2 * @file monster-process.c
3 * @brief モンスターの特殊技能と移動処理/ Monster spells and movement
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
12 * This file has several additions to it by Keldon Jones (keldon@umr.edu)
13 * to improve the general quality of the AI (version 0.1.1).
21 * @brief モンスターが敵に接近するための方向を決める /
22 * Calculate the direction to the next enemy
23 * @param m_idx モンスターの参照ID
24 * @param mm 移動するべき方角IDを返す参照ポインタ
25 * @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
27 static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
30 POSITION x = 0, y = 0;
35 monster_type *m_ptr = &m_list[m_idx];
36 monster_race *r_ptr = &r_info[m_ptr->r_idx];
40 if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
42 y = m_list[riding_t_m_idx].fy;
43 x = m_list[riding_t_m_idx].fx;
45 else if (is_pet(m_ptr) && pet_t_m_idx)
47 y = m_list[pet_t_m_idx].fy;
48 x = m_list[pet_t_m_idx].fx;
52 if (p_ptr->inside_battle)
54 start = randint1(m_max-1)+m_max;
55 if(randint0(2)) plus = -1;
57 else start = m_max + 1;
59 /* Scan thru all monsters */
60 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
62 IDX dummy = (i % m_max);
67 t_ptr = &m_list[t_idx];
69 /* The monster itself isn't a target */
70 if (t_ptr == m_ptr) continue;
72 /* Paranoia -- Skip dead monsters */
73 if (!t_ptr->r_idx) continue;
77 /* Hack -- only fight away from player */
78 if (p_ptr->pet_follow_distance < 0)
80 /* No fighting near player */
81 if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
86 /* Hack -- no fighting away from player */
87 else if ((m_ptr->cdis < t_ptr->cdis) &&
88 (t_ptr->cdis > p_ptr->pet_follow_distance))
93 if (r_ptr->aaf < t_ptr->cdis) continue;
96 /* Monster must be 'an enemy' */
97 if (!are_enemies(m_ptr, t_ptr)) continue;
99 /* Monster must be projectable if we can't pass through walls */
100 if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
101 ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
103 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
107 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
110 /* OK -- we've got a target */
116 if (!x && !y) return FALSE;
119 /* Extract the direction */
124 if ((y < 0) && (x == 0))
131 else if ((y > 0) && (x == 0))
138 else if ((x > 0) && (y == 0))
145 else if ((x < 0) && (y == 0))
152 else if ((y < 0) && (x < 0))
159 else if ((y < 0) && (x > 0))
166 else if ((y > 0) && (x < 0))
173 else if ((y > 0) && (x > 0))
180 /* Found a monster */
186 * @brief モンスターが敵モンスターに行う打撃処理 /
187 * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
188 * @param m_idx 目標となるモンスターの参照ID
190 * @param fear 目標となるモンスターの恐慌状態を返す参照ポインタ
191 * @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)
192 * @param who 打撃を行ったモンスターの参照ID
195 void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note, IDX who)
197 monster_type *m_ptr = &m_list[m_idx];
198 monster_race *r_ptr = &r_info[m_ptr->r_idx];
200 bool seen = is_seen(m_ptr);
202 /* Can the player be aware of this attack? */
203 bool known = (m_ptr->cdis <= MAX_SIGHT);
205 /* Extract monster name */
206 monster_desc(m_name, m_ptr, 0);
208 /* Redraw (later) if needed */
211 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
212 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
215 (void)set_monster_csleep(m_idx, 0);
217 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
219 if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
223 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
229 if (r_ptr->flagsr & RFR_RES_ALL)
234 if((dam == 0) && one_in_(3)) dam = 1;
240 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
247 m_ptr->hp -= (s16b)dam;
249 /* It is dead now... or is it? */
252 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
253 (r_ptr->flags7 & RF7_NAZGUL)) &&
254 !p_ptr->inside_battle)
261 if (!monster_living(r_ptr))
272 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
273 /* Unseen death by normal attack */
278 /* Death by special attack */
281 msg_format(_("%^s%s", "%^s%s"), m_name, note);
283 /* Death by normal attack -- nonliving monster */
284 else if (!monster_living(r_ptr))
286 msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
288 /* Death by normal attack -- living monster */
291 msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
295 monster_gain_exp(who, m_ptr->r_idx);
297 /* Generate treasure */
298 monster_death(m_idx, FALSE);
301 delete_monster_idx(m_idx);
306 /* Monster is dead */
313 /* Mega-Hack -- Pain cancels fear */
314 if (MON_MONFEAR(m_ptr) && (dam > 0))
317 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
324 /* Sometimes a monster gets scared by damage */
325 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
327 /* Percentage of fully healthy */
328 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
331 * Run (sometimes) if at 10% or less of max hit points,
332 * or (usually) when hit for half its current hit points
334 if (((percentage <= 10) && (randint0(10) < percentage)) ||
335 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
337 /* Hack -- note fear */
340 /* Hack -- Add some timed fear */
341 (void)set_monster_monfear(m_idx, (randint1(10) +
342 (((dam >= m_ptr->hp) && (percentage > 7)) ?
343 20 : ((11 - percentage) * 5))));
347 #endif /* ALLOW_FEAR */
349 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
351 if (is_pet(&m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
353 set_target(m_ptr, m_list[who].fy, m_list[who].fx);
357 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
359 /* Extract monster name */
360 monster_desc(m_name, m_ptr, 0);
362 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
363 if (rakuba((dam > 200) ? 200 : dam, FALSE))
365 msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);
375 * @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 /
376 * Returns whether a given monster will try to run from the player.
377 * @param m_idx 逃走するモンスターの参照ID
378 * @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。
380 * Monsters will attempt to avoid very powerful players. See below.\n
382 * Because this function is called so often, little details are important\n
383 * for efficiency. Like not using "mod" or "div" when possible. And\n
384 * attempting to check the conditions in an optimal order. Note that\n
385 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
387 * Note that this function is responsible for about one to five percent\n
388 * of the processor use in normal conditions...\n
390 static bool mon_will_run(MONSTER_IDX m_idx)
392 monster_type *m_ptr = &m_list[m_idx];
396 monster_race *r_ptr = &r_info[m_ptr->r_idx];
399 HIT_POINT p_chp, p_mhp;
400 HIT_POINT m_chp, m_mhp;
405 /* Friends can be commanded to avoid the player */
408 /* Are we trying to avoid the player? */
409 return ((p_ptr->pet_follow_distance < 0) &&
410 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
413 /* Keep monsters from running too far away */
414 if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
416 /* All "afraid" monsters will run away */
417 if (MON_MONFEAR(m_ptr)) return (TRUE);
421 /* Nearby monsters will not become terrified */
422 if (m_ptr->cdis <= 5) return (FALSE);
424 /* Examine player power (level) */
427 /* Examine monster power (level plus morale) */
428 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
430 /* Optimize extreme cases below */
431 if (m_lev > p_lev + 4) return (FALSE);
432 if (m_lev + 4 <= p_lev) return (TRUE);
434 /* Examine player health */
438 /* Examine monster health */
440 m_mhp = m_ptr->maxhp;
442 /* Prepare to optimize the calculation */
443 p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
444 m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
446 /* Strong players scare strong monsters */
447 if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
451 /* Assume no terror */
457 * @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 /
458 * Search spell castable grid
459 * @param m_idx モンスターの参照ID
460 * @param yp 適したマスのY座標を返す参照ポインタ
461 * @param xp 適したマスのX座標を返す参照ポインタ
462 * @return 有効なマスがあった場合TRUEを返す
464 static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
467 POSITION y, x, y1, x1;
470 bool can_open_door = FALSE;
473 monster_type *m_ptr = &m_list[m_idx];
474 monster_race *r_ptr = &r_info[m_ptr->r_idx];
476 /* Monster location */
480 /* Monster can already cast spell to player */
481 if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
483 /* Set current grid cost */
484 now_cost = cave[y1][x1].cost;
485 if (now_cost == 0) now_cost = 999;
487 /* Can monster bash or open doors? */
488 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
490 can_open_door = TRUE;
493 /* Check nearby grids, diagonals first */
494 for (i = 7; i >= 0; i--)
498 /* Get the location */
502 /* Ignore locations off of edge */
503 if (!in_bounds2(y, x)) continue;
505 /* Simply move to player */
506 if (player_bold(y, x)) return (FALSE);
512 /* Monster cannot kill or pass walls */
513 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))))
515 if (cost == 0) continue;
516 if (!can_open_door && is_closed_door(c_ptr->feat)) continue;
519 /* Hack -- for kill or pass wall monster.. */
520 if (cost == 0) cost = 998;
522 if (now_cost < cost) continue;
524 if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
526 /* Accept louder sounds */
527 if (best < cost) continue;
530 (*yp) = y1 + ddy_ddd[i];
531 (*xp) = x1 + ddx_ddd[i];
534 /* No legal move (?) */
535 if (best == 999) return (FALSE);
543 * @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 /
544 * Choose the "best" direction for "flowing"
545 * @param m_idx モンスターの参照ID
546 * @param yp 移動先のマスのY座標を返す参照ポインタ
547 * @param xp 移動先のマスのX座標を返す参照ポインタ
548 * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
549 * @return 有効なマスがあった場合TRUEを返す
551 * Note that ghosts and rock-eaters are never allowed to "flow",\n
552 * since they should move directly towards the player.\n
554 * Prefer "non-diagonal" directions, but twiddle them a little\n
555 * to angle slightly towards the player's actual location.\n
557 * Allow very perceptive monsters to track old "spoor" left by\n
558 * previous locations occupied by the player. This will tend\n
559 * to have monsters end up either near the player or on a grid\n
560 * recently occupied by the player (and left via "teleport").\n
562 * Note that if "smell" is turned on, all monsters get vicious.\n
564 * Also note that teleporting away from a location will cause\n
565 * the monsters who were chasing you to converge on that location\n
566 * as long as you are still near enough to "annoy" them without\n
567 * being close enough to chase directly. I have no idea what will\n
568 * happen if you combine "smell" with low "aaf" values.\n
570 static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
573 POSITION y, x, y1, x1;
576 bool use_scent = FALSE;
578 monster_type *m_ptr = &m_list[m_idx];
579 monster_race *r_ptr = &r_info[m_ptr->r_idx];
581 /* Can monster cast attack spell? */
582 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
583 r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
584 r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
586 /* Can move spell castable grid? */
587 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
590 /* Monster can't flow */
591 if (no_flow) return (FALSE);
593 /* Monster can go through rocks */
594 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
595 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
597 /* Monster location */
601 /* Hack -- Player can see us, run towards him */
602 if (player_has_los_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)) return (FALSE);
605 c_ptr = &cave[y1][x1];
607 /* If we can hear noises, advance towards them */
613 /* Otherwise, try to follow a scent trail */
614 else if (c_ptr->when)
617 if (cave[p_ptr->y][p_ptr->x].when - c_ptr->when > 127) return (FALSE);
623 /* Otherwise, advance blindly */
629 /* Check nearby grids, diagonals first */
630 for (i = 7; i >= 0; i--)
632 /* Get the location */
636 /* Ignore locations off of edge */
637 if (!in_bounds2(y, x)) continue;
641 /* We're following a scent trail */
644 int when = c_ptr->when;
646 /* Accept younger scent */
647 if (best > when) continue;
651 /* We're using sound */
656 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
658 else cost = c_ptr->cost;
660 /* Accept louder sounds */
661 if ((cost == 0) || (best < cost)) continue;
665 /* Hack -- Save the "twiddled" location */
666 (*yp) = p_ptr->y + 16 * ddy_ddd[i];
667 (*xp) = p_ptr->x + 16 * ddx_ddd[i];
670 /* No legal move (?) */
671 if (best == 999 || best == 0) return (FALSE);
679 * @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 /
680 * Provide a location to flee to, but give the player a wide berth.
681 * @param m_idx モンスターの参照ID
682 * @param yp 移動先のマスのY座標を返す参照ポインタ
683 * @param xp 移動先のマスのX座標を返す参照ポインタ
684 * @return 有効なマスがあった場合TRUEを返す
686 * A monster may wish to flee to a location that is behind the player,\n
687 * but instead of heading directly for it, the monster should "swerve"\n
688 * around the player so that he has a smaller chance of getting hit.\n
690 static bool get_fear_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
692 POSITION y, x, y1, x1, fy, fx, gy = 0, gx = 0;
696 monster_type *m_ptr = &m_list[m_idx];
698 /* Monster location */
702 /* Desired destination */
706 /* Check nearby grids, diagonals first */
707 for (i = 7; i >= 0; i--)
711 /* Get the location */
715 /* Ignore locations off of edge */
716 if (!in_bounds2(y, x)) continue;
718 /* Don't move toward player */
719 /* if (cave[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
721 /* Calculate distance of this grid from our destination */
722 dis = distance(y, x, y1, x1);
724 /* Score this grid */
725 s = 5000 / (dis + 3) - 500 / (cave[y][x].dist + 1);
727 /* No negative scores */
730 /* Ignore lower scores */
731 if (s < score) continue;
733 /* Save the score and time */
736 /* Save the location */
741 /* No legal move (?) */
742 if (score == -1) return (FALSE);
753 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
756 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
757 * offsets of all the locations with a distance of n from a central point,
758 * with an offset of (0,0) indicating no more offsets at this distance.
760 * This is, of course, fairly unreadable, but it eliminates multiple loops
761 * from the previous version.
763 * It is probably better to replace these arrays with code to compute
764 * the relevant arrays, even if the storage is pre-allocated in hard
765 * coded sizes. At the very least, code should be included which is
766 * able to generate and dump these arrays (ala "los()").
768 * Also, the storage needs could be halved by using bytes.
770 * These arrays could be combined into two big arrays, using sub-arrays
771 * to hold the offsets and lengths of each portion of the sub-arrays, and
772 * this could perhaps also be used somehow in the "look" code.
776 static sint d_off_y_0[] = { 0 };
777 static sint d_off_x_0[] = { 0 };
779 static sint d_off_y_1[] = { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
780 static sint d_off_x_1[] = { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
782 static sint d_off_y_2[] = { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
783 static sint d_off_x_2[] = { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
785 static sint d_off_y_3[] = { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2, 3, 3, 3, 0 };
786 static sint d_off_x_3[] = { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2, -1, 0, 1, 0 };
788 static sint 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 };
789 static sint 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 };
792 static sint d_off_y_5[] =
793 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
794 -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
797 static sint d_off_x_5[] =
798 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
799 -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
803 static sint d_off_y_6[] =
804 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
805 -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
808 static sint d_off_x_6[] =
809 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
810 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
811 -3, 2, 3, -1, 0, 1, 0 };
814 static sint d_off_y_7[] =
815 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
816 -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
817 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
819 static sint d_off_x_7[] =
820 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
821 -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
822 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
826 static sint d_off_y_8[] =
827 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
828 -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
829 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
832 static sint d_off_x_8[] =
833 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
834 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
835 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
839 static sint d_off_y_9[] =
840 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
841 -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
842 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
843 7, 8, 8, 8, 8, 9, 9, 9, 0 };
845 static sint d_off_x_9[] =
846 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
847 -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
848 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
849 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
852 static sint *dist_offsets_y[10] =
854 d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
855 d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
858 static sint *dist_offsets_x[10] =
860 d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
861 d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
865 * @brief モンスターが逃げ込める安全な地点を返す /
866 * Choose a "safe" location near a monster for it to run toward.
867 * @param m_idx モンスターの参照ID
868 * @param yp 移動先のマスのY座標を返す参照ポインタ
869 * @param xp 移動先のマスのX座標を返す参照ポインタ
870 * @return 有効なマスがあった場合TRUEを返す
872 * A location is "safe" if it can be reached quickly and the player\n
873 * is not able to fire into it (it isn't a "clean shot"). So, this will\n
874 * cause monsters to "duck" behind walls. Hopefully, monsters will also\n
875 * try to run towards corridor openings if they are in a room.\n
877 * This function may take lots of CPU time if lots of monsters are\n
880 * Return TRUE if a safe location is available.\n
882 static bool find_safety(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
884 monster_type *m_ptr = &m_list[m_idx];
886 POSITION fy = m_ptr->fy;
887 POSITION fx = m_ptr->fx;
889 POSITION y, x, dy, dx, d, dis, i;
890 POSITION gy = 0, gx = 0, gdis = 0;
897 /* Start with adjacent locations, spread further */
898 for (d = 1; d < 10; d++)
900 /* Get the lists of points with a distance d from (fx, fy) */
901 y_offsets = dist_offsets_y[d];
902 x_offsets = dist_offsets_x[d];
904 /* Check the locations */
905 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
907 i++, dx = x_offsets[i], dy = y_offsets[i])
912 /* Skip illegal locations */
913 if (!in_bounds(y, x)) continue;
917 /* Skip locations in a wall */
918 if (!monster_can_cross_terrain(c_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
920 /* Check for "availability" (if monsters can flow) */
921 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
923 /* Ignore grids very far from the player */
924 if (c_ptr->dist == 0) continue;
926 /* Ignore too-distant grids */
927 if (c_ptr->dist > cave[fy][fx].dist + 2 * d) continue;
930 /* Check for absence of shot (more or less) */
931 if (!projectable(p_ptr->y, p_ptr->x, y, x))
933 /* Calculate distance from player */
934 dis = distance(y, x, p_ptr->y, p_ptr->x);
936 /* Remember if further than previous */
946 /* Check for success */
953 /* Found safe place */
964 * @brief モンスターが隠れ潜める地点を返す /
965 * Choose a good hiding place near a monster for it to run toward.
966 * @param m_idx モンスターの参照ID
967 * @param yp 移動先のマスのY座標を返す参照ポインタ
968 * @param xp 移動先のマスのX座標を返す参照ポインタ
969 * @return 有効なマスがあった場合TRUEを返す
971 * Pack monsters will use this to "ambush" the player and lure him out\n
972 * of corridors into open space so they can swarm him.\n
974 * Return TRUE if a good location is available.\n
976 static bool find_hiding(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
978 monster_type *m_ptr = &m_list[m_idx];
979 monster_race *r_ptr = &r_info[m_ptr->r_idx];
981 POSITION fy = m_ptr->fy;
982 POSITION fx = m_ptr->fx;
984 POSITION y, x, dy, dx, d, dis, i;
985 POSITION gy = 0, gx = 0, gdis = 999;
987 sint *y_offsets, *x_offsets;
989 /* Start with adjacent locations, spread further */
990 for (d = 1; d < 10; d++)
992 /* Get the lists of points with a distance d from (fx, fy) */
993 y_offsets = dist_offsets_y[d];
994 x_offsets = dist_offsets_x[d];
996 /* Check the locations */
997 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
999 i++, dx = x_offsets[i], dy = y_offsets[i])
1004 /* Skip illegal locations */
1005 if (!in_bounds(y, x)) continue;
1007 /* Skip occupied locations */
1008 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
1010 /* Check for hidden, available grid */
1011 if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
1013 /* Calculate distance from player */
1014 dis = distance(y, x, p_ptr->y, p_ptr->x);
1016 /* Remember if closer than previous */
1017 if (dis < gdis && dis >= 2)
1026 /* Check for success */
1033 /* Found good place */
1044 * @brief モンスターの移動方向を返す /
1045 * Choose "logical" directions for monster movement
1046 * @param m_idx モンスターの参照ID
1047 * @param mm 移動方向を返す方向IDの参照ポインタ
1048 * @return 有効方向があった場合TRUEを返す
1050 static bool get_moves(MONSTER_IDX m_idx, int *mm)
1052 monster_type *m_ptr = &m_list[m_idx];
1053 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1054 POSITION y = 0, ay, x = 0, ax;
1056 POSITION y2 = p_ptr->y;
1057 POSITION x2 = p_ptr->x;
1059 bool will_run = mon_will_run(m_idx);
1061 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (cave[m_ptr->fy][m_ptr->fx].cost > 2));
1062 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
1064 /* Counter attack to an enemy monster */
1065 if (!will_run && m_ptr->target_y)
1067 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
1069 /* The monster must be an enemy, and in LOS */
1071 are_enemies(m_ptr, &m_list[t_m_idx]) &&
1072 los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
1073 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1075 /* Extract the "pseudo-direction" */
1076 y = m_ptr->fy - m_ptr->target_y;
1077 x = m_ptr->fx - m_ptr->target_x;
1082 if (!done && !will_run && is_hostile(m_ptr) &&
1083 (r_ptr->flags1 & RF1_FRIENDS) &&
1084 ((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)) ||
1085 (cave[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1088 * Animal packs try to get the player out of corridors
1089 * (...unless they can move through walls -- TY)
1091 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1092 !(r_ptr->flags2 & RF2_KILL_WALL))
1096 /* Count room grids next to player */
1097 for (i = 0; i < 8; i++)
1099 int xx = p_ptr->x + ddx_ddd[i];
1100 int yy = p_ptr->y + ddy_ddd[i];
1102 if (!in_bounds2(yy, xx)) continue;
1104 c_ptr = &cave[yy][xx];
1107 if (monster_can_cross_terrain(c_ptr->feat, r_ptr, 0))
1109 /* One more room grid */
1113 if (cave[p_ptr->y][p_ptr->x].info & CAVE_ROOM) room -= 2;
1114 if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
1116 /* Not in a room and strong player */
1117 if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1118 (p_ptr->mhp + p_ptr->msp))
1120 /* Find hiding place */
1121 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1125 /* Monster groups try to surround the player */
1126 if (!done && (cave[m_ptr->fy][m_ptr->fx].dist < 3))
1130 /* Find an empty square near the player to fill */
1131 for (i = 0; i < 8; i++)
1133 /* Pick squares near player (semi-randomly) */
1134 y2 = p_ptr->y + ddy_ddd[(m_idx + i) & 7];
1135 x2 = p_ptr->x + ddx_ddd[(m_idx + i) & 7];
1137 /* Already there? */
1138 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1140 /* Attack the player */
1147 if (!in_bounds2(y2, x2)) continue;
1149 /* Ignore filled grids */
1150 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
1152 /* Try to fill this hole */
1156 /* Extract the new "pseudo-direction" */
1166 /* Flow towards the player */
1167 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1169 /* Extract the "pseudo-direction" */
1176 /* Apply fear if possible and necessary */
1177 if (is_pet(m_ptr) && will_run)
1179 /* XXX XXX Not very "smart" */
1184 if (!done && will_run)
1189 /* Try to find safe place */
1190 if (find_safety(m_idx, &y, &x))
1192 /* Attempt to avoid the player */
1195 /* Adjust movement */
1196 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1202 /* This is not a very "smart" method XXX XXX */
1210 /* Check for no move */
1211 if (!x && !y) return (FALSE);
1214 /* Extract the "absolute distances" */
1218 /* Do something weird */
1219 if (y < 0) move_val += 8;
1220 if (x > 0) move_val += 4;
1222 /* Prevent the diamond maneuvre */
1223 if (ay > (ax << 1)) move_val += 2;
1224 else if (ax > (ay << 1)) move_val++;
1226 /* Extract some directions */
1371 /* Wants to move... */
1377 * @brief モンスターから敵モンスターへの命中判定
1378 * @param power 打撃属性による基本命中値
1379 * @param level 攻撃側モンスターのレベル
1380 * @param ac 目標モンスターのAC
1381 * @param stun 攻撃側モンスターが朦朧状態ならTRUEを返す
1382 * @return 命中ならばTRUEを返す
1384 static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
1388 /* Percentile dice */
1391 if (stun && one_in_(2)) return FALSE;
1393 /* Hack -- Always miss or hit */
1394 if (k < 10) return (k < 5);
1396 /* Calculate the "attack quality" */
1397 i = (power + (level * 3));
1399 /* Power and Level compete against Armor */
1400 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1407 #define BLOW_EFFECT_TYPE_NONE 0
1408 #define BLOW_EFFECT_TYPE_FEAR 1
1409 #define BLOW_EFFECT_TYPE_SLEEP 2
1410 #define BLOW_EFFECT_TYPE_HEAL 3
1414 * @brief モンスターから敵モンスターへの打撃攻撃処理
1415 * @param m_idx 攻撃側モンスターの参照ID
1416 * @param t_idx 目標側モンスターの参照ID
1417 * @return 実際に打撃処理が行われた場合TRUEを返す
1419 static bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
1421 monster_type *m_ptr = &m_list[m_idx];
1422 monster_type *t_ptr = &m_list[t_idx];
1424 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1425 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1427 ARMOUR_CLASS ap_cnt;
1431 char m_name[80], t_name[80];
1432 char temp[MAX_NLEN];
1434 bool explode = FALSE, touched = FALSE, fear = FALSE;
1435 int y_saver = t_ptr->fy;
1436 int x_saver = t_ptr->fx;
1439 bool see_m = is_seen(m_ptr);
1440 bool see_t = is_seen(t_ptr);
1441 bool see_either = see_m || see_t;
1443 /* Can the player be aware of this attack? */
1444 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1445 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1447 /* Cannot attack self */
1448 if (m_idx == t_idx) return FALSE;
1450 /* Not allowed to attack */
1451 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1453 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1458 /* Extract the effective monster level */
1459 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1461 /* Get the monster name (or "it") */
1462 monster_desc(m_name, m_ptr, 0);
1464 /* Get the monster name (or "it") */
1465 monster_desc(t_name, t_ptr, 0);
1467 /* Assume no blink */
1470 if (!see_either && known)
1475 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
1477 /* Scan through all four blows */
1478 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1480 bool obvious = FALSE;
1482 HIT_POINT power = 0;
1483 HIT_POINT damage = 0;
1487 /* Extract the attack infomation */
1488 int effect = r_ptr->blow[ap_cnt].effect;
1489 int method = r_ptr->blow[ap_cnt].method;
1490 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1491 int d_side = r_ptr->blow[ap_cnt].d_side;
1493 if (!m_ptr->r_idx) break;
1495 /* Stop attacking if the target dies! */
1496 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1499 /* Hack -- no more attacks */
1502 if (method == RBM_SHOOT) continue;
1504 /* Extract the attack "power" */
1505 power = mbe_info[effect].power;
1508 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1510 (void)set_monster_csleep(t_idx, 0);
1514 /* Redraw the health bar */
1515 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
1516 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
1519 /* Describe the attack method */
1524 act = _("%sを殴った。", "hits %s.");
1531 act = _("%sを触った。", "touches %s.");
1538 act = _("%sをパンチした。", "punches %s.");
1545 act = _("%sを蹴った。", "kicks %s.");
1552 act = _("%sをひっかいた。", "claws %s.");
1559 act = _("%sを噛んだ。", "bites %s.");
1566 act = _("%sを刺した。", "stings %s.");
1573 act = _("%sを斬った。", "slashes %s.");
1579 act = _("%sを角で突いた。", "butts %s.");
1586 act = _("%sに体当りした。", "crushes %s.");
1593 act = _("%sを飲み込んだ。", "engulfs %s.");
1600 act = _("%sに請求書をよこした。", "charges %s.");
1607 act = _("%sの体の上を這い回った。", "crawls on %s.");
1614 act = _("%sによだれをたらした。", "drools on %s.");
1621 act = _("%sに唾を吐いた。", "spits on %s.");
1628 if (see_either) disturb(TRUE, TRUE);
1629 act = _("爆発した。", "explodes.");
1637 act = _("%sをにらんだ。", "gazes at %s.");
1644 act = _("%sに泣きついた。", "wails at %s.");
1651 act = _("%sに胞子を飛ばした。", "releases spores at %s.");
1658 act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
1665 act = _("%sに金をせがんだ。", "begs %s for money.");
1672 act = _("%sを侮辱した。", "insults %s.");
1679 act = _("%sにむかってうめいた。", "moans at %s.");
1686 act = _("%sにむかって歌った。", "sings to %s.");
1692 if (act && see_either)
1695 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1696 strfmt(temp, act, t_name);
1697 msg_format("%^sは%s", m_name, temp);
1699 if (do_silly_attack)
1701 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1702 strfmt(temp, "%s %s.", act, t_name);
1704 else strfmt(temp, act, t_name);
1705 msg_format("%^s %s", m_name, temp);
1709 /* Hack -- assume all attacks are obvious */
1712 /* Roll out the damage */
1713 damage = damroll(d_dice, d_side);
1715 /* Assume no effect */
1716 effect_type = BLOW_EFFECT_TYPE_NONE;
1720 /* Apply appropriate damage */
1729 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1731 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1732 damage = MAX(damage, tmp_damage * 2);
1739 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1754 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1790 effect_type = BLOW_EFFECT_TYPE_FEAR;
1794 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1798 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1799 if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1814 pt = GF_HYPODYNAMIA;
1815 effect_type = BLOW_EFFECT_TYPE_HEAL;
1833 /* Do damage if not exploding */
1836 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1837 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1840 switch (effect_type)
1842 case BLOW_EFFECT_TYPE_FEAR:
1843 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1844 damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1847 case BLOW_EFFECT_TYPE_SLEEP:
1848 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1849 r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1852 case BLOW_EFFECT_TYPE_HEAL:
1853 if ((monster_living(tr_ptr)) && (damage > 2))
1855 bool did_heal = FALSE;
1857 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1860 m_ptr->hp += damroll(4, damage / 6);
1861 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1863 /* Redraw (later) if needed */
1864 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1865 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1867 /* Special message */
1868 if (see_m && did_heal)
1870 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1879 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
1881 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1885 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
1887 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
1888 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1889 damroll (1 + ((tr_ptr->level) / 26),
1890 1 + ((tr_ptr->level) / 17)),
1891 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1895 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1900 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
1902 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1906 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
1908 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
1909 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1910 damroll (1 + ((tr_ptr->level) / 26),
1911 1 + ((tr_ptr->level) / 17)),
1912 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1916 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1921 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
1923 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1927 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
1929 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
1930 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1931 damroll (1 + ((tr_ptr->level) / 26),
1932 1 + ((tr_ptr->level) / 17)),
1933 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1937 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1944 /* Monster missed player */
1947 /* Analyze failed attacks */
1963 (void)set_monster_csleep(t_idx, 0);
1965 /* Visible monsters */
1969 msg_format("%sは%^sの攻撃をかわした。", t_name, m_name);
1971 msg_format("%^s misses %s.", m_name, t_name);
1981 /* Analyze "visible" monsters only */
1982 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
1984 /* Count "obvious" attacks (and ones that cause damage) */
1985 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
1987 /* Count attacks of this type */
1988 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
1990 r_ptr->r_blows[ap_cnt]++;
1998 sound(SOUND_EXPLODE);
2000 /* Cancel Invulnerability */
2001 (void)set_monster_invulner(m_idx, 0, FALSE);
2002 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
2007 if (blinked && m_ptr->r_idx)
2009 if (teleport_barrier(m_idx))
2013 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."));
2024 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
2031 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
2039 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
2041 return !have_flag(f_ptr->flags, FF_GLASS) ||
2042 (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
2043 (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
2048 * @brief モンスター単体の1ターン行動処理メインルーチン /
2050 * @param m_idx 行動モンスターの参照ID
2053 * The monster is known to be within 100 grids of the player\n
2055 * In several cases, we directly update the monster lore\n
2057 * Note that a monster is only allowed to "reproduce" if there\n
2058 * are a limited number of "reproducing" monsters on the current\n
2059 * level. This should prevent the level from being "swamped" by\n
2060 * reproducing monsters. It also allows a large mass of mice to\n
2061 * prevent a louse from multiplying, but this is a small price to\n
2062 * pay for a simple multiplication method.\n
2064 * XXX Monster fear is slightly odd, in particular, monsters will\n
2065 * fixate on opening a door even if they cannot open it. Actually,\n
2066 * the same thing happens to normal monsters when they hit a door\n
2068 * In addition, monsters which *cannot* open or bash\n
2069 * down a door will still stand there trying to open it...\n
2071 * XXX Technically, need to check for monster in the way\n
2072 * combined with that monster being in a wall (or door?)\n
2074 * A "direction" of "5" means "pick a random direction".\n
2076 void process_monster(MONSTER_IDX m_idx)
2078 monster_type *m_ptr = &m_list[m_idx];
2079 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2080 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2083 POSITION oy, ox, ny, nx;
2088 feature_type *f_ptr;
2090 monster_type *y_ptr;
2095 bool must_alter_to_move;
2104 bool gets_angry = FALSE;
2110 bool is_riding_mon = (m_idx == p_ptr->riding);
2112 bool see_m = is_seen(m_ptr);
2114 if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
2116 if (rakuba(0, TRUE))
2119 msg_print("地面に落とされた。");
2122 monster_desc(m_name, &m_list[p_ptr->riding], 0);
2123 msg_format("You have fallen from %s.", m_name);
2128 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
2130 choose_new_monster(m_idx, FALSE, 0);
2131 r_ptr = &r_info[m_ptr->r_idx];
2134 /* Players hidden in shadow are almost imperceptable. -LM- */
2135 if (p_ptr->special_defense & NINJA_S_STEALTH)
2137 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2138 if (p_ptr->monlite) tmp /= 3;
2139 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2140 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2141 /* Low-level monsters will find it difficult to locate the player. */
2142 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
2145 /* Are there its parent? */
2146 if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
2148 /* Its parent have gone, it also goes away. */
2154 /* Acquire the monster name */
2155 monster_desc(m_name, m_ptr, 0);
2156 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2159 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2163 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2164 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
2168 delete_monster_idx(m_idx);
2173 /* Quantum monsters are odd */
2174 if (r_ptr->flags2 & (RF2_QUANTUM))
2176 /* Sometimes skip move */
2177 if (!randint0(2)) return;
2180 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2184 if (is_pet(m_ptr) && !(m_ptr->ml))
2191 /* Acquire the monster name */
2192 monster_desc(m_name, m_ptr, 0);
2194 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2197 /* Generate treasure, etc */
2198 monster_death(m_idx, FALSE);
2201 delete_monster_idx(m_idx);
2205 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2212 if (m_ptr->r_idx == MON_SHURYUUDAN)
2214 mon_take_hit_mon(m_idx, 1, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
2217 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2219 static int riding_pinch = 0;
2221 if (m_ptr->hp < m_ptr->maxhp/3)
2224 monster_desc(m_name, m_ptr, 0);
2226 if (is_riding_mon && riding_pinch < 2)
2228 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。",
2229 "%^s seems to be in so much pain, and trying to escape from your restriction."), m_name);
2231 disturb(TRUE, TRUE);
2237 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);
2238 if (rakuba(-1, FALSE))
2240 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2246 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) &&
2247 player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))
2249 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);
2251 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);
2252 msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
2255 if (is_riding_mon && rakuba(-1, FALSE))
2257 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2260 /* Check for quest completion */
2261 check_quest_completion(m_ptr);
2263 delete_monster_idx(m_idx);
2270 /* Reset the counter */
2271 if (is_riding_mon) riding_pinch = 0;
2275 /* Handle "sleep" */
2276 if (MON_CSLEEP(m_ptr))
2278 /* Handle non-aggravation - Still sleeping */
2279 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2281 /* Handle aggravation */
2283 /* Reset sleep counter */
2284 (void)set_monster_csleep(m_idx, 0);
2286 /* Notice the "waking up" */
2291 /* Acquire the monster name */
2292 monster_desc(m_name, m_ptr, 0);
2294 /* Dump a message */
2295 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2298 /* Hack -- Count the wakings */
2299 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2306 if (MON_STUNNED(m_ptr))
2308 /* Sometimes skip move */
2309 if (one_in_(2)) return;
2314 p_ptr->update |= (PU_BONUS);
2317 /* No one wants to be your friend if you're aggravating */
2318 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2321 /* Paranoia... no pet uniques outside wizard mode -- TY */
2322 if (is_pet(m_ptr) &&
2323 ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2324 monster_has_hostile_align(NULL, 10, -10, r_ptr))
2325 || (r_ptr->flagsr & RFR_RES_ALL)))
2330 if (p_ptr->inside_battle) gets_angry = FALSE;
2334 if (is_pet(m_ptr) || see_m)
2337 monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
2338 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
2344 /* Get the origin */
2349 /* Attempt to "multiply" if able and allowed */
2350 if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2354 /* Count the adjacent monsters */
2355 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2357 for (x = ox - 1; x <= ox + 1; x++)
2359 /* Ignore locations off of edge */
2360 if (!in_bounds2(y, x)) continue;
2362 if (cave[y][x].m_idx) k++;
2367 if (multiply_barrier(m_idx)) k = 8;
2369 /* Hack -- multiply slower in crowded areas */
2370 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2372 /* Try to multiply */
2373 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2375 /* Take note if visible */
2376 if (m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2378 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2381 /* Multiplying takes energy */
2388 if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
2390 /* Hack -- Ohmu scatters molds! */
2391 if (m_ptr->r_idx == MON_OHMU)
2393 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2395 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2398 int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2399 u32b p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2401 for (k = 0; k < 6; k++)
2403 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
2405 if (m_list[hack_m_idx_ii].ml) count++;
2409 if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2416 if (!p_ptr->inside_battle)
2418 /* Hack! "Cyber" monster makes noise... */
2419 if (m_ptr->ap_r_idx == MON_CYBER &&
2420 one_in_(CYBERNOISE) &&
2421 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2423 if (disturb_minor) disturb(FALSE, FALSE);
2424 msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
2427 /* Some monsters can speak */
2428 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2429 one_in_(SPEAK_CHANCE) &&
2430 player_has_los_bold(oy, ox) &&
2431 projectable(oy, ox, p_ptr->y, p_ptr->x))
2434 char monmessage[1024];
2437 /* Acquire the monster name/poss */
2439 monster_desc(m_name, m_ptr, 0);
2441 strcpy(m_name, _("それ", "It"));
2443 /* Select the file for monster quotes */
2444 if (MON_MONFEAR(m_ptr))
2445 filename = _("monfear_j.txt", "monfear.txt");
2446 else if (is_pet(m_ptr))
2447 filename = _("monpet_j.txt", "monpet.txt");
2448 else if (is_friendly(m_ptr))
2449 filename = _("monfrien_j.txt", "monfrien.txt");
2451 filename = _("monspeak_j.txt", "monspeak.txt");
2452 /* Get the monster line */
2453 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2456 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2461 /* Try to cast spell occasionally */
2462 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2464 bool counterattack = FALSE;
2466 /* Give priority to counter attack? */
2467 if (m_ptr->target_y)
2469 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
2471 /* The monster must be an enemy, and projectable */
2473 are_enemies(m_ptr, &m_list[t_m_idx]) &&
2474 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2476 counterattack = TRUE;
2482 /* Attempt to cast a spell */
2483 if (aware && make_attack_spell(m_idx)) return;
2486 * Attempt to cast a spell at an enemy other than the player
2487 * (may slow the game a smidgeon, but I haven't noticed.)
2489 if (monst_spell_monst(m_idx)) return;
2493 /* Attempt to do counter attack at first */
2494 if (monst_spell_monst(m_idx)) return;
2496 if (aware && make_attack_spell(m_idx)) return;
2500 /* Hack -- Assume no movement */
2501 mm[0] = mm[1] = mm[2] = mm[3] = 0;
2502 mm[4] = mm[5] = mm[6] = mm[7] = 0;
2505 /* Confused -- 100% random */
2506 if (MON_CONFUSED(m_ptr) || !aware)
2508 /* Try four "random" directions */
2509 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2512 /* 75% random movement */
2513 else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2514 (randint0(100) < 75))
2516 /* Memorize flags */
2517 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2519 /* Try four "random" directions */
2520 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2523 /* 50% random movement */
2524 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2525 (randint0(100) < 50))
2527 /* Memorize flags */
2528 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2530 /* Try four "random" directions */
2531 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2534 /* 25% random movement */
2535 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2536 (randint0(100) < 25))
2538 /* Memorize flags */
2539 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2541 /* Try four "random" directions */
2542 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2545 /* Can't reach player - find something else to hit */
2546 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2548 /* Try four "random" directions */
2549 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2551 /* Look for an enemy */
2552 #if 0 /* Hack - Too slow. Mimic pits are horrible with this on. */
2553 get_enemy_dir(m_idx, mm);
2557 /* Pets will follow the player */
2558 else if (is_pet(m_ptr))
2560 /* Are we trying to avoid the player? */
2561 bool avoid = ((p_ptr->pet_follow_distance < 0) &&
2562 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2564 /* Do we want to find the player? */
2565 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2567 /* Should we find the player if we can't find a monster? */
2568 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2570 /* by default, move randomly */
2571 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2573 /* Look for an enemy */
2574 if (!get_enemy_dir(m_idx, mm))
2576 /* Find the player if necessary */
2577 if (avoid || lonely || distant)
2579 /* Remember the leash length */
2580 POSITION dis = p_ptr->pet_follow_distance;
2582 /* Hack -- adjust follow distance temporarily */
2583 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2585 p_ptr->pet_follow_distance = PET_SEEK_DIST;
2588 /* Find the player */
2589 (void)get_moves(m_idx, mm);
2591 /* Restore the leash */
2592 p_ptr->pet_follow_distance = (s16b)dis;
2597 /* Friendly monster movement */
2598 else if (!is_hostile(m_ptr))
2600 /* by default, move randomly */
2601 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2603 /* Look for an enemy */
2604 get_enemy_dir(m_idx, mm);
2606 /* Normal movement */
2609 /* Logical moves, may do nothing */
2610 if (!get_moves(m_idx, mm)) return;
2613 /* Assume nothing */
2617 must_alter_to_move = FALSE;
2619 /* Assume nothing */
2620 did_open_door = FALSE;
2621 did_bash_door = FALSE;
2622 did_take_item = FALSE;
2623 did_kill_item = FALSE;
2624 did_move_body = FALSE;
2625 did_pass_wall = FALSE;
2626 did_kill_wall = FALSE;
2629 /* Take a zero-terminated array of "directions" */
2630 for (i = 0; mm[i]; i++)
2632 /* Get the direction */
2635 /* Hack -- allow "randomized" motion */
2636 if (d == 5) d = ddd[randint0(8)];
2638 /* Get the destination */
2642 /* Ignore locations off of edge */
2643 if (!in_bounds2(ny, nx)) continue;
2645 /* Access that cave grid */
2646 c_ptr = &cave[ny][nx];
2647 f_ptr = &f_info[c_ptr->feat];
2648 can_cross = monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2650 /* Access that cave grid's contents */
2651 y_ptr = &m_list[c_ptr->m_idx];
2653 /* Hack -- player 'in' wall */
2654 if (player_bold(ny, nx))
2659 /* Possibly a monster to attack */
2660 else if (c_ptr->m_idx)
2665 /* Monster destroys walls (and doors) */
2666 else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
2667 (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
2668 have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
2669 check_hp_for_feat_destruction(f_ptr, m_ptr))
2671 /* Eat through walls/doors/rubble */
2673 if (!can_cross) must_alter_to_move = TRUE;
2675 /* Monster destroyed a wall (later) */
2676 did_kill_wall = TRUE;
2679 /* Floor is open? */
2682 /* Go ahead and move */
2685 /* Monster moves through walls (and doors) */
2686 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2687 have_flag(f_ptr->flags, FF_CAN_PASS))
2689 /* Monster went through a wall */
2690 did_pass_wall = TRUE;
2694 /* Handle doors and secret doors */
2695 else if (is_closed_door(c_ptr->feat))
2697 bool may_bash = TRUE;
2699 /* Assume no move allowed */
2702 /* Creature can open doors. */
2703 if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2704 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2709 /* The door is open */
2710 did_open_door = TRUE;
2712 /* Do not bash the door */
2718 /* Locked doors (not jammed) */
2721 /* Try to unlock it */
2722 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2724 /* Unlock the door */
2725 cave_alter_feat(ny, nx, FF_DISARM);
2727 /* Do not bash the door */
2735 /* Stuck doors -- attempt to bash them down if allowed */
2736 if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2737 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2739 /* Attempt to Bash */
2740 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
2742 if (have_flag(f_ptr->flags, FF_GLASS))
2743 msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
2745 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2747 /* Disturb (sometimes) */
2748 if (disturb_minor) disturb(FALSE, FALSE);
2750 /* The door was bashed open */
2751 did_bash_door = TRUE;
2753 /* Hack -- fall into doorway */
2755 must_alter_to_move = TRUE;
2760 /* Deal with doors in the way */
2761 if (did_open_door || did_bash_door)
2763 /* Break down the door */
2764 if (did_bash_door && ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
2766 cave_alter_feat(ny, nx, FF_BASH);
2768 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2770 /* Update some things */
2771 p_ptr->update |= (PU_FLOW);
2772 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2773 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2782 cave_alter_feat(ny, nx, FF_OPEN);
2785 f_ptr = &f_info[c_ptr->feat];
2787 /* Handle viewable doors */
2792 /* Hack -- check for Glyph of Warding */
2793 if (do_move && is_glyph_grid(c_ptr) &&
2794 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2796 /* Assume no move allowed */
2799 /* Break the ward */
2800 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2802 /* Describe observable breakage */
2803 if (c_ptr->info & CAVE_MARK)
2805 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2808 /* Forget the rune */
2809 c_ptr->info &= ~(CAVE_MARK);
2811 /* Break the rune */
2812 c_ptr->info &= ~(CAVE_OBJECT);
2815 /* Allow movement */
2821 else if (do_move && is_explosive_rune_grid(c_ptr) &&
2822 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2824 /* Assume no move allowed */
2827 /* Break the ward */
2830 /* Break the ward */
2831 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2833 /* Describe observable breakage */
2834 if (c_ptr->info & CAVE_MARK)
2836 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2837 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);
2842 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2845 /* Forget the rune */
2846 c_ptr->info &= ~(CAVE_MARK);
2848 /* Break the rune */
2849 c_ptr->info &= ~(CAVE_OBJECT);
2855 if (!m_ptr->r_idx) return;
2856 /* Allow movement */
2861 /* The player is in the way */
2862 if (do_move && player_bold(ny, nx))
2864 /* Some monsters never attack */
2865 if (r_ptr->flags1 & RF1_NEVER_BLOW)
2867 /* Hack -- memorize lack of attacks */
2868 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
2874 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2875 if (do_move && (d_info[dungeon_type].flags1 & DF1_NO_MELEE))
2877 if (!MON_CONFUSED(m_ptr))
2879 if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2882 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2887 /* The player is in the way. Attack him. */
2890 if (!p_ptr->riding || one_in_(2))
2893 (void)make_attack_normal(m_idx);
2904 /* A monster is in the way */
2905 if (do_move && c_ptr->m_idx)
2907 monster_race *z_ptr = &r_info[y_ptr->r_idx];
2909 /* Assume no movement */
2912 /* Attack 'enemies' */
2913 if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
2914 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
2915 can_cross && (c_ptr->m_idx != p_ptr->riding)) ||
2916 are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
2918 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2920 if (r_ptr->flags2 & RF2_KILL_BODY)
2922 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2926 if (y_ptr->r_idx && (y_ptr->hp >= 0))
2928 if (monst_attack_monst(m_idx, c_ptr->m_idx)) return;
2930 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2931 else if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2933 if (MON_CONFUSED(m_ptr)) return;
2934 else if (r_ptr->flags2 & RF2_STUPID)
2936 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2944 /* Push past weaker monsters (unless leaving a wall) */
2945 else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
2946 (r_ptr->mexp > z_ptr->mexp) &&
2947 can_cross && (c_ptr->m_idx != p_ptr->riding) &&
2948 monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
2950 /* Allow movement */
2953 /* Monster pushed past another monster */
2954 did_move_body = TRUE;
2956 /* Wake up the moved monster */
2957 (void)set_monster_csleep(c_ptr->m_idx, 0);
2965 if (!p_ptr->riding_ryoute && !MON_MONFEAR(&m_list[p_ptr->riding])) do_move = FALSE;
2968 if (did_kill_wall && do_move)
2970 if (one_in_(GRINDNOISE))
2972 if (have_flag(f_ptr->flags, FF_GLASS))
2973 msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
2975 msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
2978 cave_alter_feat(ny, nx, FF_HURT_DISI);
2980 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2982 /* Update some things */
2983 p_ptr->update |= (PU_FLOW);
2984 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2985 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
2990 f_ptr = &f_info[c_ptr->feat];
2992 /* Note changes to viewable region */
2998 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
3000 if (!monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
3002 /* Assume no move allowed */
3008 * Check if monster can cross terrain
3009 * This is checked after the normal attacks
3010 * to allow monsters to attack an enemy,
3011 * even if it can't enter the terrain.
3013 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
3015 /* Assume no move allowed */
3019 /* Some monsters never move */
3020 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
3022 /* Hack -- memorize lack of moves */
3023 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3029 /* Creature has been allowed move */
3034 if (have_flag(f_ptr->flags, FF_TREE))
3036 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3038 m_ptr->energy_need += ENERGY_NEED();
3044 /* Hack -- Update the old location */
3045 cave[oy][ox].m_idx = c_ptr->m_idx;
3047 /* Mega-Hack -- move the old monster, if any */
3050 /* Move the old monster */
3054 /* Update the old monster */
3055 update_monster(c_ptr->m_idx, TRUE);
3058 /* Hack -- Update the new location */
3059 c_ptr->m_idx = (s16b)m_idx;
3061 /* Move the monster */
3064 update_monster(m_idx, TRUE);
3066 /* Redraw the old grid */
3069 /* Redraw the new grid */
3074 /* sound(SOUND_WALK); */
3076 /* Move the player */
3077 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
3080 /* Possible disturb */
3083 (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
3084 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3086 if (is_hostile(m_ptr))
3087 disturb(FALSE, TRUE);
3090 /* Take or Kill objects on the floor */
3091 if (c_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3092 (!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
3094 OBJECT_IDX this_o_idx, next_o_idx;
3095 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
3097 /* Scan all objects in the grid */
3098 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3100 BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
3101 char m_name[80], o_name[MAX_NLEN];
3102 object_type *o_ptr = &o_list[this_o_idx];
3104 /* Acquire next object */
3105 next_o_idx = o_ptr->next_o_idx;
3110 if (o_ptr->tval == TV_GOLD) continue;
3113 * Skip "real" corpses and statues, to avoid extreme
3114 * silliness like a novice rogue pockets full of statues
3117 if ((o_ptr->tval == TV_CORPSE) ||
3118 (o_ptr->tval == TV_STATUE)) continue;
3121 /* Extract some flags */
3122 object_flags(o_ptr, flgs);
3124 /* Acquire the object name */
3125 object_desc(o_name, o_ptr, 0);
3127 /* Acquire the monster name */
3128 monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
3130 /* React to objects that hurt the monster */
3131 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3132 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3133 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
3134 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
3135 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
3136 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
3137 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
3138 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
3139 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
3140 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
3141 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3142 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3143 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3144 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3145 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
3146 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
3147 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
3148 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
3149 if (have_flag(flgs, TR_BRAND_ACID)) flgr |= (RFR_IM_ACID);
3150 if (have_flag(flgs, TR_BRAND_ELEC)) flgr |= (RFR_IM_ELEC);
3151 if (have_flag(flgs, TR_BRAND_FIRE)) flgr |= (RFR_IM_FIRE);
3152 if (have_flag(flgs, TR_BRAND_COLD)) flgr |= (RFR_IM_COLD);
3153 if (have_flag(flgs, TR_BRAND_POIS)) flgr |= (RFR_IM_POIS);
3155 /* The object cannot be picked up by the monster */
3156 if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
3157 ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
3159 /* Only give a message for "take_item" */
3160 if (do_take && (r_ptr->flags2 & RF2_STUPID))
3163 did_take_item = TRUE;
3165 /* Describe observable situations */
3166 if (m_ptr->ml && player_can_see_bold(ny, nx))
3168 /* Dump a message */
3169 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);
3174 /* Pick up the item */
3178 did_take_item = TRUE;
3180 /* Describe observable situations */
3181 if (player_can_see_bold(ny, nx))
3183 /* Dump a message */
3184 msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
3187 /* Excise the object */
3188 excise_object_idx(this_o_idx);
3191 o_ptr->marked &= OM_TOUCHED;
3193 /* Forget location */
3194 o_ptr->iy = o_ptr->ix = 0;
3196 /* Memorize monster */
3197 o_ptr->held_m_idx = (s16b)m_idx;
3200 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3203 m_ptr->hold_o_idx = this_o_idx;
3206 /* Destroy the item if not a pet */
3207 else if (!is_pet(m_ptr))
3210 did_kill_item = TRUE;
3212 /* Describe observable situations */
3213 if (player_has_los_bold(ny, nx))
3215 /* Dump a message */
3216 msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
3219 delete_object_idx(this_o_idx);
3225 /* Stop when done */
3230 * Forward movements failed, but now received LOS attack!
3231 * Try to flow by smell.
3233 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3234 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3236 /* If we haven't done anything, try casting a spell again */
3237 if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
3239 /* Try to cast spell again */
3240 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3242 if (make_attack_spell(m_idx)) return;
3247 /* Notice changes in view */
3250 /* Update some things */
3251 p_ptr->update |= (PU_FLOW);
3253 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3256 /* Notice changes in view */
3257 if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3258 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3260 /* Update some things */
3261 p_ptr->update |= (PU_MON_LITE);
3264 /* Learn things from observable monster */
3265 if (is_original_ap_and_seen(m_ptr))
3267 /* Monster opened a door */
3268 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3270 /* Monster bashed a door */
3271 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3273 /* Monster tried to pick something up */
3274 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3276 /* Monster tried to crush something */
3277 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3279 /* Monster pushed past another monster */
3280 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3282 /* Monster passed through a wall */
3283 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3285 /* Monster destroyed a wall */
3286 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3290 /* Hack -- get "bold" if out of options */
3291 if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3293 /* No longer afraid */
3294 (void)set_monster_monfear(m_idx, 0);
3296 /* Message if seen */
3301 /* Acquire the monster name */
3302 monster_desc(m_name, m_ptr, 0);
3304 /* Dump a message */
3305 msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
3308 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3310 /* Actually do something now (?) */
3315 * @brief 全モンスターのターン管理メインルーチン /
3316 * Process all the "live" monsters, once per game turn.
3319 * During each game turn, we scan through the list of all the "live" monsters,\n
3320 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
3321 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
3323 * Note that monsters can never move in the monster array (except when the\n
3324 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
3326 * This function is responsible for at least half of the processor time\n
3327 * on a normal system with a "normal" amount of monsters and a player doing\n
3330 * When the player is resting, virtually 90% of the processor time is spent\n
3331 * in this function, and its children, "process_monster()" and "make_move()".\n
3333 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
3334 * especially when the player is running.\n
3336 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
3337 * monsters while they are still being "born". A monster is "fresh" only\n
3338 * during the turn in which it is created, and we use the "hack_m_idx" to\n
3339 * determine if the monster is yet to be processed during the current turn.\n
3341 * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
3342 * move before any "nasty" monsters get to use their spell attacks.\n
3344 * Note that when the "knowledge" about the currently tracked monster\n
3345 * changes (flags, attacks, spells), we induce a redraw of the monster\n
3348 void process_monsters(void)
3355 monster_type *m_ptr;
3356 monster_race *r_ptr;
3358 MONRACE_IDX old_monster_race_idx;
3360 BIT_FLAGS old_r_flags1 = 0L;
3361 BIT_FLAGS old_r_flags2 = 0L;
3362 BIT_FLAGS old_r_flags3 = 0L;
3363 BIT_FLAGS old_r_flags4 = 0L;
3364 BIT_FLAGS old_r_flags5 = 0L;
3365 BIT_FLAGS old_r_flags6 = 0L;
3366 BIT_FLAGS old_r_flagsr = 0L;
3368 byte old_r_blows0 = 0;
3369 byte old_r_blows1 = 0;
3370 byte old_r_blows2 = 0;
3371 byte old_r_blows3 = 0;
3373 byte old_r_cast_spell = 0;
3377 /* Clear monster fighting indicator */
3380 /* Memorize old race */
3381 old_monster_race_idx = p_ptr->monster_race_idx;
3383 /* Acquire knowledge */
3384 if (p_ptr->monster_race_idx)
3386 /* Acquire current monster */
3387 r_ptr = &r_info[p_ptr->monster_race_idx];
3389 /* Memorize flags */
3390 old_r_flags1 = r_ptr->r_flags1;
3391 old_r_flags2 = r_ptr->r_flags2;
3392 old_r_flags3 = r_ptr->r_flags3;
3393 old_r_flags4 = r_ptr->r_flags4;
3394 old_r_flags5 = r_ptr->r_flags5;
3395 old_r_flags6 = r_ptr->r_flags6;
3396 old_r_flagsr = r_ptr->r_flagsr;
3398 /* Memorize blows */
3399 old_r_blows0 = r_ptr->r_blows[0];
3400 old_r_blows1 = r_ptr->r_blows[1];
3401 old_r_blows2 = r_ptr->r_blows[2];
3402 old_r_blows3 = r_ptr->r_blows[3];
3404 /* Memorize castings */
3405 old_r_cast_spell = r_ptr->r_cast_spell;
3409 /* Process the monsters (backwards) */
3410 for (i = m_max - 1; i >= 1; i--)
3412 /* Access the monster */
3414 r_ptr = &r_info[m_ptr->r_idx];
3416 /* Handle "leaving" */
3417 if (p_ptr->leaving) break;
3419 /* Ignore "dead" monsters */
3420 if (!m_ptr->r_idx) continue;
3422 if (p_ptr->wild_mode) continue;
3425 /* Handle "fresh" monsters */
3426 if (m_ptr->mflag & MFLAG_BORN)
3428 /* No longer "fresh" */
3429 m_ptr->mflag &= ~(MFLAG_BORN);
3435 /* Hack -- Require proximity */
3436 if (m_ptr->cdis >= AAF_LIMIT) continue;
3439 /* Access the location */
3443 /* Flow by smell is allowed */
3444 if (!p_ptr->no_flowed)
3446 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3449 /* Assume no move */
3452 /* Handle "sensing radius" */
3453 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3455 /* We can "sense" the player */
3459 /* Handle "sight" and "aggravation" */
3460 else if ((m_ptr->cdis <= MAX_SIGHT || p_ptr->inside_battle) &&
3461 (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3463 /* We can "see" or "feel" the player */
3467 #if 0 /* (cave[p_ptr->y][p_ptr->x].when == cave[fy][fx].when) is always FALSE... */
3468 /* Hack -- Monsters can "smell" the player from far away */
3469 /* Note that most monsters have "aaf" of "20" or so */
3470 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3471 cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_MOVE) &&
3472 (cave[p_ptr->y][p_ptr->x].when == cave[fy][fx].when) &&
3473 (cave[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3474 (cave[fy][fx].dist < r_ptr->aaf))
3476 /* We can "smell" the player */
3480 else if (m_ptr->target_y) test = TRUE;
3483 if (!test) continue;
3486 if (p_ptr->riding == i)
3487 speed = p_ptr->pspeed;
3490 speed = m_ptr->mspeed;
3492 /* Monsters move quickly in Nightmare mode */
3493 if (ironman_nightmare) speed += 5;
3495 if (MON_FAST(m_ptr)) speed += 10;
3496 if (MON_SLOW(m_ptr)) speed -= 10;
3499 /* Give this monster some energy */
3500 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3502 /* Not enough energy to move */
3503 if (m_ptr->energy_need > 0) continue;
3505 /* Use up "some" energy */
3506 m_ptr->energy_need += ENERGY_NEED();
3509 /* Save global index */
3512 /* Process the monster */
3515 reset_target(m_ptr);
3517 /* Give up flow_by_smell when it might useless */
3518 if (p_ptr->no_flowed && one_in_(3))
3519 m_ptr->mflag2 |= MFLAG2_NOFLOW;
3521 /* Hack -- notice death or departure */
3522 if (!p_ptr->playing || p_ptr->is_dead) break;
3524 /* Notice leaving */
3525 if (p_ptr->leaving) break;
3528 /* Reset global index */
3532 /* Tracking a monster race (the same one we were before) */
3533 if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3535 /* Acquire monster race */
3536 r_ptr = &r_info[p_ptr->monster_race_idx];
3538 /* Check for knowledge change */
3539 if ((old_r_flags1 != r_ptr->r_flags1) ||
3540 (old_r_flags2 != r_ptr->r_flags2) ||
3541 (old_r_flags3 != r_ptr->r_flags3) ||
3542 (old_r_flags4 != r_ptr->r_flags4) ||
3543 (old_r_flags5 != r_ptr->r_flags5) ||
3544 (old_r_flags6 != r_ptr->r_flags6) ||
3545 (old_r_flagsr != r_ptr->r_flagsr) ||
3546 (old_r_blows0 != r_ptr->r_blows[0]) ||
3547 (old_r_blows1 != r_ptr->r_blows[1]) ||
3548 (old_r_blows2 != r_ptr->r_blows[2]) ||
3549 (old_r_blows3 != r_ptr->r_blows[3]) ||
3550 (old_r_cast_spell != r_ptr->r_cast_spell))
3552 p_ptr->window |= (PW_MONSTER);