR:
1846                                         project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1847                                                 damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1848                                         break;
1849
1850                                 case BLOW_EFFECT_TYPE_SLEEP:
1851                                         project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1852                                                 r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1853                                         break;
1854
1855                                 case BLOW_EFFECT_TYPE_HEAL:
1856                                         if ((monster_living(m_idx)) && (damage > 2))
1857                                         {
1858                                                 bool did_heal = FALSE;
1859
1860                                                 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1861
1862                                                 /* Heal */
1863                                                 m_ptr->hp += damroll(4, damage / 6);
1864                                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1865
1866                                                 /* Redraw (later) if needed */
1867                                                 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1868                                                 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1869
1870                                                 /* Special message */
1871                                                 if (see_m && did_heal)
1872                                                 {
1873                                                         msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1874                                                 }
1875                                         }
1876                                         break;
1877                                 }
1878
1879                                 if (touched)
1880                                 {
1881                                         /* Aura fire */
1882                                         if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
1883                                         {
1884                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1885                                                 {
1886                                                         if (see_either)
1887                                                         {
1888                                                                 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
1889                                                         }
1890                                                         if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
1891                                                         project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1892                                                                 damroll (1 + ((tr_ptr->level) / 26),
1893                                                                 1 + ((tr_ptr->level) / 17)),
1894                                                                 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1895                                                 }
1896                                                 else
1897                                                 {
1898                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1899                                                 }
1900                                         }
1901
1902                                         /* Aura cold */
1903                                         if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
1904                                         {
1905                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1906                                                 {
1907                                                         if (see_either)
1908                                                         {
1909                                                                 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
1910                                                         }
1911                                                         if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
1912                                                         project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1913                                                                 damroll (1 + ((tr_ptr->level) / 26),
1914                                                                 1 + ((tr_ptr->level) / 17)),
1915                                                                 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1916                                                 }
1917                                                 else
1918                                                 {
1919                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1920                                                 }
1921                                         }
1922
1923                                         /* Aura elec */
1924                                         if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
1925                                         {
1926                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1927                                                 {
1928                                                         if (see_either)
1929                                                         {
1930                                                                 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
1931                                                         }
1932                                                         if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
1933                                                         project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1934                                                                 damroll (1 + ((tr_ptr->level) / 26),
1935                                                                 1 + ((tr_ptr->level) / 17)),
1936                                                                 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1937                                                 }
1938                                                 else
1939                                                 {
1940                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1941                                                 }
1942                                         }
1943                                 }
1944                         }
1945                 }
1946
1947                 /* Monster missed player */
1948                 else
1949                 {
1950                         /* Analyze failed attacks */
1951                         switch (method)
1952                         {
1953                         case RBM_HIT:
1954                         case RBM_TOUCH:
1955                         case RBM_PUNCH:
1956                         case RBM_KICK:
1957                         case RBM_CLAW:
1958                         case RBM_BITE:
1959                         case RBM_STING:
1960                         case RBM_SLASH:
1961                         case RBM_BUTT:
1962                         case RBM_CRUSH:
1963                         case RBM_ENGULF:
1964                         case RBM_CHARGE:
1965                                 {
1966                                         (void)set_monster_csleep(t_idx, 0);
1967
1968                                         /* Visible monsters */
1969                                         if (see_m)
1970                                         {
1971 #ifdef JP
1972                                                 msg_format("%sは%^sの攻撃をかわした。", t_name, m_name);
1973 #else
1974                                                 msg_format("%^s misses %s.", m_name, t_name);
1975 #endif
1976                                         }
1977
1978                                         break;
1979                                 }
1980                         }
1981                 }
1982
1983
1984                 /* Analyze "visible" monsters only */
1985                 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
1986                 {
1987                         /* Count "obvious" attacks (and ones that cause damage) */
1988                         if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
1989                         {
1990                                 /* Count attacks of this type */
1991                                 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
1992                                 {
1993                                         r_ptr->r_blows[ap_cnt]++;
1994                                 }
1995                         }
1996                 }
1997         }
1998
1999         if (explode)
2000         {
2001                 sound(SOUND_EXPLODE);
2002
2003                 /* Cancel Invulnerability */
2004                 (void)set_monster_invulner(m_idx, 0, FALSE);
2005                 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &dead, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
2006                 blinked = FALSE;
2007         }
2008
2009         /* Blink away */
2010         if (blinked && m_ptr->r_idx)
2011         {
2012                 if (teleport_barrier(m_idx))
2013                 {
2014                         if (see_m)
2015                         {
2016                                 msg_print(_("泥棒は笑って逃げ...ようとしたがバリアに防がれた。", "The thief flees laughing...? But magic barrier obstructs it."));
2017                         }
2018                         else if (known)
2019                         {
2020                                 mon_fight = TRUE;
2021                         }
2022                 }
2023                 else
2024                 {
2025                         if (see_m)
2026                         {
2027                                 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
2028                         }
2029                         else if (known)
2030                         {
2031                                 mon_fight = TRUE;
2032                         }
2033
2034                         teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
2035                 }
2036         }
2037
2038         return TRUE;
2039 }
2040
2041
2042 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
2043 {
2044         return !have_flag(f_ptr->flags, FF_GLASS) ||
2045                 (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
2046                 (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
2047 }
2048
2049
2050 /*!
2051  * @brief モンスター単体の1ターン行動処理メインルーチン /
2052  * Process a monster
2053  * @param m_idx 行動モンスターの参照ID
2054  * @return なし
2055  * @details
2056  * The monster is known to be within 100 grids of the player\n
2057  *\n
2058  * In several cases, we directly update the monster lore\n
2059  *\n
2060  * Note that a monster is only allowed to "reproduce" if there\n
2061  * are a limited number of "reproducing" monsters on the current\n
2062  * level.  This should prevent the level from being "swamped" by\n
2063  * reproducing monsters.  It also allows a large mass of mice to\n
2064  * prevent a louse from multiplying, but this is a small price to\n
2065  * pay for a simple multiplication method.\n
2066  *\n
2067  * XXX Monster fear is slightly odd, in particular, monsters will\n
2068  * fixate on opening a door even if they cannot open it.  Actually,\n
2069  * the same thing happens to normal monsters when they hit a door\n
2070  *\n
2071  * In addition, monsters which *cannot* open or bash\n
2072  * down a door will still stand there trying to open it...\n
2073  *\n
2074  * XXX Technically, need to check for monster in the way\n
2075  * combined with that monster being in a wall (or door?)\n
2076  *\n
2077  * A "direction" of "5" means "pick a random direction".\n
2078  */
2079 void process_monster(MONSTER_IDX m_idx)
2080 {
2081         monster_type    *m_ptr = &m_list[m_idx];
2082         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
2083         monster_race    *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2084
2085         int i, d;
2086         POSITION oy, ox, ny, nx;
2087
2088         DIRECTION mm[8];
2089
2090         grid_type       *g_ptr;
2091         feature_type    *f_ptr;
2092
2093         monster_type    *y_ptr;
2094
2095         bool            do_turn;
2096         bool            do_move;
2097         bool            do_view;
2098         bool            must_alter_to_move;
2099
2100         bool            did_open_door;
2101         bool            did_bash_door;
2102         bool            did_take_item;
2103         bool            did_kill_item;
2104         bool            did_move_body;
2105         bool            did_pass_wall;
2106         bool            did_kill_wall;
2107         bool            gets_angry = FALSE;
2108         bool            can_cross;
2109         bool            aware = TRUE;
2110
2111         bool fear, dead;
2112         bool is_riding_mon = (m_idx == p_ptr->riding);
2113         bool see_m = is_seen(m_ptr);
2114
2115         if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
2116         {
2117                 if (rakuba(0, TRUE))
2118                 {
2119 #ifdef JP
2120                         msg_print("地面に落とされた。");
2121 #else
2122                         GAME_TEXT m_name[MAX_NLEN];
2123                         monster_desc(m_name, &m_list[p_ptr->riding], 0);
2124                         msg_format("You have fallen from %s.", m_name);
2125 #endif
2126                 }
2127         }
2128
2129         if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
2130         {
2131                 choose_new_monster(m_idx, FALSE, 0);
2132                 r_ptr = &r_info[m_ptr->r_idx];
2133         }
2134
2135         /* Players hidden in shadow are almost imperceptable. -LM- */
2136         if (p_ptr->special_defense & NINJA_S_STEALTH)
2137         {
2138                 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2139                 if (p_ptr->monlite) tmp /= 3;
2140                 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2141                 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
2142                 /* Low-level monsters will find it difficult to locate the player. */
2143                 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
2144         }
2145
2146         /* Are there its parent? */
2147         if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
2148         {
2149                 /* Its parent have gone, it also goes away. */
2150
2151                 if (see_m)
2152                 {
2153                         GAME_TEXT m_name[MAX_NLEN];
2154                         monster_desc(m_name, m_ptr, 0);
2155                         msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2156                 }
2157
2158                 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2159                 {
2160                         GAME_TEXT m_name[MAX_NLEN];
2161                         monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2162                         do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
2163                 }
2164
2165                 delete_monster_idx(m_idx);
2166
2167                 return;
2168         }
2169
2170         /* Quantum monsters are odd */
2171         if (r_ptr->flags2 & (RF2_QUANTUM))
2172         {
2173                 /* Sometimes skip move */
2174                 if (!randint0(2)) return;
2175
2176                 /* Sometimes die */
2177                 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2178                 {
2179                         bool sad = FALSE;
2180
2181                         if (is_pet(m_ptr) && !(m_ptr->ml)) sad = TRUE;
2182
2183                         if (see_m)
2184                         {
2185                                 GAME_TEXT m_name[MAX_NLEN];
2186                                 monster_desc(m_name, m_ptr, 0);
2187
2188                                 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2189                         }
2190
2191                         /* Generate treasure, etc */
2192                         monster_death(m_idx, FALSE);
2193
2194                         delete_monster_idx(m_idx);
2195                         if (sad)
2196                         {
2197                                 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2198                         }
2199
2200                         return;
2201                 }
2202         }
2203
2204         if (m_ptr->r_idx == MON_SHURYUUDAN)
2205         {
2206                 mon_take_hit_mon(m_idx, 1, &dead, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
2207                 if(dead) return;
2208         }
2209
2210         if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2211         {
2212                 static int riding_pinch = 0;
2213
2214                 if (m_ptr->hp < m_ptr->maxhp/3)
2215                 {
2216                         GAME_TEXT m_name[MAX_NLEN];
2217                         monster_desc(m_name, m_ptr, 0);
2218
2219                         if (is_riding_mon && riding_pinch < 2)
2220                         {
2221                                 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。",
2222                                                          "%^s seems to be in so much pain, and trying to escape from your restriction."), m_name);
2223                                 riding_pinch++;
2224                                 disturb(TRUE, TRUE);
2225                         }
2226                         else
2227                         {
2228                                 if (is_riding_mon)
2229                                 {
2230                                         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);
2231                                         if (rakuba(-1, FALSE))
2232                                         {
2233                                                 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2234                                         }
2235                                 }
2236
2237                                 if (see_m)
2238                                 {
2239                                         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) &&
2240                                             player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))
2241                                         {
2242                                                 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);
2243                                         }
2244                                         msg_format(_("%^sがテレポート・レベルの巻物を読んだ。", "%^s read a scroll of teleport level."), m_name);
2245                                         msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
2246                                 }
2247
2248                                 if (is_riding_mon && rakuba(-1, FALSE))
2249                                 {
2250                                         msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2251                                 }
2252
2253                                 /* Check for quest completion */
2254                                 check_quest_completion(m_ptr);
2255
2256                                 delete_monster_idx(m_idx);
2257
2258                                 return;
2259                         }
2260                 }
2261                 else
2262                 {
2263                         /* Reset the counter */
2264                         if (is_riding_mon) riding_pinch = 0;
2265                 }
2266         }
2267
2268         /* Handle "sleep" */
2269         if (MON_CSLEEP(m_ptr))
2270         {
2271                 /* Handle non-aggravation - Still sleeping */
2272                 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2273
2274                 /* Reset sleep counter */
2275                 (void)set_monster_csleep(m_idx, 0);
2276
2277                 /* Notice the "waking up" */
2278                 if (m_ptr->ml)
2279                 {
2280                         GAME_TEXT m_name[MAX_NLEN];
2281                         monster_desc(m_name, m_ptr, 0);
2282                         msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2283                 }
2284
2285                 /* Hack -- Count the wakings */
2286                 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2287                 {
2288                         r_ptr->r_wake++;
2289                 }
2290         }
2291
2292         /* Handle "stun" */
2293         if (MON_STUNNED(m_ptr))
2294         {
2295                 /* Sometimes skip move */
2296                 if (one_in_(2)) return;
2297         }
2298
2299         if (is_riding_mon)
2300         {
2301                 p_ptr->update |= (PU_BONUS);
2302         }
2303
2304         /* No one wants to be your friend if you're aggravating */
2305         if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2306                 gets_angry = TRUE;
2307
2308         /* Paranoia... no pet uniques outside wizard mode -- TY */
2309         if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2310               monster_has_hostile_align(NULL, 10, -10, r_ptr))
2311              || (r_ptr->flagsr & RFR_RES_ALL)))
2312         {
2313                 gets_angry = TRUE;
2314         }
2315
2316         if (p_ptr->inside_battle) gets_angry = FALSE;
2317
2318         if (gets_angry)
2319         {
2320                 if (is_pet(m_ptr) || see_m)
2321                 {
2322                         GAME_TEXT m_name[MAX_NLEN];
2323                         monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
2324                         msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
2325                 }
2326
2327                 set_hostile(m_ptr);
2328         }
2329
2330         /* Get the origin */
2331         oy = m_ptr->fy;
2332         ox = m_ptr->fx;
2333
2334         /* Attempt to "multiply" if able and allowed */
2335         if ((r_ptr->flags2 & RF2_MULTIPLY) && (current_floor_ptr->num_repro < MAX_REPRO))
2336         {
2337                 int k;
2338                 POSITION y, x;
2339
2340                 /* Count the adjacent monsters */
2341                 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2342                 {
2343                         for (x = ox - 1; x <= ox + 1; x++)
2344                         {
2345                                 /* Ignore locations off of edge */
2346                                 if (!in_bounds2(y, x)) continue;
2347                                 if (current_floor_ptr->grid_array[y][x].m_idx) k++;
2348                         }
2349                 }
2350
2351                 /* Hex */
2352                 if (multiply_barrier(m_idx)) k = 8;
2353
2354                 /* Hack -- multiply slower in crowded areas */
2355                 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2356                 {
2357                         /* Try to multiply */
2358                         if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2359                         {
2360                                 /* Take note if visible */
2361                                 if (m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2362                                 {
2363                                         r_ptr->r_flags2 |= (RF2_MULTIPLY);
2364                                 }
2365
2366                                 /* Multiplying takes energy */
2367                                 return;
2368                         }
2369                 }
2370         }
2371
2372         if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
2373         {
2374                 /* Hack -- Ohmu scatters molds! */
2375                 if (m_ptr->r_idx == MON_OHMU)
2376                 {
2377                         if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2378                         {
2379                                 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2380                                 {
2381                                         int k, count = 0;
2382                                         DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2383                                         BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2384
2385                                         for (k = 0; k < A_MAX; k++)
2386                                         {
2387                                                 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode), '\0'))
2388                                                 {
2389                                                         if (m_list[hack_m_idx_ii].ml) count++;
2390                                                 }
2391                                         }
2392
2393                                         if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2394                                 }
2395                         }
2396                 }
2397         }
2398
2399         if (!p_ptr->inside_battle)
2400         {
2401                 /* Hack! "Cyber" monster makes noise... */
2402                 if (m_ptr->ap_r_idx == MON_CYBER &&
2403                     one_in_(CYBERNOISE) &&
2404                     !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2405                 {
2406                         if (disturb_minor) disturb(FALSE, FALSE);
2407                         msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
2408                 }
2409
2410                 /* Some monsters can speak */
2411                 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2412                     one_in_(SPEAK_CHANCE) &&
2413                     player_has_los_bold(oy, ox) &&
2414                     projectable(oy, ox, p_ptr->y, p_ptr->x))
2415                 {
2416                         GAME_TEXT m_name[MAX_NLEN];
2417                         char monmessage[1024];
2418                         concptr filename;
2419
2420                         /* Acquire the monster name/poss */
2421                         if (m_ptr->ml)
2422                                 monster_desc(m_name, m_ptr, 0);
2423                         else
2424                                 strcpy(m_name, _("それ", "It"));
2425
2426                         /* Select the file for monster quotes */
2427                         if (MON_MONFEAR(m_ptr))
2428                                 filename = _("monfear_j.txt", "monfear.txt");
2429                         else if (is_pet(m_ptr))
2430                                 filename = _("monpet_j.txt", "monpet.txt");
2431                         else if (is_friendly(m_ptr))
2432                                 filename = _("monfrien_j.txt", "monfrien.txt");
2433                         else
2434                                 filename = _("monspeak_j.txt", "monspeak.txt");
2435                         /* Get the monster line */
2436                         if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2437                         {
2438                                 /* Say something */
2439                                 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2440                         }
2441                 }
2442         }
2443
2444         /* Try to cast spell occasionally */
2445         if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2446         {
2447                 bool counterattack = FALSE;
2448
2449                 /* Give priority to counter attack? */
2450                 if (m_ptr->target_y)
2451                 {
2452                         MONSTER_IDX t_m_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
2453
2454                         /* The monster must be an enemy, and projectable */
2455                         if (t_m_idx && are_enemies(m_ptr, &m_list[t_m_idx]) &&
2456                             projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2457                         {
2458                                 counterattack = TRUE;
2459                         }
2460                 }
2461
2462                 if (!counterattack)
2463                 {
2464                         /* Attempt to cast a spell */
2465                         if (aware && make_attack_spell(m_idx)) return;
2466
2467                         /*
2468                          * Attempt to cast a spell at an enemy other than the player
2469                          * (may slow the game a smidgeon, but I haven't noticed.)
2470                          */
2471                         if (monst_spell_monst(m_idx)) return;
2472                 }
2473                 else
2474                 {
2475                         /* Attempt to do counter attack at first */
2476                         if (monst_spell_monst(m_idx)) return;
2477
2478                         if (aware && make_attack_spell(m_idx)) return;
2479                 }
2480         }
2481
2482         /* Hack -- Assume no movement */
2483         mm[0] = mm[1] = mm[2] = mm[3] = 0;
2484         mm[4] = mm[5] = mm[6] = mm[7] = 0;
2485
2486
2487         /* Confused -- 100% random */
2488         if (MON_CONFUSED(m_ptr) || !aware)
2489         {
2490                 /* Try four "random" directions */
2491                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2492         }
2493
2494         /* 75% random movement */
2495         else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2496                  (randint0(100) < 75))
2497         {
2498                 /* Memorize flags */
2499                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2500
2501                 /* Try four "random" directions */
2502                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2503         }
2504
2505         /* 50% random movement */
2506         else if ((r_ptr->flags1 & RF1_RAND_50) &&
2507                                 (randint0(100) < 50))
2508         {
2509                 /* Memorize flags */
2510                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2511
2512                 /* Try four "random" directions */
2513                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2514         }
2515
2516         /* 25% random movement */
2517         else if ((r_ptr->flags1 & RF1_RAND_25) &&
2518                                 (randint0(100) < 25))
2519         {
2520                 /* Memorize flags */
2521                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2522
2523                 /* Try four "random" directions */
2524                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2525         }
2526
2527         /* Can't reach player - find something else to hit */
2528         else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2529         {
2530                 /* Try four "random" directions */
2531                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2532
2533                 /* Look for an enemy */
2534 #if 0  /* Hack - Too slow.  Mimic pits are horrible with this on. */
2535                 get_enemy_dir(m_idx, mm);
2536 #endif /* 0 */
2537         }
2538
2539         /* Pets will follow the player */
2540         else if (is_pet(m_ptr))
2541         {
2542                 /* Are we trying to avoid the player? */
2543                 bool avoid = ((p_ptr->pet_follow_distance < 0) && (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2544
2545                 /* Do we want to find the player? */
2546                 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2547
2548                 /* Should we find the player if we can't find a monster? */
2549                 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2550
2551                 /* by default, move randomly */
2552                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2553
2554                 /* Look for an enemy */
2555                 if (!get_enemy_dir(m_idx, mm))
2556                 {
2557                         /* Find the player if necessary */
2558                         if (avoid || lonely || distant)
2559                         {
2560                                 /* Remember the leash length */
2561                                 POSITION dis = p_ptr->pet_follow_distance;
2562
2563                                 /* Hack -- adjust follow distance temporarily */
2564                                 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2565                                 {
2566                                         p_ptr->pet_follow_distance = PET_SEEK_DIST;
2567                                 }
2568
2569                                 /* Find the player */
2570                                 (void)get_moves(m_idx, mm);
2571
2572                                 /* Restore the leash */
2573                                 p_ptr->pet_follow_distance = (s16b)dis;
2574                         }
2575                 }
2576         }
2577
2578         /* Friendly monster movement */
2579         else if (!is_hostile(m_ptr))
2580         {
2581                 /* by default, move randomly */
2582                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2583
2584                 /* Look for an enemy */
2585                 get_enemy_dir(m_idx, mm);
2586         }
2587         /* Normal movement */
2588         else
2589         {
2590                 /* Logical moves, may do nothing */
2591                 if (!get_moves(m_idx, mm)) return;
2592         }
2593
2594         /* Assume nothing */
2595         do_turn = FALSE;
2596         do_move = FALSE;
2597         do_view = FALSE;
2598         must_alter_to_move = FALSE;
2599
2600         /* Assume nothing */
2601         did_open_door = FALSE;
2602         did_bash_door = FALSE;
2603         did_take_item = FALSE;
2604         did_kill_item = FALSE;
2605         did_move_body = FALSE;
2606         did_pass_wall = FALSE;
2607         did_kill_wall = FALSE;
2608
2609         /* Take a zero-terminated array of "directions" */
2610         for (i = 0; mm[i]; i++)
2611         {
2612                 /* Get the direction */
2613                 d = mm[i];
2614
2615                 /* Hack -- allow "randomized" motion */
2616                 if (d == 5) d = ddd[randint0(8)];
2617
2618                 /* Get the destination */
2619                 ny = oy + ddy[d];
2620                 nx = ox + ddx[d];
2621
2622                 /* Ignore locations off of edge */
2623                 if (!in_bounds2(ny, nx)) continue;
2624
2625                 /* Access that grid */
2626                 g_ptr = &current_floor_ptr->grid_array[ny][nx];
2627                 f_ptr = &f_info[g_ptr->feat];
2628                 can_cross = monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2629
2630                 /* Access that grid's contents */
2631                 y_ptr = &m_list[g_ptr->m_idx];
2632
2633                 /* Hack -- player 'in' wall */
2634                 if (player_bold(ny, nx))
2635                 {
2636                         do_move = TRUE;
2637                 }
2638
2639                 /* Possibly a monster to attack */
2640                 else if (g_ptr->m_idx)
2641                 {
2642                         do_move = TRUE;
2643                 }
2644
2645                 /* Monster destroys walls (and doors) */
2646                 else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
2647                          (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
2648                          have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
2649                          check_hp_for_feat_destruction(f_ptr, m_ptr))
2650                 {
2651                         /* Eat through walls/doors/rubble */
2652                         do_move = TRUE;
2653                         if (!can_cross) must_alter_to_move = TRUE;
2654
2655                         /* Monster destroyed a wall (later) */
2656                         did_kill_wall = TRUE;
2657                 }
2658
2659                 /* Floor is open? */
2660                 else if (can_cross)
2661                 {
2662                         /* Go ahead and move */
2663                         do_move = TRUE;
2664
2665                         /* Monster moves through walls (and doors) */
2666                         if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2667                             have_flag(f_ptr->flags, FF_CAN_PASS))
2668                         {
2669                                 /* Monster went through a wall */
2670                                 did_pass_wall = TRUE;
2671                         }
2672                 }
2673
2674                 /* Handle doors and secret doors */
2675                 else if (is_closed_door(g_ptr->feat))
2676                 {
2677                         bool may_bash = TRUE;
2678
2679                         /* Assume no move allowed */
2680                         do_move = FALSE;
2681
2682                         /* Creature can open doors. */
2683                         if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2684                                  (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2685                         {
2686                                 /* Closed doors */
2687                                 if (!f_ptr->power)
2688                                 {
2689                                         /* The door is open */
2690                                         did_open_door = TRUE;
2691
2692                                         /* Do not bash the door */
2693                                         may_bash = FALSE;
2694
2695                                         do_turn = TRUE;
2696                                 }
2697
2698                                 /* Locked doors (not jammed) */
2699                                 else
2700                                 {
2701                                         /* Try to unlock it */
2702                                         if (randint0(m_ptr->hp / 10) > f_ptr->power)
2703                                         {
2704                                                 /* Unlock the door */
2705                                                 cave_alter_feat(ny, nx, FF_DISARM);
2706
2707                                                 /* Do not bash the door */
2708                                                 may_bash = FALSE;
2709
2710                                                 do_turn = TRUE;
2711                                         }
2712                                 }
2713                         }
2714
2715                         /* Stuck doors -- attempt to bash them down if allowed */
2716                         if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2717                                 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2718                         {
2719                                 /* Attempt to Bash */
2720                                 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
2721                                 {
2722                                         if (have_flag(f_ptr->flags, FF_GLASS))
2723                                                 msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
2724                                         else
2725                                                 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2726
2727                                         /* Disturb (sometimes) */
2728                                         if (disturb_minor) disturb(FALSE, FALSE);
2729
2730                                         /* The door was bashed open */
2731                                         did_bash_door = TRUE;
2732
2733                                         /* Hack -- fall into doorway */
2734                                         do_move = TRUE;
2735                                         must_alter_to_move = TRUE;
2736                                 }
2737                         }
2738
2739
2740                         /* Deal with doors in the way */
2741                         if (did_open_door || did_bash_door)
2742                         {
2743                                 /* Break down the door */
2744                                 if (did_bash_door && ((randint0(100) < 50) || (feat_state(g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
2745                                 {
2746                                         cave_alter_feat(ny, nx, FF_BASH);
2747
2748                                         if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2749                                         {
2750                                                 /* Update some things */
2751                                                 p_ptr->update |= (PU_FLOW);
2752                                                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2753                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2754
2755                                                 return;
2756                                         }
2757                                 }
2758
2759                                 /* Open the door */
2760                                 else
2761                                 {
2762                                         cave_alter_feat(ny, nx, FF_OPEN);
2763                                 }
2764
2765                                 f_ptr = &f_info[g_ptr->feat];
2766
2767                                 /* Handle viewable doors */
2768                                 do_view = TRUE;
2769                         }
2770                 }
2771
2772                 /* Hack -- check for Glyph of Warding */
2773                 if (do_move && is_glyph_grid(g_ptr) &&
2774                     !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2775                 {
2776                         /* Assume no move allowed */
2777                         do_move = FALSE;
2778
2779                         /* Break the ward */
2780                         if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2781                         {
2782                                 /* Describe observable breakage */
2783                                 if (g_ptr->info & CAVE_MARK)
2784                                 {
2785                                         msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2786                                 }
2787
2788                                 /* Forget the rune */
2789                                 g_ptr->info &= ~(CAVE_MARK);
2790
2791                                 /* Break the rune */
2792                                 g_ptr->info &= ~(CAVE_OBJECT);
2793                                 g_ptr->mimic = 0;
2794
2795                                 /* Allow movement */
2796                                 do_move = TRUE;
2797
2798                                 note_spot(ny, nx);
2799                         }
2800                 }
2801                 else if (do_move && is_explosive_rune_grid(g_ptr) &&
2802                          !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2803                 {
2804                         /* Assume no move allowed */
2805                         do_move = FALSE;
2806
2807                         /* Break the ward */
2808                         if (!is_pet(m_ptr))
2809                         {
2810                                 /* Break the ward */
2811                                 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2812                                 {
2813                                         /* Describe observable breakage */
2814                                         if (g_ptr->info & CAVE_MARK)
2815                                         {
2816                                                 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2817                                                 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);
2818                                         }
2819                                 }
2820                                 else
2821                                 {
2822                                         msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2823                                 }
2824
2825                                 /* Forget the rune */
2826                                 g_ptr->info &= ~(CAVE_MARK);
2827
2828                                 /* Break the rune */
2829                                 g_ptr->info &= ~(CAVE_OBJECT);
2830                                 g_ptr->mimic = 0;
2831
2832                                 note_spot(ny, nx);
2833                                 lite_spot(ny, nx);
2834
2835                                 if (!m_ptr->r_idx) return;
2836                                 /* Allow movement */
2837                                 do_move = TRUE;
2838                         }
2839                 }
2840
2841                 /* The player is in the way */
2842                 if (do_move && player_bold(ny, nx))
2843                 {
2844                         /* Some monsters never attack */
2845                         if (r_ptr->flags1 & RF1_NEVER_BLOW)
2846                         {
2847                                 /* Hack -- memorize lack of attacks */
2848                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
2849
2850                                 /* Do not move */
2851                                 do_move = FALSE;
2852                         }
2853
2854                         /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2855                         if (do_move && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
2856                         {
2857                                 if (!MON_CONFUSED(m_ptr))
2858                                 {
2859                                         if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2860                                         else
2861                                         {
2862                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2863                                         }
2864                                 }
2865                         }
2866
2867                         /* The player is in the way.  Attack him. */
2868                         if (do_move)
2869                         {
2870                                 if (!p_ptr->riding || one_in_(2))
2871                                 {
2872                                         /* Do the attack */
2873                                         (void)make_attack_normal(m_idx);
2874
2875                                         /* Do not move */
2876                                         do_move = FALSE;
2877
2878                                         /* Took a turn */
2879                                         do_turn = TRUE;
2880                                 }
2881                         }
2882                 }
2883
2884                 /* A monster is in the way */
2885                 if (do_move && g_ptr->m_idx)
2886                 {
2887                         monster_race *z_ptr = &r_info[y_ptr->r_idx];
2888
2889                         /* Assume no movement */
2890                         do_move = FALSE;
2891
2892                         /* Attack 'enemies' */
2893                         if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
2894                                  (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
2895                                  can_cross && (g_ptr->m_idx != p_ptr->riding)) ||
2896                                 are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
2897                         {
2898                                 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2899                                 {
2900                                         if (r_ptr->flags2 & RF2_KILL_BODY)
2901                                         {
2902                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2903                                         }
2904
2905                                         /* attack */
2906                                         if (y_ptr->r_idx && (y_ptr->hp >= 0))
2907                                         {
2908                                                 if (monst_attack_monst(m_idx, g_ptr->m_idx)) return;
2909
2910                                                 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2911                                                 else if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
2912                                                 {
2913                                                         if (MON_CONFUSED(m_ptr)) return;
2914                                                         else if (r_ptr->flags2 & RF2_STUPID)
2915                                                         {
2916                                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2917                                                                 return;
2918                                                         }
2919                                                 }
2920                                         }
2921                                 }
2922                         }
2923
2924                         /* Push past weaker monsters (unless leaving a wall) */
2925                         else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
2926                                 (r_ptr->mexp > z_ptr->mexp) &&
2927                                 can_cross && (g_ptr->m_idx != p_ptr->riding) &&
2928                                 monster_can_cross_terrain(current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
2929                         {
2930                                 /* Allow movement */
2931                                 do_move = TRUE;
2932
2933                                 /* Monster pushed past another monster */
2934                                 did_move_body = TRUE;
2935
2936                                 /* Wake up the moved monster */
2937                                 (void)set_monster_csleep(g_ptr->m_idx, 0);
2938
2939                                 /* Message */
2940                         }
2941                 }
2942
2943                 if (is_riding_mon)
2944                 {
2945                         if (!p_ptr->riding_ryoute && !MON_MONFEAR(&m_list[p_ptr->riding])) do_move = FALSE;
2946                 }
2947
2948                 if (did_kill_wall && do_move)
2949                 {
2950                         if (one_in_(GRINDNOISE))
2951                         {
2952                                 if (have_flag(f_ptr->flags, FF_GLASS))
2953                                         msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
2954                                 else
2955                                         msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
2956                         }
2957
2958                         cave_alter_feat(ny, nx, FF_HURT_DISI);
2959
2960                         if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2961                         {
2962                                 /* Update some things */
2963                                 p_ptr->update |= (PU_FLOW);
2964                                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2965                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
2966
2967                                 return;
2968                         }
2969
2970                         f_ptr = &f_info[g_ptr->feat];
2971
2972                         /* Note changes to viewable region */
2973                         do_view = TRUE;
2974                         do_turn = TRUE;
2975                 }
2976
2977                 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
2978                 {
2979                         if (!monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
2980                         {
2981                                 /* Assume no move allowed */
2982                                 do_move = FALSE;
2983                         }
2984                 }
2985
2986                 /*
2987                  * Check if monster can cross terrain
2988                  * This is checked after the normal attacks
2989                  * to allow monsters to attack an enemy,
2990                  * even if it can't enter the terrain.
2991                  */
2992                 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
2993                 {
2994                         /* Assume no move allowed */
2995                         do_move = FALSE;
2996                 }
2997
2998                 /* Some monsters never move */
2999                 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
3000                 {
3001                         /* Hack -- memorize lack of moves */
3002                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3003
3004                         /* Do not move */
3005                         do_move = FALSE;
3006                 }
3007
3008                 /* Creature has been allowed move */
3009                 if (do_move)
3010                 {
3011                         do_turn = TRUE;
3012
3013                         if (have_flag(f_ptr->flags, FF_TREE))
3014                         {
3015                                 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3016                                 {
3017                                         m_ptr->energy_need += ENERGY_NEED();
3018                                 }
3019                         }
3020
3021                         if (!is_riding_mon)
3022                         {
3023                                 /* Hack -- Update the old location */
3024                                 current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
3025
3026                                 /* Mega-Hack -- move the old monster, if any */
3027                                 if (g_ptr->m_idx)
3028                                 {
3029                                         /* Move the old monster */
3030                                         y_ptr->fy = oy;
3031                                         y_ptr->fx = ox;
3032
3033                                         /* Update the old monster */
3034                                         update_monster(g_ptr->m_idx, TRUE);
3035                                 }
3036
3037                                 /* Hack -- Update the new location */
3038                                 g_ptr->m_idx = m_idx;
3039
3040                                 /* Move the monster */
3041                                 m_ptr->fy = ny;
3042                                 m_ptr->fx = nx;
3043                                 update_monster(m_idx, TRUE);
3044
3045                                 lite_spot(oy, ox);
3046                                 lite_spot(ny, nx);
3047                         }
3048                         else
3049                         {
3050                                 /* sound(SOUND_WALK); */
3051                                 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
3052                         }
3053
3054                         /* Possible disturb */
3055                         if (m_ptr->ml &&
3056                             (disturb_move ||
3057                              (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
3058                              (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3059                         {
3060                                 if (is_hostile(m_ptr))
3061                                         disturb(FALSE, TRUE);
3062                         }
3063
3064                         /* Take or Kill objects on the floor */
3065                         if (g_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3066                             (!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
3067                         {
3068                                 OBJECT_IDX this_o_idx, next_o_idx;
3069                                 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
3070
3071                                 /* Scan all objects in the grid */
3072                                 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3073                                 {
3074                                         BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
3075                                         GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
3076                                         object_type *o_ptr = &current_floor_ptr->o_list[this_o_idx];
3077
3078                                         /* Acquire next object */
3079                                         next_o_idx = o_ptr->next_o_idx;
3080
3081                                         if (do_take)
3082                                         {
3083                                                 /* Skip gold */
3084                                                 if (o_ptr->tval == TV_GOLD) continue;
3085
3086                                                 /*
3087                                                  * Skip "real" corpses and statues, to avoid extreme
3088                                                  * silliness like a novice rogue pockets full of statues
3089                                                  * and corpses.
3090                                                  */
3091                                                 if ((o_ptr->tval == TV_CORPSE) ||
3092                                                     (o_ptr->tval == TV_STATUE)) continue;
3093                                         }
3094
3095                                         /* Extract some flags */
3096                                         object_flags(o_ptr, flgs);
3097
3098                                         /* Acquire the object name */
3099                                         object_desc(o_name, o_ptr, 0);
3100                                         monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
3101
3102                                         /* React to objects that hurt the monster */
3103                                         if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3104                                         if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3105                                         if (have_flag(flgs, TR_SLAY_TROLL))  flg3 |= (RF3_TROLL);
3106                                         if (have_flag(flgs, TR_KILL_TROLL))  flg3 |= (RF3_TROLL);
3107                                         if (have_flag(flgs, TR_SLAY_GIANT))  flg3 |= (RF3_GIANT);
3108                                         if (have_flag(flgs, TR_KILL_GIANT))  flg3 |= (RF3_GIANT);
3109                                         if (have_flag(flgs, TR_SLAY_ORC))    flg3 |= (RF3_ORC);
3110                                         if (have_flag(flgs, TR_KILL_ORC))    flg3 |= (RF3_ORC);
3111                                         if (have_flag(flgs, TR_SLAY_DEMON))  flg3 |= (RF3_DEMON);
3112                                         if (have_flag(flgs, TR_KILL_DEMON))  flg3 |= (RF3_DEMON);
3113                                         if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3114                                         if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3115                                         if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3116                                         if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3117                                         if (have_flag(flgs, TR_SLAY_EVIL))   flg3 |= (RF3_EVIL);
3118                                         if (have_flag(flgs, TR_KILL_EVIL))   flg3 |= (RF3_EVIL);
3119                                         if (have_flag(flgs, TR_SLAY_HUMAN))  flg2 |= (RF2_HUMAN);
3120                                         if (have_flag(flgs, TR_KILL_HUMAN))  flg2 |= (RF2_HUMAN);
3121                                         if (have_flag(flgs, TR_BRAND_ACID))  flgr |= (RFR_IM_ACID);
3122                                         if (have_flag(flgs, TR_BRAND_ELEC))  flgr |= (RFR_IM_ELEC);
3123                                         if (have_flag(flgs, TR_BRAND_FIRE))  flgr |= (RFR_IM_FIRE);
3124                                         if (have_flag(flgs, TR_BRAND_COLD))  flgr |= (RFR_IM_COLD);
3125                                         if (have_flag(flgs, TR_BRAND_POIS))  flgr |= (RFR_IM_POIS);
3126
3127                                         /* The object cannot be picked up by the monster */
3128                                         if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
3129                                             ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
3130                                         {
3131                                                 /* Only give a message for "take_item" */
3132                                                 if (do_take && (r_ptr->flags2 & RF2_STUPID))
3133                                                 {
3134                                                         did_take_item = TRUE;
3135
3136                                                         /* Describe observable situations */
3137                                                         if (m_ptr->ml && player_can_see_bold(ny, nx))
3138                                                         {
3139                                                                 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);
3140                                                         }
3141                                                 }
3142                                         }
3143
3144                                         /* Pick up the item */
3145                                         else if (do_take)
3146                                         {
3147                                                 did_take_item = TRUE;
3148
3149                                                 /* Describe observable situations */
3150                                                 if (player_can_see_bold(ny, nx))
3151                                                 {
3152                                                         msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
3153                                                 }
3154
3155                                                 /* Excise the object */
3156                                                 excise_object_idx(this_o_idx);
3157
3158                                                 /* Forget mark */
3159                                                 o_ptr->marked &= OM_TOUCHED;
3160
3161                                                 /* Forget location */
3162                                                 o_ptr->iy = o_ptr->ix = 0;
3163
3164                                                 /* Memorize monster */
3165                                                 o_ptr->held_m_idx = m_idx;
3166
3167                                                 /* Build a stack */
3168                                                 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3169
3170                                                 /* Carry object */
3171                                                 m_ptr->hold_o_idx = this_o_idx;
3172                                         }
3173
3174                                         /* Destroy the item if not a pet */
3175                                         else if (!is_pet(m_ptr))
3176                                         {
3177                                                 did_kill_item = TRUE;
3178
3179                                                 /* Describe observable situations */
3180                                                 if (player_has_los_bold(ny, nx))
3181                                                 {
3182                                                         msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
3183                                                 }
3184
3185                                                 delete_object_idx(this_o_idx);
3186                                         }
3187                                 }
3188                         }
3189                 }
3190
3191                 /* Stop when done */
3192                 if (do_turn) break;
3193         }
3194
3195         /*
3196          *  Forward movements failed, but now received LOS attack!
3197          *  Try to flow by smell.
3198          */
3199         if (p_ptr->no_flowed && i > 2 &&  m_ptr->target_y)
3200                 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3201
3202         /* If we haven't done anything, try casting a spell again */
3203         if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
3204         {
3205                 /* Try to cast spell again */
3206                 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3207                 {
3208                         if (make_attack_spell(m_idx)) return;
3209                 }
3210         }
3211
3212
3213         /* Notice changes in view */
3214         if (do_view)
3215         {
3216                 p_ptr->update |= (PU_FLOW);
3217                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3218         }
3219
3220         /* Notice changes in view */
3221         if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3222                 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3223         {
3224                 /* Update some things */
3225                 p_ptr->update |= (PU_MON_LITE);
3226         }
3227
3228         /* Learn things from observable monster */
3229         if (is_original_ap_and_seen(m_ptr))
3230         {
3231                 /* Monster opened a door */
3232                 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3233
3234                 /* Monster bashed a door */
3235                 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3236
3237                 /* Monster tried to pick something up */
3238                 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3239
3240                 /* Monster tried to crush something */
3241                 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3242
3243                 /* Monster pushed past another monster */
3244                 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3245
3246                 /* Monster passed through a wall */
3247                 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3248
3249                 /* Monster destroyed a wall */
3250                 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3251         }
3252
3253
3254         /* Hack -- get "bold" if out of options */
3255         if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3256         {
3257                 /* No longer afraid */
3258                 (void)set_monster_monfear(m_idx, 0);
3259
3260                 /* Message if seen */
3261                 if (see_m)
3262                 {
3263                         GAME_TEXT m_name[MAX_NLEN];
3264                         monster_desc(m_name, m_ptr, 0);
3265                         msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
3266                 }
3267
3268                 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3269
3270                 /* Actually do something now (?) */
3271         }
3272 }
3273
3274 /*!
3275  * @brief 全モンスターのターン管理メインルーチン /
3276  * Process all the "live" monsters, once per game turn.
3277  * @return なし
3278  * @details
3279  * During each game turn, we scan through the list of all the "live" monsters,\n
3280  * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
3281  * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
3282  *\n
3283  * Note that monsters can never move in the monster array (except when the\n
3284  * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
3285  *\n
3286  * This function is responsible for at least half of the processor time\n
3287  * on a normal system with a "normal" amount of monsters and a player doing\n
3288  * normal things.\n
3289  *\n
3290  * When the player is resting, virtually 90% of the processor time is spent\n
3291  * in this function, and its children, "process_monster()" and "make_move()".\n
3292  *\n
3293  * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
3294  * especially when the player is running.\n
3295  *\n
3296  * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
3297  * monsters while they are still being "born".  A monster is "fresh" only\n
3298  * during the turn in which it is created, and we use the "hack_m_idx" to\n
3299  * determine if the monster is yet to be processed during the current turn.\n
3300  *\n
3301  * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
3302  * move before any "nasty" monsters get to use their spell attacks.\n
3303  *\n
3304  * Note that when the "knowledge" about the currently tracked monster\n
3305  * changes (flags, attacks, spells), we induce a redraw of the monster\n
3306  * recall window.\n
3307  */
3308 void process_monsters(void)
3309 {
3310         IDX i;
3311         POSITION fx, fy;
3312
3313         bool            test;
3314
3315         monster_type    *m_ptr;
3316         monster_race    *r_ptr;
3317
3318         MONRACE_IDX old_monster_race_idx;
3319
3320         BIT_FLAGS old_r_flags1 = 0L;
3321         BIT_FLAGS old_r_flags2 = 0L;
3322         BIT_FLAGS old_r_flags3 = 0L;
3323         BIT_FLAGS old_r_flags4 = 0L;
3324         BIT_FLAGS old_r_flags5 = 0L;
3325         BIT_FLAGS old_r_flags6 = 0L;
3326         BIT_FLAGS old_r_flagsr = 0L;
3327
3328         byte old_r_blows0 = 0;
3329         byte old_r_blows1 = 0;
3330         byte old_r_blows2 = 0;
3331         byte old_r_blows3 = 0;
3332
3333         byte old_r_cast_spell = 0;
3334
3335         SPEED speed;
3336
3337         /* Clear monster fighting indicator */
3338         mon_fight = FALSE;
3339
3340         /* Memorize old race */
3341         old_monster_race_idx = p_ptr->monster_race_idx;
3342
3343         /* Acquire knowledge */
3344         if (p_ptr->monster_race_idx)
3345         {
3346                 /* Acquire current monster */
3347                 r_ptr = &r_info[p_ptr->monster_race_idx];
3348
3349                 /* Memorize flags */
3350                 old_r_flags1 = r_ptr->r_flags1;
3351                 old_r_flags2 = r_ptr->r_flags2;
3352                 old_r_flags3 = r_ptr->r_flags3;
3353                 old_r_flags4 = r_ptr->r_flags4;
3354                 old_r_flags5 = r_ptr->r_flags5;
3355                 old_r_flags6 = r_ptr->r_flags6;
3356                 old_r_flagsr = r_ptr->r_flagsr;
3357
3358                 /* Memorize blows */
3359                 old_r_blows0 = r_ptr->r_blows[0];
3360                 old_r_blows1 = r_ptr->r_blows[1];
3361                 old_r_blows2 = r_ptr->r_blows[2];
3362                 old_r_blows3 = r_ptr->r_blows[3];
3363
3364                 /* Memorize castings */
3365                 old_r_cast_spell = r_ptr->r_cast_spell;
3366         }
3367
3368
3369         /* Process the monsters (backwards) */
3370         for (i = m_max - 1; i >= 1; i--)
3371         {
3372                 /* Access the monster */
3373                 m_ptr = &m_list[i];
3374                 r_ptr = &r_info[m_ptr->r_idx];
3375
3376                 /* Handle "leaving" */
3377                 if (p_ptr->leaving) break;
3378
3379                 /* Ignore "dead" monsters */
3380                 if (!m_ptr->r_idx) continue;
3381
3382                 if (p_ptr->wild_mode) continue;
3383
3384
3385                 /* Handle "fresh" monsters */
3386                 if (m_ptr->mflag & MFLAG_BORN)
3387                 {
3388                         /* No longer "fresh" */
3389                         m_ptr->mflag &= ~(MFLAG_BORN);
3390
3391                         /* Skip */
3392                         continue;
3393                 }
3394
3395                 /* Hack -- Require proximity */
3396                 if (m_ptr->cdis >= AAF_LIMIT) continue;
3397
3398
3399                 /* Access the location */
3400                 fx = m_ptr->fx;
3401                 fy = m_ptr->fy;
3402
3403                 /* Flow by smell is allowed */
3404                 if (!p_ptr->no_flowed)
3405                 {
3406                         m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3407                 }
3408
3409                 /* Assume no move */
3410                 test = FALSE;
3411
3412                 /* Handle "sensing radius" */
3413                 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3414                 {
3415                         /* We can "sense" the player */
3416                         test = TRUE;
3417                 }
3418
3419                 /* Handle "sight" and "aggravation" */
3420         else if ((m_ptr->cdis <= MAX_SIGHT || p_ptr->inside_battle) &&
3421                         (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3422                 {
3423                         /* We can "see" or "feel" the player */
3424                         test = TRUE;
3425                 }
3426
3427 #if 0 /* (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when == current_floor_ptr->grid_array[fy][fx].when) is always FALSE... */
3428                 /* Hack -- Monsters can "smell" the player from far away */
3429                 /* Note that most monsters have "aaf" of "20" or so */
3430                 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3431                         cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_MOVE) &&
3432                         (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when == current_floor_ptr->grid_array[fy][fx].when) &&
3433                         (current_floor_ptr->grid_array[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3434                         (current_floor_ptr->grid_array[fy][fx].dist < r_ptr->aaf))
3435                 {
3436                         /* We can "smell" the player */
3437                         test = TRUE;
3438                 }
3439 #endif
3440                 else if (m_ptr->target_y) test = TRUE;
3441
3442                 /* Do nothing */
3443                 if (!test) continue;
3444
3445
3446                 if (p_ptr->riding == i)
3447                         speed = p_ptr->pspeed;
3448                 else
3449                 {
3450                         speed = m_ptr->mspeed;
3451
3452                         /* Monsters move quickly in Nightmare mode */
3453                         if (ironman_nightmare) speed += 5;
3454
3455                         if (MON_FAST(m_ptr)) speed += 10;
3456                         if (MON_SLOW(m_ptr)) speed -= 10;
3457                 }
3458
3459                 /* Give this monster some energy */
3460                 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3461
3462                 /* Not enough energy to move */
3463                 if (m_ptr->energy_need > 0) continue;
3464
3465                 /* Use up "some" energy */
3466                 m_ptr->energy_need += ENERGY_NEED();
3467
3468
3469                 /* Save global index */
3470                 hack_m_idx = i;
3471
3472                 /* Process the monster */
3473                 process_monster(i);
3474
3475                 reset_target(m_ptr);
3476
3477                 /* Give up flow_by_smell when it might useless */
3478                 if (p_ptr->no_flowed && one_in_(3))
3479                         m_ptr->mflag2 |= MFLAG2_NOFLOW;
3480
3481                 /* Hack -- notice death or departure */
3482                 if (!p_ptr->playing || p_ptr->is_dead) break;
3483
3484                 /* Notice leaving */
3485                 if (p_ptr->leaving) break;
3486         }
3487
3488         /* Reset global index */
3489         hack_m_idx = 0;
3490
3491
3492         /* Tracking a monster race (the same one we were before) */
3493         if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3494         {
3495                 /* Acquire monster race */
3496                 r_ptr = &r_info[p_ptr->monster_race_idx];
3497
3498                 /* Check for knowledge change */
3499                 if ((old_r_flags1 != r_ptr->r_flags1) ||
3500                         (old_r_flags2 != r_ptr->r_flags2) ||
3501                         (old_r_flags3 != r_ptr->r_flags3) ||
3502                         (old_r_flags4 != r_ptr->r_flags4) ||
3503                         (old_r_flags5 != r_ptr->r_flags5) ||
3504                         (old_r_flags6 != r_ptr->r_flags6) ||
3505                         (old_r_flagsr != r_ptr->r_flagsr) ||
3506                         (old_r_blows0 != r_ptr->r_blows[0]) ||
3507                         (old_r_blows1 != r_ptr->r_blows[1]) ||
3508                         (old_r_blows2 != r_ptr->r_blows[2]) ||
3509                         (old_r_blows3 != r_ptr->r_blows[3]) ||
3510                         (old_r_cast_spell != r_ptr->r_cast_spell))
3511                 {
3512                         p_ptr->window |= (PW_MONSTER);
3513                 }
3514         }
3515 }
3516