2 * @file monster-process.c
3 * @brief モンスターの特殊技能と移動処理/ Monster spells and movement
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
12 * This file has several additions to it by Keldon Jones (keldon@umr.edu)
13 * to improve the general quality of the AI (version 0.1.1).
18 #include "monsterrace-hook.h"
20 #include "projection.h"
21 #include "spells-summon.h"
27 * @brief モンスターが敵に接近するための方向を決める /
28 * Calculate the direction to the next enemy
29 * @param m_idx モンスターの参照ID
30 * @param mm 移動するべき方角IDを返す参照ポインタ
31 * @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
33 static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
36 POSITION x = 0, y = 0;
41 monster_type *m_ptr = &m_list[m_idx];
42 monster_race *r_ptr = &r_info[m_ptr->r_idx];
45 if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
47 y = m_list[riding_t_m_idx].fy;
48 x = m_list[riding_t_m_idx].fx;
50 else if (is_pet(m_ptr) && pet_t_m_idx)
52 y = m_list[pet_t_m_idx].fy;
53 x = m_list[pet_t_m_idx].fx;
57 if (p_ptr->inside_battle)
59 start = randint1(m_max-1)+m_max;
60 if(randint0(2)) plus = -1;
62 else start = m_max + 1;
64 /* Scan thru all monsters */
65 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
67 IDX dummy = (i % m_max);
72 t_ptr = &m_list[t_idx];
74 /* The monster itself isn't a target */
75 if (t_ptr == m_ptr) continue;
77 /* Paranoia -- Skip dead monsters */
78 if (!t_ptr->r_idx) continue;
82 /* Hack -- only fight away from player */
83 if (p_ptr->pet_follow_distance < 0)
85 /* No fighting near player */
86 if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
91 /* Hack -- no fighting away from player */
92 else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > p_ptr->pet_follow_distance))
97 if (r_ptr->aaf < t_ptr->cdis) continue;
100 /* Monster must be 'an enemy' */
101 if (!are_enemies(m_ptr, t_ptr)) continue;
103 /* Monster must be projectable if we can't pass through walls */
104 if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
105 ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
107 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
111 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
114 /* OK -- we've got a target */
120 if (!x && !y) return FALSE;
123 /* Extract the direction */
128 if ((y < 0) && (x == 0))
135 else if ((y > 0) && (x == 0))
142 else if ((x > 0) && (y == 0))
149 else if ((x < 0) && (y == 0))
156 else if ((y < 0) && (x < 0))
163 else if ((y < 0) && (x > 0))
170 else if ((y > 0) && (x < 0))
177 else if ((y > 0) && (x > 0))
184 /* Found a monster */
190 * @brief モンスターが敵モンスターに行う打撃処理 /
191 * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
192 * @param m_idx 目標となるモンスターの参照ID
194 * @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
195 * @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
196 * @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)
197 * @param who 打撃を行ったモンスターの参照ID
200 void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, IDX who)
202 monster_type *m_ptr = &m_list[m_idx];
203 monster_race *r_ptr = &r_info[m_ptr->r_idx];
204 GAME_TEXT m_name[160];
205 bool seen = is_seen(m_ptr);
207 /* Can the player be aware of this attack? */
208 bool known = (m_ptr->cdis <= MAX_SIGHT);
210 /* Extract monster name */
211 monster_desc(m_name, m_ptr, 0);
213 /* Redraw (later) if needed */
216 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
217 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
220 (void)set_monster_csleep(m_idx, 0);
222 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
224 if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
228 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
233 if (r_ptr->flagsr & RFR_RES_ALL)
238 if((dam == 0) && one_in_(3)) dam = 1;
244 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
253 /* It is dead now... or is it? */
256 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
257 (r_ptr->flags7 & RF7_NAZGUL)) &&
258 !p_ptr->inside_battle)
265 if (!monster_living(m_ptr->r_idx))
278 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
279 /* Unseen death by normal attack */
284 /* Death by special attack */
287 msg_format(_("%^s%s", "%^s%s"), m_name, note);
289 /* Death by normal attack -- nonliving monster */
290 else if (!monster_living(m_ptr->r_idx))
292 msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
294 /* Death by normal attack -- living monster */
297 msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
301 monster_gain_exp(who, m_ptr->r_idx);
302 monster_death(m_idx, FALSE);
303 delete_monster_idx(m_idx);
308 /* Monster is dead */
317 /* Mega-Hack -- Pain cancels fear */
318 if (MON_MONFEAR(m_ptr) && (dam > 0))
321 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
328 /* Sometimes a monster gets scared by damage */
329 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
331 /* Percentage of fully healthy */
332 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
335 * Run (sometimes) if at 10% or less of max hit points,
336 * or (usually) when hit for half its current hit points
338 if (((percentage <= 10) && (randint0(10) < percentage)) ||
339 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
341 /* Hack -- note fear */
344 /* Hack -- Add some timed fear */
345 (void)set_monster_monfear(m_idx, (randint1(10) +
346 (((dam >= m_ptr->hp) && (percentage > 7)) ?
347 20 : ((11 - percentage) * 5))));
351 #endif /* ALLOW_FEAR */
353 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
355 if (is_pet(&m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
357 set_target(m_ptr, m_list[who].fy, m_list[who].fx);
361 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
363 /* Extract monster name */
364 monster_desc(m_name, m_ptr, 0);
366 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
367 if (rakuba((dam > 200) ? 200 : dam, FALSE))
369 msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);
379 * @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 /
380 * Returns whether a given monster will try to run from the player.
381 * @param m_idx 逃走するモンスターの参照ID
382 * @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。
384 * Monsters will attempt to avoid very powerful players. See below.\n
386 * Because this function is called so often, little details are important\n
387 * for efficiency. Like not using "mod" or "div" when possible. And\n
388 * attempting to check the conditions in an optimal order. Note that\n
389 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
391 * Note that this function is responsible for about one to five percent\n
392 * of the processor use in normal conditions...\n
394 static bool mon_will_run(MONSTER_IDX m_idx)
396 monster_type *m_ptr = &m_list[m_idx];
400 monster_race *r_ptr = &r_info[m_ptr->r_idx];
404 HIT_POINT p_chp, p_mhp;
405 HIT_POINT m_chp, m_mhp;
410 /* Friends can be commanded to avoid the player */
413 /* Are we trying to avoid the player? */
414 return ((p_ptr->pet_follow_distance < 0) &&
415 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
418 /* Keep monsters from running too far away */
419 if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
421 /* All "afraid" monsters will run away */
422 if (MON_MONFEAR(m_ptr)) return (TRUE);
426 /* Nearby monsters will not become terrified */
427 if (m_ptr->cdis <= 5) return (FALSE);
429 /* Examine player power (level) */
432 /* Examine monster power (level plus morale) */
433 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
435 /* Optimize extreme cases below */
436 if (m_lev > p_lev + 4) return (FALSE);
437 if (m_lev + 4 <= p_lev) return (TRUE);
439 /* Examine player health */
443 /* Examine monster health */
445 m_mhp = m_ptr->maxhp;
447 /* Prepare to optimize the calculation */
448 p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
449 m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
451 /* Strong players scare strong monsters */
452 if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
456 /* Assume no terror */
462 * @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 /
463 * Search spell castable grid
464 * @param m_idx モンスターの参照ID
465 * @param yp 適したマスのY座標を返す参照ポインタ
466 * @param xp 適したマスのX座標を返す参照ポインタ
467 * @return 有効なマスがあった場合TRUEを返す
469 static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
472 POSITION y, x, y1, x1;
475 bool can_open_door = FALSE;
478 monster_type *m_ptr = &m_list[m_idx];
479 monster_race *r_ptr = &r_info[m_ptr->r_idx];
481 /* Monster location */
485 /* Monster can already cast spell to player */
486 if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
488 /* Set current grid cost */
489 now_cost = cave[y1][x1].cost;
490 if (now_cost == 0) now_cost = 999;
492 /* Can monster bash or open doors? */
493 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
495 can_open_door = TRUE;
498 /* Check nearby grids, diagonals first */
499 for (i = 7; i >= 0; i--)
506 /* Ignore locations off of edge */
507 if (!in_bounds2(y, x)) continue;
509 /* Simply move to player */
510 if (player_bold(y, x)) return (FALSE);
516 /* Monster cannot kill or pass walls */
517 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))))
519 if (cost == 0) continue;
520 if (!can_open_door && is_closed_door(c_ptr->feat)) continue;
523 /* Hack -- for kill or pass wall monster.. */
524 if (cost == 0) cost = 998;
526 if (now_cost < cost) continue;
528 if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
530 /* Accept louder sounds */
531 if (best < cost) continue;
534 (*yp) = y1 + ddy_ddd[i];
535 (*xp) = x1 + ddx_ddd[i];
538 /* No legal move (?) */
539 if (best == 999) return (FALSE);
547 * @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 /
548 * Choose the "best" direction for "flowing"
549 * @param m_idx モンスターの参照ID
550 * @param yp 移動先のマスのY座標を返す参照ポインタ
551 * @param xp 移動先のマスのX座標を返す参照ポインタ
552 * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
553 * @return 有効なマスがあった場合TRUEを返す
555 * Note that ghosts and rock-eaters are never allowed to "flow",\n
556 * since they should move directly towards the player.\n
558 * Prefer "non-diagonal" directions, but twiddle them a little\n
559 * to angle slightly towards the player's actual location.\n
561 * Allow very perceptive monsters to track old "spoor" left by\n
562 * previous locations occupied by the player. This will tend\n
563 * to have monsters end up either near the player or on a grid\n
564 * recently occupied by the player (and left via "teleport").\n
566 * Note that if "smell" is turned on, all monsters get vicious.\n
568 * Also note that teleporting away from a location will cause\n
569 * the monsters who were chasing you to converge on that location\n
570 * as long as you are still near enough to "annoy" them without\n
571 * being close enough to chase directly. I have no idea what will\n
572 * happen if you combine "smell" with low "aaf" values.\n
574 static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
577 POSITION y, x, y1, x1;
580 bool use_scent = FALSE;
582 monster_type *m_ptr = &m_list[m_idx];
583 monster_race *r_ptr = &r_info[m_ptr->r_idx];
585 /* Can monster cast attack spell? */
586 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
587 r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
588 r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
590 /* Can move spell castable grid? */
591 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
594 /* Monster can't flow */
595 if (no_flow) return (FALSE);
597 /* Monster can go through rocks */
598 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
599 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
601 /* Monster location */
605 /* Hack -- Player can see us, run towards him */
606 if (player_has_los_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)) return (FALSE);
609 c_ptr = &cave[y1][x1];
611 /* If we can hear noises, advance towards them */
617 /* Otherwise, try to follow a scent trail */
618 else if (c_ptr->when)
621 if (cave[p_ptr->y][p_ptr->x].when - c_ptr->when > 127) return (FALSE);
627 /* Otherwise, advance blindly */
633 /* Check nearby grids, diagonals first */
634 for (i = 7; i >= 0; i--)
639 /* Ignore locations off of edge */
640 if (!in_bounds2(y, x)) continue;
644 /* We're following a scent trail */
647 int when = c_ptr->when;
649 /* Accept younger scent */
650 if (best > when) continue;
654 /* We're using sound */
659 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
661 else cost = c_ptr->cost;
663 /* Accept louder sounds */
664 if ((cost == 0) || (best < cost)) continue;
668 /* Hack -- Save the "twiddled" location */
669 (*yp) = p_ptr->y + 16 * ddy_ddd[i];
670 (*xp) = p_ptr->x + 16 * ddx_ddd[i];
673 /* No legal move (?) */
674 if (best == 999 || best == 0) return (FALSE);
682 * @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 /
683 * Provide a location to flee to, but give the player a wide berth.
684 * @param m_idx モンスターの参照ID
685 * @param yp 移動先のマスのY座標を返す参照ポインタ
686 * @param xp 移動先のマスのX座標を返す参照ポインタ
687 * @return 有効なマスがあった場合TRUEを返す
689 * A monster may wish to flee to a location that is behind the player,\n
690 * but instead of heading directly for it, the monster should "swerve"\n
691 * around the player so that he has a smaller chance of getting hit.\n
693 static bool get_fear_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
695 POSITION y, x, y1, x1, fy, fx, gy = 0, gx = 0;
699 monster_type *m_ptr = &m_list[m_idx];
701 /* Monster location */
705 /* Desired destination */
709 /* Check nearby grids, diagonals first */
710 for (i = 7; i >= 0; i--)
717 /* Ignore locations off of edge */
718 if (!in_bounds2(y, x)) continue;
720 /* Don't move toward player */
721 /* if (cave[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
723 /* Calculate distance of this grid from our destination */
724 dis = distance(y, x, y1, x1);
726 /* Score this grid */
727 s = 5000 / (dis + 3) - 500 / (cave[y][x].dist + 1);
729 /* No negative scores */
732 /* Ignore lower scores */
733 if (s < score) continue;
735 /* Save the score and time */
738 /* Save the location */
743 /* No legal move (?) */
744 if (score == -1) return (FALSE);
755 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
758 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
759 * offsets of all the locations with a distance of n from a central point,
760 * with an offset of (0,0) indicating no more offsets at this distance.
762 * This is, of course, fairly unreadable, but it eliminates multiple loops
763 * from the previous version.
765 * It is probably better to replace these arrays with code to compute
766 * the relevant arrays, even if the storage is pre-allocated in hard
767 * coded sizes. At the very least, code should be included which is
768 * able to generate and dump these arrays (ala "los()").
770 * Also, the storage needs could be halved by using bytes.
772 * These arrays could be combined into two big arrays, using sub-arrays
773 * to hold the offsets and lengths of each portion of the sub-arrays, and
774 * this could perhaps also be used somehow in the "look" code.
778 static POSITION d_off_y_0[] = { 0 };
779 static POSITION d_off_x_0[] = { 0 };
781 static POSITION d_off_y_1[] = { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
782 static POSITION d_off_x_1[] = { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
784 static POSITION d_off_y_2[] = { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
785 static POSITION d_off_x_2[] = { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
787 static POSITION d_off_y_3[] = { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2, 3, 3, 3, 0 };
788 static POSITION d_off_x_3[] = { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2, -1, 0, 1, 0 };
790 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 };
791 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 };
794 static POSITION d_off_y_5[] =
795 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
796 -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
799 static POSITION d_off_x_5[] =
800 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
801 -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
805 static POSITION d_off_y_6[] =
806 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
807 -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
810 static POSITION d_off_x_6[] =
811 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
812 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
813 -3, 2, 3, -1, 0, 1, 0 };
816 static POSITION d_off_y_7[] =
817 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
818 -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
819 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
821 static POSITION d_off_x_7[] =
822 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
823 -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
824 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
828 static POSITION d_off_y_8[] =
829 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
830 -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
831 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
834 static POSITION d_off_x_8[] =
835 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
836 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
837 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
841 static POSITION d_off_y_9[] =
842 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
843 -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
844 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
845 7, 8, 8, 8, 8, 9, 9, 9, 0 };
847 static POSITION d_off_x_9[] =
848 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
849 -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
850 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
851 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
854 static POSITION *dist_offsets_y[10] =
856 d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
857 d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
860 static POSITION *dist_offsets_x[10] =
862 d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
863 d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
867 * @brief モンスターが逃げ込める安全な地点を返す /
868 * Choose a "safe" location near a monster for it to run toward.
869 * @param m_idx モンスターの参照ID
870 * @param yp 移動先のマスのY座標を返す参照ポインタ
871 * @param xp 移動先のマスのX座標を返す参照ポインタ
872 * @return 有効なマスがあった場合TRUEを返す
874 * A location is "safe" if it can be reached quickly and the player\n
875 * is not able to fire into it (it isn't a "clean shot"). So, this will\n
876 * cause monsters to "duck" behind walls. Hopefully, monsters will also\n
877 * try to run towards corridor openings if they are in a room.\n
879 * This function may take lots of CPU time if lots of monsters are\n
882 * Return TRUE if a safe location is available.\n
884 static bool find_safety(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
886 monster_type *m_ptr = &m_list[m_idx];
888 POSITION fy = m_ptr->fy;
889 POSITION fx = m_ptr->fx;
891 POSITION y, x, dy, dx, d, dis, i;
892 POSITION gy = 0, gx = 0, gdis = 0;
899 /* Start with adjacent locations, spread further */
900 for (d = 1; d < 10; d++)
902 /* Get the lists of points with a distance d from (fx, fy) */
903 y_offsets = dist_offsets_y[d];
904 x_offsets = dist_offsets_x[d];
906 /* Check the locations */
907 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
909 i++, dx = x_offsets[i], dy = y_offsets[i])
914 /* Skip illegal locations */
915 if (!in_bounds(y, x)) continue;
919 /* Skip locations in a wall */
920 if (!monster_can_cross_terrain(c_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
922 /* Check for "availability" (if monsters can flow) */
923 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
925 /* Ignore grids very far from the player */
926 if (c_ptr->dist == 0) continue;
928 /* Ignore too-distant grids */
929 if (c_ptr->dist > cave[fy][fx].dist + 2 * d) continue;
932 /* Check for absence of shot (more or less) */
933 if (!projectable(p_ptr->y, p_ptr->x, y, x))
935 /* Calculate distance from player */
936 dis = distance(y, x, p_ptr->y, p_ptr->x);
938 /* Remember if further than previous */
948 /* Check for success */
955 /* Found safe place */
966 * @brief モンスターが隠れ潜める地点を返す /
967 * Choose a good hiding place near a monster for it to run toward.
968 * @param m_idx モンスターの参照ID
969 * @param yp 移動先のマスのY座標を返す参照ポインタ
970 * @param xp 移動先のマスのX座標を返す参照ポインタ
971 * @return 有効なマスがあった場合TRUEを返す
973 * Pack monsters will use this to "ambush" the player and lure him out\n
974 * of corridors into open space so they can swarm him.\n
976 * Return TRUE if a good location is available.\n
978 static bool find_hiding(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
980 monster_type *m_ptr = &m_list[m_idx];
981 monster_race *r_ptr = &r_info[m_ptr->r_idx];
983 POSITION fy = m_ptr->fy;
984 POSITION fx = m_ptr->fx;
986 POSITION y, x, dy, dx, d, dis, i;
987 POSITION gy = 0, gx = 0, gdis = 999;
989 POSITION *y_offsets, *x_offsets;
991 /* Start with adjacent locations, spread further */
992 for (d = 1; d < 10; d++)
994 /* Get the lists of points with a distance d from (fx, fy) */
995 y_offsets = dist_offsets_y[d];
996 x_offsets = dist_offsets_x[d];
998 /* Check the locations */
999 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
1001 i++, dx = x_offsets[i], dy = y_offsets[i])
1006 /* Skip illegal locations */
1007 if (!in_bounds(y, x)) continue;
1009 /* Skip occupied locations */
1010 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
1012 /* Check for hidden, available grid */
1013 if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
1015 /* Calculate distance from player */
1016 dis = distance(y, x, p_ptr->y, p_ptr->x);
1018 /* Remember if closer than previous */
1019 if (dis < gdis && dis >= 2)
1028 /* Check for success */
1035 /* Found good place */
1046 * @brief モンスターの移動方向を返す /
1047 * Choose "logical" directions for monster movement
1048 * @param m_idx モンスターの参照ID
1049 * @param mm 移動方向を返す方向IDの参照ポインタ
1050 * @return 有効方向があった場合TRUEを返す
1052 static bool get_moves(MONSTER_IDX m_idx, DIRECTION *mm)
1054 monster_type *m_ptr = &m_list[m_idx];
1055 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1056 POSITION y = 0, ay, x = 0, ax;
1058 POSITION y2 = p_ptr->y;
1059 POSITION x2 = p_ptr->x;
1061 bool will_run = mon_will_run(m_idx);
1063 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (cave[m_ptr->fy][m_ptr->fx].cost > 2));
1064 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
1066 /* Counter attack to an enemy monster */
1067 if (!will_run && m_ptr->target_y)
1069 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
1071 /* The monster must be an enemy, and in LOS */
1073 are_enemies(m_ptr, &m_list[t_m_idx]) &&
1074 los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
1075 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1077 /* Extract the "pseudo-direction" */
1078 y = m_ptr->fy - m_ptr->target_y;
1079 x = m_ptr->fx - m_ptr->target_x;
1084 if (!done && !will_run && is_hostile(m_ptr) &&
1085 (r_ptr->flags1 & RF1_FRIENDS) &&
1086 ((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)) ||
1087 (cave[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1090 * Animal packs try to get the player out of corridors
1091 * (...unless they can move through walls -- TY)
1093 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1094 !(r_ptr->flags2 & RF2_KILL_WALL))
1098 /* Count room grids next to player */
1099 for (i = 0; i < 8; i++)
1101 int xx = p_ptr->x + ddx_ddd[i];
1102 int yy = p_ptr->y + ddy_ddd[i];
1104 if (!in_bounds2(yy, xx)) continue;
1106 c_ptr = &cave[yy][xx];
1109 if (monster_can_cross_terrain(c_ptr->feat, r_ptr, 0))
1111 /* One more room grid */
1115 if (cave[p_ptr->y][p_ptr->x].info & CAVE_ROOM) room -= 2;
1116 if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
1118 /* Not in a room and strong player */
1119 if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1120 (p_ptr->mhp + p_ptr->msp))
1122 /* Find hiding place */
1123 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1127 /* Monster groups try to surround the player */
1128 if (!done && (cave[m_ptr->fy][m_ptr->fx].dist < 3))
1132 /* Find an empty square near the player to fill */
1133 for (i = 0; i < 8; i++)
1135 /* Pick squares near player (semi-randomly) */
1136 y2 = p_ptr->y + ddy_ddd[(m_idx + i) & 7];
1137 x2 = p_ptr->x + ddx_ddd[(m_idx + i) & 7];
1139 /* Already there? */
1140 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1142 /* Attack the player */
1149 if (!in_bounds2(y2, x2)) continue;
1151 /* Ignore filled grids */
1152 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
1154 /* Try to fill this hole */
1158 /* Extract the new "pseudo-direction" */
1168 /* Flow towards the player */
1169 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1171 /* Extract the "pseudo-direction" */
1178 /* Apply fear if possible and necessary */
1179 if (is_pet(m_ptr) && will_run)
1181 /* XXX XXX Not very "smart" */
1186 if (!done && will_run)
1191 /* Try to find safe place */
1192 if (find_safety(m_idx, &y, &x))
1194 /* Attempt to avoid the player */
1197 /* Adjust movement */
1198 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1204 /* This is not a very "smart" method XXX XXX */
1212 /* Check for no move */
1213 if (!x && !y) return (FALSE);
1216 /* Extract the "absolute distances" */
1220 /* Do something weird */
1221 if (y < 0) move_val += 8;
1222 if (x > 0) move_val += 4;
1224 /* Prevent the diamond maneuvre */
1225 if (ay > (ax << 1)) move_val += 2;
1226 else if (ax > (ay << 1)) move_val++;
1228 /* Extract some directions */
1373 /* Wants to move... */
1379 * @brief モンスターから敵モンスターへの命中判定
1380 * @param power 打撃属性による基本命中値
1381 * @param level 攻撃側モンスターのレベル
1382 * @param ac 目標モンスターのAC
1383 * @param stun 攻撃側モンスターが朦朧状態ならTRUEを返す
1384 * @return 命中ならばTRUEを返す
1386 static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
1390 /* Percentile dice */
1393 if (stun && one_in_(2)) return FALSE;
1395 /* Hack -- Always miss or hit */
1396 if (k < 10) return (k < 5);
1398 /* Calculate the "attack quality" */
1399 i = (power + (level * 3));
1401 /* Power and Level compete against Armor */
1402 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1409 #define BLOW_EFFECT_TYPE_NONE 0
1410 #define BLOW_EFFECT_TYPE_FEAR 1
1411 #define BLOW_EFFECT_TYPE_SLEEP 2
1412 #define BLOW_EFFECT_TYPE_HEAL 3
1416 * @brief モンスターから敵モンスターへの打撃攻撃処理
1417 * @param m_idx 攻撃側モンスターの参照ID
1418 * @param t_idx 目標側モンスターの参照ID
1419 * @return 実際に打撃処理が行われた場合TRUEを返す
1421 static bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
1423 monster_type *m_ptr = &m_list[m_idx];
1424 monster_type *t_ptr = &m_list[t_idx];
1426 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1427 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1429 ARMOUR_CLASS ap_cnt;
1433 GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
1434 char temp[MAX_NLEN];
1436 bool explode = FALSE, touched = FALSE, fear = FALSE, dead = FALSE;
1437 POSITION y_saver = t_ptr->fy;
1438 POSITION x_saver = t_ptr->fx;
1441 bool see_m = is_seen(m_ptr);
1442 bool see_t = is_seen(t_ptr);
1443 bool see_either = see_m || see_t;
1445 /* Can the player be aware of this attack? */
1446 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1447 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1449 /* Cannot attack self */
1450 if (m_idx == t_idx) return FALSE;
1452 /* Not allowed to attack */
1453 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1455 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1460 /* Extract the effective monster level */
1461 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1463 monster_desc(m_name, m_ptr, 0);
1464 monster_desc(t_name, t_ptr, 0);
1466 /* Assume no blink */
1469 if (!see_either && known)
1474 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
1476 /* Scan through all four blows */
1477 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1479 bool obvious = FALSE;
1481 HIT_POINT power = 0;
1482 HIT_POINT damage = 0;
1486 /* Extract the attack infomation */
1487 int effect = r_ptr->blow[ap_cnt].effect;
1488 int method = r_ptr->blow[ap_cnt].method;
1489 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1490 int d_side = r_ptr->blow[ap_cnt].d_side;
1492 if (!m_ptr->r_idx) break;
1494 /* Stop attacking if the target dies! */
1495 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1498 /* Hack -- no more attacks */
1501 if (method == RBM_SHOOT) continue;
1503 /* Extract the attack "power" */
1504 power = mbe_info[effect].power;
1507 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1509 (void)set_monster_csleep(t_idx, 0);
1513 /* Redraw the health bar */
1514 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
1515 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
1518 /* Describe the attack method */
1523 act = _("%sを殴った。", "hits %s.");
1530 act = _("%sを触った。", "touches %s.");
1537 act = _("%sをパンチした。", "punches %s.");
1544 act = _("%sを蹴った。", "kicks %s.");
1551 act = _("%sをひっかいた。", "claws %s.");
1558 act = _("%sを噛んだ。", "bites %s.");
1565 act = _("%sを刺した。", "stings %s.");
1572 act = _("%sを斬った。", "slashes %s.");
1578 act = _("%sを角で突いた。", "butts %s.");
1585 act = _("%sに体当りした。", "crushes %s.");
1592 act = _("%sを飲み込んだ。", "engulfs %s.");
1599 act = _("%sに請求書をよこした。", "charges %s.");
1606 act = _("%sの体の上を這い回った。", "crawls on %s.");
1613 act = _("%sによだれをたらした。", "drools on %s.");
1620 act = _("%sに唾を吐いた。", "spits on %s.");
1627 if (see_either) disturb(TRUE, TRUE);
1628 act = _("爆発した。", "explodes.");
1636 act = _("%sをにらんだ。", "gazes at %s.");
1643 act = _("%sに泣きついた。", "wails at %s.");
1650 act = _("%sに胞子を飛ばした。", "releases spores at %s.");
1657 act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
1664 act = _("%sに金をせがんだ。", "begs %s for money.");
1671 act = _("%sを侮辱した。", "insults %s.");
1678 act = _("%sにむかってうめいた。", "moans at %s.");
1685 act = _("%sにむかって歌った。", "sings to %s.");
1691 if (act && see_either)
1694 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1695 strfmt(temp, act, t_name);
1696 msg_format("%^sは%s", m_name, temp);
1698 if (do_silly_attack)
1700 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1701 strfmt(temp, "%s %s.", act, t_name);
1703 else strfmt(temp, act, t_name);
1704 msg_format("%^s %s", m_name, temp);
1708 /* Hack -- assume all attacks are obvious */
1711 /* Roll out the damage */
1712 damage = damroll(d_dice, d_side);
1714 /* Assume no effect */
1715 effect_type = BLOW_EFFECT_TYPE_NONE;
1719 /* Apply appropriate damage */
1728 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1730 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1731 damage = MAX(damage, tmp_damage * 2);
1738 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1753 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1789 effect_type = BLOW_EFFECT_TYPE_FEAR;
1793 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1797 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1798 if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1813 pt = GF_HYPODYNAMIA;
1814 effect_type = BLOW_EFFECT_TYPE_HEAL;
1832 /* Do damage if not exploding */
1835 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1836 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1839 switch (effect_type)
1841 case BLOW_EFFECT_TYPE_FEAR:
1842 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1843 damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1846 case BLOW_EFFECT_TYPE_SLEEP:
1847 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1848 r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1851 case BLOW_EFFECT_TYPE_HEAL:
1852 if ((monster_living(m_idx)) && (damage > 2))
1854 bool did_heal = FALSE;
1856 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1859 m_ptr->hp += damroll(4, damage / 6);
1860 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1862 /* Redraw (later) if needed */
1863 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1864 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1866 /* Special message */
1867 if (see_m && did_heal)
1869 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1878 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
1880 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1884 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
1886 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
1887 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1888 damroll (1 + ((tr_ptr->level) / 26),
1889 1 + ((tr_ptr->level) / 17)),
1890 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1894 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1899 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
1901 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1905 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
1907 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
1908 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1909 damroll (1 + ((tr_ptr->level) / 26),
1910 1 + ((tr_ptr->level) / 17)),
1911 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1915 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1920 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
1922 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1926 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
1928 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
1929 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1930 damroll (1 + ((tr_ptr->level) / 26),
1931 1 + ((tr_ptr->level) / 17)),
1932 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1936 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1943 /* Monster missed player */
1946 /* Analyze failed attacks */
1962 (void)set_monster_csleep(t_idx, 0);
1964 /* Visible monsters */
1968 msg_format("%sは%^sの攻撃をかわした。", t_name, m_name);
1970 msg_format("%^s misses %s.", m_name, t_name);
1980 /* Analyze "visible" monsters only */
1981 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
1983 /* Count "obvious" attacks (and ones that cause damage) */
1984 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
1986 /* Count attacks of this type */
1987 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
1989 r_ptr->r_blows[ap_cnt]++;
1997 sound(SOUND_EXPLODE);
1999 /* Cancel Invulnerability */
2000 (void)set_monster_invulner(m_idx, 0, FALSE);
2001 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &dead, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
2006 if (blinked && m_ptr->r_idx)
2008 if (teleport_barrier(m_idx))
2012 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."));
2023 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
2030 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
2038 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
2040 return !have_flag(f_ptr->flags, FF_GLASS) ||
2041 (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
2042 (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
2047 * @brief モンスター単体の1ターン行動処理メインルーチン /
2049 * @param m_idx 行動モンスターの参照ID
2052 * The monster is known to be within 100 grids of the player\n
2054 * In several cases, we directly update the monster lore\n
2056 * Note that a monster is only allowed to "reproduce" if there\n
2057 * are a limited number of "reproducing" monsters on the current\n
2058 * level. This should prevent the level from being "swamped" by\n
2059 * reproducing monsters. It also allows a large mass of mice to\n
2060 * prevent a louse from multiplying, but this is a small price to\n
2061 * pay for a simple multiplication method.\n
2063 * XXX Monster fear is slightly odd, in particular, monsters will\n
2064 * fixate on opening a door even if they cannot open it. Actually,\n
2065 * the same thing happens to normal monsters when they hit a door\n
2067 * In addition, monsters which *cannot* open or bash\n
2068 * down a door will still stand there trying to open it...\n
2070 * XXX Technically, need to check for monster in the way\n
2071 * combined with that monster being in a wall (or door?)\n
2073 * A "direction" of "5" means "pick a random direction".\n
2075 void process_monster(MONSTER_IDX m_idx)
2077 monster_type *m_ptr = &m_list[m_idx];
2078 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2079 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2082 POSITION oy, ox, ny, nx;
2087 feature_type *f_ptr;
2089 monster_type *y_ptr;
2094 bool must_alter_to_move;
2103 bool gets_angry = FALSE;
2108 bool is_riding_mon = (m_idx == p_ptr->riding);
2109 bool see_m = is_seen(m_ptr);
2111 if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
2113 if (rakuba(0, TRUE))
2116 msg_print("地面に落とされた。");
2118 GAME_TEXT m_name[MAX_NLEN];
2119 monster_desc(m_name, &m_list[p_ptr->riding], 0);
2120 msg_format("You have fallen from %s.", m_name);
2125 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
2127 choose_new_monster(m_idx, FALSE, 0);
2128 r_ptr = &r_info[m_ptr->r_idx];
2131 /* Players hidden in shadow are almost imperceptable. -LM- */
2132 if (p_ptr->special_defense & NINJA_S_STEALTH)
2134 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2135 if (p_ptr->monlite) tmp /= 3;
2136 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2137 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
2138 /* Low-level monsters will find it difficult to locate the player. */
2139 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
2142 /* Are there its parent? */
2143 if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
2145 /* Its parent have gone, it also goes away. */
2149 GAME_TEXT m_name[MAX_NLEN];
2150 monster_desc(m_name, m_ptr, 0);
2151 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2154 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2156 GAME_TEXT m_name[MAX_NLEN];
2157 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2158 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
2161 delete_monster_idx(m_idx);
2166 /* Quantum monsters are odd */
2167 if (r_ptr->flags2 & (RF2_QUANTUM))
2169 /* Sometimes skip move */
2170 if (!randint0(2)) return;
2173 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2177 if (is_pet(m_ptr) && !(m_ptr->ml)) sad = TRUE;
2181 GAME_TEXT m_name[MAX_NLEN];
2182 monster_desc(m_name, m_ptr, 0);
2184 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2187 /* Generate treasure, etc */
2188 monster_death(m_idx, FALSE);
2190 delete_monster_idx(m_idx);
2193 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2200 if (m_ptr->r_idx == MON_SHURYUUDAN)
2202 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);
2206 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2208 static int riding_pinch = 0;
2210 if (m_ptr->hp < m_ptr->maxhp/3)
2212 GAME_TEXT m_name[MAX_NLEN];
2213 monster_desc(m_name, m_ptr, 0);
2215 if (is_riding_mon && riding_pinch < 2)
2217 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。",
2218 "%^s seems to be in so much pain, and trying to escape from your restriction."), m_name);
2220 disturb(TRUE, TRUE);
2226 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);
2227 if (rakuba(-1, FALSE))
2229 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2235 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) &&
2236 player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))
2238 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);
2240 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);
2241 msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
2244 if (is_riding_mon && rakuba(-1, FALSE))
2246 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2249 /* Check for quest completion */
2250 check_quest_completion(m_ptr);
2252 delete_monster_idx(m_idx);
2259 /* Reset the counter */
2260 if (is_riding_mon) riding_pinch = 0;
2264 /* Handle "sleep" */
2265 if (MON_CSLEEP(m_ptr))
2267 /* Handle non-aggravation - Still sleeping */
2268 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2270 /* Reset sleep counter */
2271 (void)set_monster_csleep(m_idx, 0);
2273 /* Notice the "waking up" */
2276 GAME_TEXT m_name[MAX_NLEN];
2277 monster_desc(m_name, m_ptr, 0);
2278 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2281 /* Hack -- Count the wakings */
2282 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2289 if (MON_STUNNED(m_ptr))
2291 /* Sometimes skip move */
2292 if (one_in_(2)) return;
2297 p_ptr->update |= (PU_BONUS);
2300 /* No one wants to be your friend if you're aggravating */
2301 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2304 /* Paranoia... no pet uniques outside wizard mode -- TY */
2305 if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2306 monster_has_hostile_align(NULL, 10, -10, r_ptr))
2307 || (r_ptr->flagsr & RFR_RES_ALL)))
2312 if (p_ptr->inside_battle) gets_angry = FALSE;
2316 if (is_pet(m_ptr) || see_m)
2318 GAME_TEXT m_name[MAX_NLEN];
2319 monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
2320 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
2326 /* Get the origin */
2330 /* Attempt to "multiply" if able and allowed */
2331 if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2336 /* Count the adjacent monsters */
2337 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2339 for (x = ox - 1; x <= ox + 1; x++)
2341 /* Ignore locations off of edge */
2342 if (!in_bounds2(y, x)) continue;
2343 if (cave[y][x].m_idx) k++;
2348 if (multiply_barrier(m_idx)) k = 8;
2350 /* Hack -- multiply slower in crowded areas */
2351 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2353 /* Try to multiply */
2354 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2356 /* Take note if visible */
2357 if (m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2359 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2362 /* Multiplying takes energy */
2368 if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
2370 /* Hack -- Ohmu scatters molds! */
2371 if (m_ptr->r_idx == MON_OHMU)
2373 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2375 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2378 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2379 BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2381 for (k = 0; k < A_MAX; k++)
2383 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode), '\0'))
2385 if (m_list[hack_m_idx_ii].ml) count++;
2389 if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2395 if (!p_ptr->inside_battle)
2397 /* Hack! "Cyber" monster makes noise... */
2398 if (m_ptr->ap_r_idx == MON_CYBER &&
2399 one_in_(CYBERNOISE) &&
2400 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2402 if (disturb_minor) disturb(FALSE, FALSE);
2403 msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
2406 /* Some monsters can speak */
2407 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2408 one_in_(SPEAK_CHANCE) &&
2409 player_has_los_bold(oy, ox) &&
2410 projectable(oy, ox, p_ptr->y, p_ptr->x))
2412 GAME_TEXT m_name[MAX_NLEN];
2413 char monmessage[1024];
2416 /* Acquire the monster name/poss */
2418 monster_desc(m_name, m_ptr, 0);
2420 strcpy(m_name, _("それ", "It"));
2422 /* Select the file for monster quotes */
2423 if (MON_MONFEAR(m_ptr))
2424 filename = _("monfear_j.txt", "monfear.txt");
2425 else if (is_pet(m_ptr))
2426 filename = _("monpet_j.txt", "monpet.txt");
2427 else if (is_friendly(m_ptr))
2428 filename = _("monfrien_j.txt", "monfrien.txt");
2430 filename = _("monspeak_j.txt", "monspeak.txt");
2431 /* Get the monster line */
2432 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2435 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2440 /* Try to cast spell occasionally */
2441 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2443 bool counterattack = FALSE;
2445 /* Give priority to counter attack? */
2446 if (m_ptr->target_y)
2448 MONSTER_IDX t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
2450 /* The monster must be an enemy, and projectable */
2451 if (t_m_idx && are_enemies(m_ptr, &m_list[t_m_idx]) &&
2452 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2454 counterattack = TRUE;
2460 /* Attempt to cast a spell */
2461 if (aware && make_attack_spell(m_idx)) return;
2464 * Attempt to cast a spell at an enemy other than the player
2465 * (may slow the game a smidgeon, but I haven't noticed.)
2467 if (monst_spell_monst(m_idx)) return;
2471 /* Attempt to do counter attack at first */
2472 if (monst_spell_monst(m_idx)) return;
2474 if (aware && make_attack_spell(m_idx)) return;
2478 /* Hack -- Assume no movement */
2479 mm[0] = mm[1] = mm[2] = mm[3] = 0;
2480 mm[4] = mm[5] = mm[6] = mm[7] = 0;
2483 /* Confused -- 100% random */
2484 if (MON_CONFUSED(m_ptr) || !aware)
2486 /* Try four "random" directions */
2487 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2490 /* 75% random movement */
2491 else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2492 (randint0(100) < 75))
2494 /* Memorize flags */
2495 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2497 /* Try four "random" directions */
2498 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2501 /* 50% random movement */
2502 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2503 (randint0(100) < 50))
2505 /* Memorize flags */
2506 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2508 /* Try four "random" directions */
2509 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2512 /* 25% random movement */
2513 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2514 (randint0(100) < 25))
2516 /* Memorize flags */
2517 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2519 /* Try four "random" directions */
2520 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2523 /* Can't reach player - find something else to hit */
2524 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2526 /* Try four "random" directions */
2527 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2529 /* Look for an enemy */
2530 #if 0 /* Hack - Too slow. Mimic pits are horrible with this on. */
2531 get_enemy_dir(m_idx, mm);
2535 /* Pets will follow the player */
2536 else if (is_pet(m_ptr))
2538 /* Are we trying to avoid the player? */
2539 bool avoid = ((p_ptr->pet_follow_distance < 0) && (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2541 /* Do we want to find the player? */
2542 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2544 /* Should we find the player if we can't find a monster? */
2545 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2547 /* by default, move randomly */
2548 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2550 /* Look for an enemy */
2551 if (!get_enemy_dir(m_idx, mm))
2553 /* Find the player if necessary */
2554 if (avoid || lonely || distant)
2556 /* Remember the leash length */
2557 POSITION dis = p_ptr->pet_follow_distance;
2559 /* Hack -- adjust follow distance temporarily */
2560 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2562 p_ptr->pet_follow_distance = PET_SEEK_DIST;
2565 /* Find the player */
2566 (void)get_moves(m_idx, mm);
2568 /* Restore the leash */
2569 p_ptr->pet_follow_distance = (s16b)dis;
2574 /* Friendly monster movement */
2575 else if (!is_hostile(m_ptr))
2577 /* by default, move randomly */
2578 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2580 /* Look for an enemy */
2581 get_enemy_dir(m_idx, mm);
2583 /* Normal movement */
2586 /* Logical moves, may do nothing */
2587 if (!get_moves(m_idx, mm)) return;
2590 /* Assume nothing */
2594 must_alter_to_move = FALSE;
2596 /* Assume nothing */
2597 did_open_door = FALSE;
2598 did_bash_door = FALSE;
2599 did_take_item = FALSE;
2600 did_kill_item = FALSE;
2601 did_move_body = FALSE;
2602 did_pass_wall = FALSE;
2603 did_kill_wall = FALSE;
2605 /* Take a zero-terminated array of "directions" */
2606 for (i = 0; mm[i]; i++)
2608 /* Get the direction */
2611 /* Hack -- allow "randomized" motion */
2612 if (d == 5) d = ddd[randint0(8)];
2614 /* Get the destination */
2618 /* Ignore locations off of edge */
2619 if (!in_bounds2(ny, nx)) continue;
2621 /* Access that cave grid */
2622 c_ptr = &cave[ny][nx];
2623 f_ptr = &f_info[c_ptr->feat];
2624 can_cross = monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2626 /* Access that cave grid's contents */
2627 y_ptr = &m_list[c_ptr->m_idx];
2629 /* Hack -- player 'in' wall */
2630 if (player_bold(ny, nx))
2635 /* Possibly a monster to attack */
2636 else if (c_ptr->m_idx)
2641 /* Monster destroys walls (and doors) */
2642 else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
2643 (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
2644 have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
2645 check_hp_for_feat_destruction(f_ptr, m_ptr))
2647 /* Eat through walls/doors/rubble */
2649 if (!can_cross) must_alter_to_move = TRUE;
2651 /* Monster destroyed a wall (later) */
2652 did_kill_wall = TRUE;
2655 /* Floor is open? */
2658 /* Go ahead and move */
2661 /* Monster moves through walls (and doors) */
2662 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2663 have_flag(f_ptr->flags, FF_CAN_PASS))
2665 /* Monster went through a wall */
2666 did_pass_wall = TRUE;
2670 /* Handle doors and secret doors */
2671 else if (is_closed_door(c_ptr->feat))
2673 bool may_bash = TRUE;
2675 /* Assume no move allowed */
2678 /* Creature can open doors. */
2679 if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2680 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2685 /* The door is open */
2686 did_open_door = TRUE;
2688 /* Do not bash the door */
2694 /* Locked doors (not jammed) */
2697 /* Try to unlock it */
2698 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2700 /* Unlock the door */
2701 cave_alter_feat(ny, nx, FF_DISARM);
2703 /* Do not bash the door */
2711 /* Stuck doors -- attempt to bash them down if allowed */
2712 if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2713 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2715 /* Attempt to Bash */
2716 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
2718 if (have_flag(f_ptr->flags, FF_GLASS))
2719 msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
2721 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2723 /* Disturb (sometimes) */
2724 if (disturb_minor) disturb(FALSE, FALSE);
2726 /* The door was bashed open */
2727 did_bash_door = TRUE;
2729 /* Hack -- fall into doorway */
2731 must_alter_to_move = TRUE;
2736 /* Deal with doors in the way */
2737 if (did_open_door || did_bash_door)
2739 /* Break down the door */
2740 if (did_bash_door && ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
2742 cave_alter_feat(ny, nx, FF_BASH);
2744 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2746 /* Update some things */
2747 p_ptr->update |= (PU_FLOW);
2748 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2749 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2758 cave_alter_feat(ny, nx, FF_OPEN);
2761 f_ptr = &f_info[c_ptr->feat];
2763 /* Handle viewable doors */
2768 /* Hack -- check for Glyph of Warding */
2769 if (do_move && is_glyph_grid(c_ptr) &&
2770 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2772 /* Assume no move allowed */
2775 /* Break the ward */
2776 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2778 /* Describe observable breakage */
2779 if (c_ptr->info & CAVE_MARK)
2781 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2784 /* Forget the rune */
2785 c_ptr->info &= ~(CAVE_MARK);
2787 /* Break the rune */
2788 c_ptr->info &= ~(CAVE_OBJECT);
2791 /* Allow movement */
2797 else if (do_move && is_explosive_rune_grid(c_ptr) &&
2798 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2800 /* Assume no move allowed */
2803 /* Break the ward */
2806 /* Break the ward */
2807 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2809 /* Describe observable breakage */
2810 if (c_ptr->info & CAVE_MARK)
2812 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2813 project(0, 2, ny, nx, 2 * (p_ptr->lev + damroll(7, 7)), GF_MANA, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
2818 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2821 /* Forget the rune */
2822 c_ptr->info &= ~(CAVE_MARK);
2824 /* Break the rune */
2825 c_ptr->info &= ~(CAVE_OBJECT);
2831 if (!m_ptr->r_idx) return;
2832 /* Allow movement */
2837 /* The player is in the way */
2838 if (do_move && player_bold(ny, nx))
2840 /* Some monsters never attack */
2841 if (r_ptr->flags1 & RF1_NEVER_BLOW)
2843 /* Hack -- memorize lack of attacks */
2844 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
2850 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2851 if (do_move && (d_info[dungeon_type].flags1 & DF1_NO_MELEE))
2853 if (!MON_CONFUSED(m_ptr))
2855 if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2858 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2863 /* The player is in the way. Attack him. */
2866 if (!p_ptr->riding || one_in_(2))
2869 (void)make_attack_normal(m_idx);
2880 /* A monster is in the way */
2881 if (do_move && c_ptr->m_idx)
2883 monster_race *z_ptr = &r_info[y_ptr->r_idx];
2885 /* Assume no movement */
2888 /* Attack 'enemies' */
2889 if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
2890 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
2891 can_cross && (c_ptr->m_idx != p_ptr->riding)) ||
2892 are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
2894 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2896 if (r_ptr->flags2 & RF2_KILL_BODY)
2898 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2902 if (y_ptr->r_idx && (y_ptr->hp >= 0))
2904 if (monst_attack_monst(m_idx, c_ptr->m_idx)) return;
2906 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2907 else if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2909 if (MON_CONFUSED(m_ptr)) return;
2910 else if (r_ptr->flags2 & RF2_STUPID)
2912 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2920 /* Push past weaker monsters (unless leaving a wall) */
2921 else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
2922 (r_ptr->mexp > z_ptr->mexp) &&
2923 can_cross && (c_ptr->m_idx != p_ptr->riding) &&
2924 monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
2926 /* Allow movement */
2929 /* Monster pushed past another monster */
2930 did_move_body = TRUE;
2932 /* Wake up the moved monster */
2933 (void)set_monster_csleep(c_ptr->m_idx, 0);
2941 if (!p_ptr->riding_ryoute && !MON_MONFEAR(&m_list[p_ptr->riding])) do_move = FALSE;
2944 if (did_kill_wall && do_move)
2946 if (one_in_(GRINDNOISE))
2948 if (have_flag(f_ptr->flags, FF_GLASS))
2949 msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
2951 msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
2954 cave_alter_feat(ny, nx, FF_HURT_DISI);
2956 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2958 /* Update some things */
2959 p_ptr->update |= (PU_FLOW);
2960 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2961 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
2966 f_ptr = &f_info[c_ptr->feat];
2968 /* Note changes to viewable region */
2973 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
2975 if (!monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
2977 /* Assume no move allowed */
2983 * Check if monster can cross terrain
2984 * This is checked after the normal attacks
2985 * to allow monsters to attack an enemy,
2986 * even if it can't enter the terrain.
2988 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
2990 /* Assume no move allowed */
2994 /* Some monsters never move */
2995 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
2997 /* Hack -- memorize lack of moves */
2998 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3004 /* Creature has been allowed move */
3009 if (have_flag(f_ptr->flags, FF_TREE))
3011 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3013 m_ptr->energy_need += ENERGY_NEED();
3019 /* Hack -- Update the old location */
3020 cave[oy][ox].m_idx = c_ptr->m_idx;
3022 /* Mega-Hack -- move the old monster, if any */
3025 /* Move the old monster */
3029 /* Update the old monster */
3030 update_monster(c_ptr->m_idx, TRUE);
3033 /* Hack -- Update the new location */
3034 c_ptr->m_idx = m_idx;
3036 /* Move the monster */
3039 update_monster(m_idx, TRUE);
3046 /* sound(SOUND_WALK); */
3048 /* Move the player */
3049 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
3052 /* Possible disturb */
3055 (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
3056 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3058 if (is_hostile(m_ptr))
3059 disturb(FALSE, TRUE);
3062 /* Take or Kill objects on the floor */
3063 if (c_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3064 (!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
3066 OBJECT_IDX this_o_idx, next_o_idx;
3067 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
3069 /* Scan all objects in the grid */
3070 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3072 BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
3073 GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
3074 object_type *o_ptr = &o_list[this_o_idx];
3076 /* Acquire next object */
3077 next_o_idx = o_ptr->next_o_idx;
3082 if (o_ptr->tval == TV_GOLD) continue;
3085 * Skip "real" corpses and statues, to avoid extreme
3086 * silliness like a novice rogue pockets full of statues
3089 if ((o_ptr->tval == TV_CORPSE) ||
3090 (o_ptr->tval == TV_STATUE)) continue;
3093 /* Extract some flags */
3094 object_flags(o_ptr, flgs);
3096 /* Acquire the object name */
3097 object_desc(o_name, o_ptr, 0);
3098 monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
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);
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)))
3129 /* Only give a message for "take_item" */
3130 if (do_take && (r_ptr->flags2 & RF2_STUPID))
3132 did_take_item = TRUE;
3134 /* Describe observable situations */
3135 if (m_ptr->ml && player_can_see_bold(ny, nx))
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);
3142 /* Pick up the item */
3145 did_take_item = TRUE;
3147 /* Describe observable situations */
3148 if (player_can_see_bold(ny, nx))
3150 msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
3153 /* Excise the object */
3154 excise_object_idx(this_o_idx);
3157 o_ptr->marked &= OM_TOUCHED;
3159 /* Forget location */
3160 o_ptr->iy = o_ptr->ix = 0;
3162 /* Memorize monster */
3163 o_ptr->held_m_idx = m_idx;
3166 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3169 m_ptr->hold_o_idx = this_o_idx;
3172 /* Destroy the item if not a pet */
3173 else if (!is_pet(m_ptr))
3175 did_kill_item = TRUE;
3177 /* Describe observable situations */
3178 if (player_has_los_bold(ny, nx))
3180 msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
3183 delete_object_idx(this_o_idx);
3189 /* Stop when done */
3194 * Forward movements failed, but now received LOS attack!
3195 * Try to flow by smell.
3197 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3198 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
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)
3203 /* Try to cast spell again */
3204 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3206 if (make_attack_spell(m_idx)) return;
3211 /* Notice changes in view */
3214 p_ptr->update |= (PU_FLOW);
3215 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
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)))
3222 /* Update some things */
3223 p_ptr->update |= (PU_MON_LITE);
3226 /* Learn things from observable monster */
3227 if (is_original_ap_and_seen(m_ptr))
3229 /* Monster opened a door */
3230 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3232 /* Monster bashed a door */
3233 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3235 /* Monster tried to pick something up */
3236 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3238 /* Monster tried to crush something */
3239 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3241 /* Monster pushed past another monster */
3242 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3244 /* Monster passed through a wall */
3245 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3247 /* Monster destroyed a wall */
3248 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3252 /* Hack -- get "bold" if out of options */
3253 if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3255 /* No longer afraid */
3256 (void)set_monster_monfear(m_idx, 0);
3258 /* Message if seen */
3261 GAME_TEXT m_name[MAX_NLEN];
3262 monster_desc(m_name, m_ptr, 0);
3263 msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
3266 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3268 /* Actually do something now (?) */
3273 * @brief 全モンスターのターン管理メインルーチン /
3274 * Process all the "live" monsters, once per game turn.
3277 * During each game turn, we scan through the list of all the "live" monsters,\n
3278 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
3279 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
3281 * Note that monsters can never move in the monster array (except when the\n
3282 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
3284 * This function is responsible for at least half of the processor time\n
3285 * on a normal system with a "normal" amount of monsters and a player doing\n
3288 * When the player is resting, virtually 90% of the processor time is spent\n
3289 * in this function, and its children, "process_monster()" and "make_move()".\n
3291 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
3292 * especially when the player is running.\n
3294 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
3295 * monsters while they are still being "born". A monster is "fresh" only\n
3296 * during the turn in which it is created, and we use the "hack_m_idx" to\n
3297 * determine if the monster is yet to be processed during the current turn.\n
3299 * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
3300 * move before any "nasty" monsters get to use their spell attacks.\n
3302 * Note that when the "knowledge" about the currently tracked monster\n
3303 * changes (flags, attacks, spells), we induce a redraw of the monster\n
3306 void process_monsters(void)
3313 monster_type *m_ptr;
3314 monster_race *r_ptr;
3316 MONRACE_IDX old_monster_race_idx;
3318 BIT_FLAGS old_r_flags1 = 0L;
3319 BIT_FLAGS old_r_flags2 = 0L;
3320 BIT_FLAGS old_r_flags3 = 0L;
3321 BIT_FLAGS old_r_flags4 = 0L;
3322 BIT_FLAGS old_r_flags5 = 0L;
3323 BIT_FLAGS old_r_flags6 = 0L;
3324 BIT_FLAGS old_r_flagsr = 0L;
3326 byte old_r_blows0 = 0;
3327 byte old_r_blows1 = 0;
3328 byte old_r_blows2 = 0;
3329 byte old_r_blows3 = 0;
3331 byte old_r_cast_spell = 0;
3335 /* Clear monster fighting indicator */
3338 /* Memorize old race */
3339 old_monster_race_idx = p_ptr->monster_race_idx;
3341 /* Acquire knowledge */
3342 if (p_ptr->monster_race_idx)
3344 /* Acquire current monster */
3345 r_ptr = &r_info[p_ptr->monster_race_idx];
3347 /* Memorize flags */
3348 old_r_flags1 = r_ptr->r_flags1;
3349 old_r_flags2 = r_ptr->r_flags2;
3350 old_r_flags3 = r_ptr->r_flags3;
3351 old_r_flags4 = r_ptr->r_flags4;
3352 old_r_flags5 = r_ptr->r_flags5;
3353 old_r_flags6 = r_ptr->r_flags6;
3354 old_r_flagsr = r_ptr->r_flagsr;
3356 /* Memorize blows */
3357 old_r_blows0 = r_ptr->r_blows[0];
3358 old_r_blows1 = r_ptr->r_blows[1];
3359 old_r_blows2 = r_ptr->r_blows[2];
3360 old_r_blows3 = r_ptr->r_blows[3];
3362 /* Memorize castings */
3363 old_r_cast_spell = r_ptr->r_cast_spell;
3367 /* Process the monsters (backwards) */
3368 for (i = m_max - 1; i >= 1; i--)
3370 /* Access the monster */
3372 r_ptr = &r_info[m_ptr->r_idx];
3374 /* Handle "leaving" */
3375 if (p_ptr->leaving) break;
3377 /* Ignore "dead" monsters */
3378 if (!m_ptr->r_idx) continue;
3380 if (p_ptr->wild_mode) continue;
3383 /* Handle "fresh" monsters */
3384 if (m_ptr->mflag & MFLAG_BORN)
3386 /* No longer "fresh" */
3387 m_ptr->mflag &= ~(MFLAG_BORN);
3393 /* Hack -- Require proximity */
3394 if (m_ptr->cdis >= AAF_LIMIT) continue;
3397 /* Access the location */
3401 /* Flow by smell is allowed */
3402 if (!p_ptr->no_flowed)
3404 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3407 /* Assume no move */
3410 /* Handle "sensing radius" */
3411 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3413 /* We can "sense" the player */
3417 /* Handle "sight" and "aggravation" */
3418 else if ((m_ptr->cdis <= MAX_SIGHT || p_ptr->inside_battle) &&
3419 (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3421 /* We can "see" or "feel" the player */
3425 #if 0 /* (cave[p_ptr->y][p_ptr->x].when == cave[fy][fx].when) is always FALSE... */
3426 /* Hack -- Monsters can "smell" the player from far away */
3427 /* Note that most monsters have "aaf" of "20" or so */
3428 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3429 cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_MOVE) &&
3430 (cave[p_ptr->y][p_ptr->x].when == cave[fy][fx].when) &&
3431 (cave[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3432 (cave[fy][fx].dist < r_ptr->aaf))
3434 /* We can "smell" the player */
3438 else if (m_ptr->target_y) test = TRUE;
3441 if (!test) continue;
3444 if (p_ptr->riding == i)
3445 speed = p_ptr->pspeed;
3448 speed = m_ptr->mspeed;
3450 /* Monsters move quickly in Nightmare mode */
3451 if (ironman_nightmare) speed += 5;
3453 if (MON_FAST(m_ptr)) speed += 10;
3454 if (MON_SLOW(m_ptr)) speed -= 10;
3457 /* Give this monster some energy */
3458 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3460 /* Not enough energy to move */
3461 if (m_ptr->energy_need > 0) continue;
3463 /* Use up "some" energy */
3464 m_ptr->energy_need += ENERGY_NEED();
3467 /* Save global index */
3470 /* Process the monster */
3473 reset_target(m_ptr);
3475 /* Give up flow_by_smell when it might useless */
3476 if (p_ptr->no_flowed && one_in_(3))
3477 m_ptr->mflag2 |= MFLAG2_NOFLOW;
3479 /* Hack -- notice death or departure */
3480 if (!p_ptr->playing || p_ptr->is_dead) break;
3482 /* Notice leaving */
3483 if (p_ptr->leaving) break;
3486 /* Reset global index */
3490 /* Tracking a monster race (the same one we were before) */
3491 if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3493 /* Acquire monster race */
3494 r_ptr = &r_info[p_ptr->monster_race_idx];
3496 /* Check for knowledge change */
3497 if ((old_r_flags1 != r_ptr->r_flags1) ||
3498 (old_r_flags2 != r_ptr->r_flags2) ||
3499 (old_r_flags3 != r_ptr->r_flags3) ||
3500 (old_r_flags4 != r_ptr->r_flags4) ||
3501 (old_r_flags5 != r_ptr->r_flags5) ||
3502 (old_r_flags6 != r_ptr->r_flags6) ||
3503 (old_r_flagsr != r_ptr->r_flagsr) ||
3504 (old_r_blows0 != r_ptr->r_blows[0]) ||
3505 (old_r_blows1 != r_ptr->r_blows[1]) ||
3506 (old_r_blows2 != r_ptr->r_blows[2]) ||
3507 (old_r_blows3 != r_ptr->r_blows[3]) ||
3508 (old_r_cast_spell != r_ptr->r_cast_spell))
3510 p_ptr->window |= (PW_MONSTER);