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