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"
24 * @brief モンスターが敵に接近するための方向を決める /
25 * Calculate the direction to the next enemy
26 * @param m_idx モンスターの参照ID
27 * @param mm 移動するべき方角IDを返す参照ポインタ
28 * @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
30 static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
33 POSITION x = 0, y = 0;
38 monster_type *m_ptr = &m_list[m_idx];
39 monster_race *r_ptr = &r_info[m_ptr->r_idx];
42 if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
44 y = m_list[riding_t_m_idx].fy;
45 x = m_list[riding_t_m_idx].fx;
47 else if (is_pet(m_ptr) && pet_t_m_idx)
49 y = m_list[pet_t_m_idx].fy;
50 x = m_list[pet_t_m_idx].fx;
54 if (p_ptr->inside_battle)
56 start = randint1(m_max-1)+m_max;
57 if(randint0(2)) plus = -1;
59 else start = m_max + 1;
61 /* Scan thru all monsters */
62 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
64 IDX dummy = (i % m_max);
69 t_ptr = &m_list[t_idx];
71 /* The monster itself isn't a target */
72 if (t_ptr == m_ptr) continue;
74 /* Paranoia -- Skip dead monsters */
75 if (!t_ptr->r_idx) continue;
79 /* Hack -- only fight away from player */
80 if (p_ptr->pet_follow_distance < 0)
82 /* No fighting near player */
83 if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
88 /* Hack -- no fighting away from player */
89 else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > p_ptr->pet_follow_distance))
94 if (r_ptr->aaf < t_ptr->cdis) continue;
97 /* Monster must be 'an enemy' */
98 if (!are_enemies(m_ptr, t_ptr)) continue;
100 /* Monster must be projectable if we can't pass through walls */
101 if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
102 ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
104 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
108 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
111 /* OK -- we've got a target */
117 if (!x && !y) return FALSE;
120 /* Extract the direction */
125 if ((y < 0) && (x == 0))
132 else if ((y > 0) && (x == 0))
139 else if ((x > 0) && (y == 0))
146 else if ((x < 0) && (y == 0))
153 else if ((y < 0) && (x < 0))
160 else if ((y < 0) && (x > 0))
167 else if ((y > 0) && (x < 0))
174 else if ((y > 0) && (x > 0))
181 /* Found a monster */
187 * @brief モンスターが敵モンスターに行う打撃処理 /
188 * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
189 * @param m_idx 目標となるモンスターの参照ID
191 * @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
192 * @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
193 * @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)
194 * @param who 打撃を行ったモンスターの参照ID
197 void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, IDX who)
199 monster_type *m_ptr = &m_list[m_idx];
200 monster_race *r_ptr = &r_info[m_ptr->r_idx];
201 GAME_TEXT m_name[160];
202 bool seen = is_seen(m_ptr);
204 /* Can the player be aware of this attack? */
205 bool known = (m_ptr->cdis <= MAX_SIGHT);
207 /* Extract monster name */
208 monster_desc(m_name, m_ptr, 0);
210 /* Redraw (later) if needed */
213 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
214 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
217 (void)set_monster_csleep(m_idx, 0);
219 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
221 if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
225 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
230 if (r_ptr->flagsr & RFR_RES_ALL)
235 if((dam == 0) && one_in_(3)) dam = 1;
241 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
250 /* It is dead now... or is it? */
253 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
254 (r_ptr->flags7 & RF7_NAZGUL)) &&
255 !p_ptr->inside_battle)
262 if (!monster_living(m_ptr->r_idx))
275 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
276 /* Unseen death by normal attack */
281 /* Death by special attack */
284 msg_format(_("%^s%s", "%^s%s"), m_name, note);
286 /* Death by normal attack -- nonliving monster */
287 else if (!monster_living(m_ptr->r_idx))
289 msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
291 /* Death by normal attack -- living monster */
294 msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
298 monster_gain_exp(who, m_ptr->r_idx);
299 monster_death(m_idx, FALSE);
300 delete_monster_idx(m_idx);
305 /* Monster is dead */
314 /* Mega-Hack -- Pain cancels fear */
315 if (MON_MONFEAR(m_ptr) && (dam > 0))
318 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
325 /* Sometimes a monster gets scared by damage */
326 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
328 /* Percentage of fully healthy */
329 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
332 * Run (sometimes) if at 10% or less of max hit points,
333 * or (usually) when hit for half its current hit points
335 if (((percentage <= 10) && (randint0(10) < percentage)) ||
336 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
338 /* Hack -- note fear */
341 /* Hack -- Add some timed fear */
342 (void)set_monster_monfear(m_idx, (randint1(10) +
343 (((dam >= m_ptr->hp) && (percentage > 7)) ?
344 20 : ((11 - percentage) * 5))));
348 #endif /* ALLOW_FEAR */
350 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
352 if (is_pet(&m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
354 set_target(m_ptr, m_list[who].fy, m_list[who].fx);
358 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
360 /* Extract monster name */
361 monster_desc(m_name, m_ptr, 0);
363 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
364 if (rakuba((dam > 200) ? 200 : dam, FALSE))
366 msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);
376 * @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 /
377 * Returns whether a given monster will try to run from the player.
378 * @param m_idx 逃走するモンスターの参照ID
379 * @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。
381 * Monsters will attempt to avoid very powerful players. See below.\n
383 * Because this function is called so often, little details are important\n
384 * for efficiency. Like not using "mod" or "div" when possible. And\n
385 * attempting to check the conditions in an optimal order. Note that\n
386 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
388 * Note that this function is responsible for about one to five percent\n
389 * of the processor use in normal conditions...\n
391 static bool mon_will_run(MONSTER_IDX m_idx)
393 monster_type *m_ptr = &m_list[m_idx];
397 monster_race *r_ptr = &r_info[m_ptr->r_idx];
401 HIT_POINT p_chp, p_mhp;
402 HIT_POINT m_chp, m_mhp;
407 /* Friends can be commanded to avoid the player */
410 /* Are we trying to avoid the player? */
411 return ((p_ptr->pet_follow_distance < 0) &&
412 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
415 /* Keep monsters from running too far away */
416 if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
418 /* All "afraid" monsters will run away */
419 if (MON_MONFEAR(m_ptr)) return (TRUE);
423 /* Nearby monsters will not become terrified */
424 if (m_ptr->cdis <= 5) return (FALSE);
426 /* Examine player power (level) */
429 /* Examine monster power (level plus morale) */
430 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
432 /* Optimize extreme cases below */
433 if (m_lev > p_lev + 4) return (FALSE);
434 if (m_lev + 4 <= p_lev) return (TRUE);
436 /* Examine player health */
440 /* Examine monster health */
442 m_mhp = m_ptr->maxhp;
444 /* Prepare to optimize the calculation */
445 p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
446 m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
448 /* Strong players scare strong monsters */
449 if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
453 /* Assume no terror */
459 * @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 /
460 * Search spell castable grid
461 * @param m_idx モンスターの参照ID
462 * @param yp 適したマスのY座標を返す参照ポインタ
463 * @param xp 適したマスのX座標を返す参照ポインタ
464 * @return 有効なマスがあった場合TRUEを返す
466 static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
469 POSITION y, x, y1, x1;
472 bool can_open_door = FALSE;
475 monster_type *m_ptr = &m_list[m_idx];
476 monster_race *r_ptr = &r_info[m_ptr->r_idx];
478 /* Monster location */
482 /* Monster can already cast spell to player */
483 if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
485 /* Set current grid cost */
486 now_cost = cave[y1][x1].cost;
487 if (now_cost == 0) now_cost = 999;
489 /* Can monster bash or open doors? */
490 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
492 can_open_door = TRUE;
495 /* Check nearby grids, diagonals first */
496 for (i = 7; i >= 0; i--)
503 /* Ignore locations off of edge */
504 if (!in_bounds2(y, x)) continue;
506 /* Simply move to player */
507 if (player_bold(y, x)) return (FALSE);
513 /* Monster cannot kill or pass walls */
514 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))))
516 if (cost == 0) continue;
517 if (!can_open_door && is_closed_door(c_ptr->feat)) continue;
520 /* Hack -- for kill or pass wall monster.. */
521 if (cost == 0) cost = 998;
523 if (now_cost < cost) continue;
525 if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
527 /* Accept louder sounds */
528 if (best < cost) continue;
531 (*yp) = y1 + ddy_ddd[i];
532 (*xp) = x1 + ddx_ddd[i];
535 /* No legal move (?) */
536 if (best == 999) return (FALSE);
544 * @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 /
545 * Choose the "best" direction for "flowing"
546 * @param m_idx モンスターの参照ID
547 * @param yp 移動先のマスのY座標を返す参照ポインタ
548 * @param xp 移動先のマスのX座標を返す参照ポインタ
549 * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
550 * @return 有効なマスがあった場合TRUEを返す
552 * Note that ghosts and rock-eaters are never allowed to "flow",\n
553 * since they should move directly towards the player.\n
555 * Prefer "non-diagonal" directions, but twiddle them a little\n
556 * to angle slightly towards the player's actual location.\n
558 * Allow very perceptive monsters to track old "spoor" left by\n
559 * previous locations occupied by the player. This will tend\n
560 * to have monsters end up either near the player or on a grid\n
561 * recently occupied by the player (and left via "teleport").\n
563 * Note that if "smell" is turned on, all monsters get vicious.\n
565 * Also note that teleporting away from a location will cause\n
566 * the monsters who were chasing you to converge on that location\n
567 * as long as you are still near enough to "annoy" them without\n
568 * being close enough to chase directly. I have no idea what will\n
569 * happen if you combine "smell" with low "aaf" values.\n
571 static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
574 POSITION y, x, y1, x1;
577 bool use_scent = FALSE;
579 monster_type *m_ptr = &m_list[m_idx];
580 monster_race *r_ptr = &r_info[m_ptr->r_idx];
582 /* Can monster cast attack spell? */
583 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
584 r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
585 r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
587 /* Can move spell castable grid? */
588 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
591 /* Monster can't flow */
592 if (no_flow) return (FALSE);
594 /* Monster can go through rocks */
595 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
596 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
598 /* Monster location */
602 /* Hack -- Player can see us, run towards him */
603 if (player_has_los_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)) return (FALSE);
606 c_ptr = &cave[y1][x1];
608 /* If we can hear noises, advance towards them */
614 /* Otherwise, try to follow a scent trail */
615 else if (c_ptr->when)
618 if (cave[p_ptr->y][p_ptr->x].when - c_ptr->when > 127) return (FALSE);
624 /* Otherwise, advance blindly */
630 /* Check nearby grids, diagonals first */
631 for (i = 7; i >= 0; i--)
636 /* Ignore locations off of edge */
637 if (!in_bounds2(y, x)) continue;
641 /* We're following a scent trail */
644 int when = c_ptr->when;
646 /* Accept younger scent */
647 if (best > when) continue;
651 /* We're using sound */
656 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
658 else cost = c_ptr->cost;
660 /* Accept louder sounds */
661 if ((cost == 0) || (best < cost)) continue;
665 /* Hack -- Save the "twiddled" location */
666 (*yp) = p_ptr->y + 16 * ddy_ddd[i];
667 (*xp) = p_ptr->x + 16 * ddx_ddd[i];
670 /* No legal move (?) */
671 if (best == 999 || best == 0) return (FALSE);
679 * @brief モンスターがプレイヤーから逃走することが可能なマスを走査する /
680 * Provide a location to flee to, but give the player a wide berth.
681 * @param m_idx モンスターの参照ID
682 * @param yp 移動先のマスのY座標を返す参照ポインタ
683 * @param xp 移動先のマスのX座標を返す参照ポインタ
684 * @return 有効なマスがあった場合TRUEを返す
686 * A monster may wish to flee to a location that is behind the player,\n
687 * but instead of heading directly for it, the monster should "swerve"\n
688 * around the player so that he has a smaller chance of getting hit.\n
690 static bool get_fear_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
692 POSITION y, x, y1, x1, fy, fx, gy = 0, gx = 0;
696 monster_type *m_ptr = &m_list[m_idx];
698 /* Monster location */
702 /* Desired destination */
706 /* Check nearby grids, diagonals first */
707 for (i = 7; i >= 0; i--)
714 /* Ignore locations off of edge */
715 if (!in_bounds2(y, x)) continue;
717 /* Don't move toward player */
718 /* if (cave[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
720 /* Calculate distance of this grid from our destination */
721 dis = distance(y, x, y1, x1);
723 /* Score this grid */
724 s = 5000 / (dis + 3) - 500 / (cave[y][x].dist + 1);
726 /* No negative scores */
729 /* Ignore lower scores */
730 if (s < score) continue;
732 /* Save the score and time */
735 /* Save the location */
740 /* No legal move (?) */
741 if (score == -1) return (FALSE);
752 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
755 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
756 * offsets of all the locations with a distance of n from a central point,
757 * with an offset of (0,0) indicating no more offsets at this distance.
759 * This is, of course, fairly unreadable, but it eliminates multiple loops
760 * from the previous version.
762 * It is probably better to replace these arrays with code to compute
763 * the relevant arrays, even if the storage is pre-allocated in hard
764 * coded sizes. At the very least, code should be included which is
765 * able to generate and dump these arrays (ala "los()").
767 * Also, the storage needs could be halved by using bytes.
769 * These arrays could be combined into two big arrays, using sub-arrays
770 * to hold the offsets and lengths of each portion of the sub-arrays, and
771 * this could perhaps also be used somehow in the "look" code.
775 static POSITION d_off_y_0[] = { 0 };
776 static POSITION d_off_x_0[] = { 0 };
778 static POSITION d_off_y_1[] = { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
779 static POSITION d_off_x_1[] = { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
781 static POSITION d_off_y_2[] = { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
782 static POSITION d_off_x_2[] = { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
784 static POSITION d_off_y_3[] = { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2, 3, 3, 3, 0 };
785 static POSITION d_off_x_3[] = { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2, -1, 0, 1, 0 };
787 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 };
788 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 };
791 static POSITION d_off_y_5[] =
792 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
793 -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
796 static POSITION d_off_x_5[] =
797 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
798 -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
802 static POSITION d_off_y_6[] =
803 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
804 -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
807 static POSITION d_off_x_6[] =
808 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
809 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
810 -3, 2, 3, -1, 0, 1, 0 };
813 static POSITION d_off_y_7[] =
814 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
815 -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
816 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
818 static POSITION d_off_x_7[] =
819 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
820 -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
821 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
825 static POSITION d_off_y_8[] =
826 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
827 -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
828 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
831 static POSITION d_off_x_8[] =
832 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
833 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
834 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
838 static POSITION d_off_y_9[] =
839 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
840 -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
841 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
842 7, 8, 8, 8, 8, 9, 9, 9, 0 };
844 static POSITION d_off_x_9[] =
845 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
846 -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
847 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
848 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
851 static POSITION *dist_offsets_y[10] =
853 d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
854 d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
857 static POSITION *dist_offsets_x[10] =
859 d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
860 d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
864 * @brief モンスターが逃げ込める安全な地点を返す /
865 * Choose a "safe" location near a monster for it to run toward.
866 * @param m_idx モンスターの参照ID
867 * @param yp 移動先のマスのY座標を返す参照ポインタ
868 * @param xp 移動先のマスのX座標を返す参照ポインタ
869 * @return 有効なマスがあった場合TRUEを返す
871 * A location is "safe" if it can be reached quickly and the player\n
872 * is not able to fire into it (it isn't a "clean shot"). So, this will\n
873 * cause monsters to "duck" behind walls. Hopefully, monsters will also\n
874 * try to run towards corridor openings if they are in a room.\n
876 * This function may take lots of CPU time if lots of monsters are\n
879 * Return TRUE if a safe location is available.\n
881 static bool find_safety(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
883 monster_type *m_ptr = &m_list[m_idx];
885 POSITION fy = m_ptr->fy;
886 POSITION fx = m_ptr->fx;
888 POSITION y, x, dy, dx, d, dis, i;
889 POSITION gy = 0, gx = 0, gdis = 0;
896 /* Start with adjacent locations, spread further */
897 for (d = 1; d < 10; d++)
899 /* Get the lists of points with a distance d from (fx, fy) */
900 y_offsets = dist_offsets_y[d];
901 x_offsets = dist_offsets_x[d];
903 /* Check the locations */
904 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
906 i++, dx = x_offsets[i], dy = y_offsets[i])
911 /* Skip illegal locations */
912 if (!in_bounds(y, x)) continue;
916 /* Skip locations in a wall */
917 if (!monster_can_cross_terrain(c_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
919 /* Check for "availability" (if monsters can flow) */
920 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
922 /* Ignore grids very far from the player */
923 if (c_ptr->dist == 0) continue;
925 /* Ignore too-distant grids */
926 if (c_ptr->dist > cave[fy][fx].dist + 2 * d) continue;
929 /* Check for absence of shot (more or less) */
930 if (!projectable(p_ptr->y, p_ptr->x, y, x))
932 /* Calculate distance from player */
933 dis = distance(y, x, p_ptr->y, p_ptr->x);
935 /* Remember if further than previous */
945 /* Check for success */
952 /* Found safe place */
963 * @brief モンスターが隠れ潜める地点を返す /
964 * Choose a good hiding place near a monster for it to run toward.
965 * @param m_idx モンスターの参照ID
966 * @param yp 移動先のマスのY座標を返す参照ポインタ
967 * @param xp 移動先のマスのX座標を返す参照ポインタ
968 * @return 有効なマスがあった場合TRUEを返す
970 * Pack monsters will use this to "ambush" the player and lure him out\n
971 * of corridors into open space so they can swarm him.\n
973 * Return TRUE if a good location is available.\n
975 static bool find_hiding(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
977 monster_type *m_ptr = &m_list[m_idx];
978 monster_race *r_ptr = &r_info[m_ptr->r_idx];
980 POSITION fy = m_ptr->fy;
981 POSITION fx = m_ptr->fx;
983 POSITION y, x, dy, dx, d, dis, i;
984 POSITION gy = 0, gx = 0, gdis = 999;
986 POSITION *y_offsets, *x_offsets;
988 /* Start with adjacent locations, spread further */
989 for (d = 1; d < 10; d++)
991 /* Get the lists of points with a distance d from (fx, fy) */
992 y_offsets = dist_offsets_y[d];
993 x_offsets = dist_offsets_x[d];
995 /* Check the locations */
996 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
998 i++, dx = x_offsets[i], dy = y_offsets[i])
1003 /* Skip illegal locations */
1004 if (!in_bounds(y, x)) continue;
1006 /* Skip occupied locations */
1007 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
1009 /* Check for hidden, available grid */
1010 if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
1012 /* Calculate distance from player */
1013 dis = distance(y, x, p_ptr->y, p_ptr->x);
1015 /* Remember if closer than previous */
1016 if (dis < gdis && dis >= 2)
1025 /* Check for success */
1032 /* Found good place */
1043 * @brief モンスターの移動方向を返す /
1044 * Choose "logical" directions for monster movement
1045 * @param m_idx モンスターの参照ID
1046 * @param mm 移動方向を返す方向IDの参照ポインタ
1047 * @return 有効方向があった場合TRUEを返す
1049 static bool get_moves(MONSTER_IDX m_idx, DIRECTION *mm)
1051 monster_type *m_ptr = &m_list[m_idx];
1052 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1053 POSITION y = 0, ay, x = 0, ax;
1055 POSITION y2 = p_ptr->y;
1056 POSITION x2 = p_ptr->x;
1058 bool will_run = mon_will_run(m_idx);
1060 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (cave[m_ptr->fy][m_ptr->fx].cost > 2));
1061 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
1063 /* Counter attack to an enemy monster */
1064 if (!will_run && m_ptr->target_y)
1066 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
1068 /* The monster must be an enemy, and in LOS */
1070 are_enemies(m_ptr, &m_list[t_m_idx]) &&
1071 los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
1072 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1074 /* Extract the "pseudo-direction" */
1075 y = m_ptr->fy - m_ptr->target_y;
1076 x = m_ptr->fx - m_ptr->target_x;
1081 if (!done && !will_run && is_hostile(m_ptr) &&
1082 (r_ptr->flags1 & RF1_FRIENDS) &&
1083 ((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)) ||
1084 (cave[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1087 * Animal packs try to get the player out of corridors
1088 * (...unless they can move through walls -- TY)
1090 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1091 !(r_ptr->flags2 & RF2_KILL_WALL))
1095 /* Count room grids next to player */
1096 for (i = 0; i < 8; i++)
1098 int xx = p_ptr->x + ddx_ddd[i];
1099 int yy = p_ptr->y + ddy_ddd[i];
1101 if (!in_bounds2(yy, xx)) continue;
1103 c_ptr = &cave[yy][xx];
1106 if (monster_can_cross_terrain(c_ptr->feat, r_ptr, 0))
1108 /* One more room grid */
1112 if (cave[p_ptr->y][p_ptr->x].info & CAVE_ROOM) room -= 2;
1113 if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
1115 /* Not in a room and strong player */
1116 if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1117 (p_ptr->mhp + p_ptr->msp))
1119 /* Find hiding place */
1120 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1124 /* Monster groups try to surround the player */
1125 if (!done && (cave[m_ptr->fy][m_ptr->fx].dist < 3))
1129 /* Find an empty square near the player to fill */
1130 for (i = 0; i < 8; i++)
1132 /* Pick squares near player (semi-randomly) */
1133 y2 = p_ptr->y + ddy_ddd[(m_idx + i) & 7];
1134 x2 = p_ptr->x + ddx_ddd[(m_idx + i) & 7];
1136 /* Already there? */
1137 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1139 /* Attack the player */
1146 if (!in_bounds2(y2, x2)) continue;
1148 /* Ignore filled grids */
1149 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
1151 /* Try to fill this hole */
1155 /* Extract the new "pseudo-direction" */
1165 /* Flow towards the player */
1166 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1168 /* Extract the "pseudo-direction" */
1175 /* Apply fear if possible and necessary */
1176 if (is_pet(m_ptr) && will_run)
1178 /* XXX XXX Not very "smart" */
1183 if (!done && will_run)
1188 /* Try to find safe place */
1189 if (find_safety(m_idx, &y, &x))
1191 /* Attempt to avoid the player */
1194 /* Adjust movement */
1195 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1201 /* This is not a very "smart" method XXX XXX */
1209 /* Check for no move */
1210 if (!x && !y) return (FALSE);
1213 /* Extract the "absolute distances" */
1217 /* Do something weird */
1218 if (y < 0) move_val += 8;
1219 if (x > 0) move_val += 4;
1221 /* Prevent the diamond maneuvre */
1222 if (ay > (ax << 1)) move_val += 2;
1223 else if (ax > (ay << 1)) move_val++;
1225 /* Extract some directions */
1370 /* Wants to move... */
1376 * @brief モンスターから敵モンスターへの命中判定
1377 * @param power 打撃属性による基本命中値
1378 * @param level 攻撃側モンスターのレベル
1379 * @param ac 目標モンスターのAC
1380 * @param stun 攻撃側モンスターが朦朧状態ならTRUEを返す
1381 * @return 命中ならばTRUEを返す
1383 static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
1387 /* Percentile dice */
1390 if (stun && one_in_(2)) return FALSE;
1392 /* Hack -- Always miss or hit */
1393 if (k < 10) return (k < 5);
1395 /* Calculate the "attack quality" */
1396 i = (power + (level * 3));
1398 /* Power and Level compete against Armor */
1399 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1406 #define BLOW_EFFECT_TYPE_NONE 0
1407 #define BLOW_EFFECT_TYPE_FEAR 1
1408 #define BLOW_EFFECT_TYPE_SLEEP 2
1409 #define BLOW_EFFECT_TYPE_HEAL 3
1413 * @brief モンスターから敵モンスターへの打撃攻撃処理
1414 * @param m_idx 攻撃側モンスターの参照ID
1415 * @param t_idx 目標側モンスターの参照ID
1416 * @return 実際に打撃処理が行われた場合TRUEを返す
1418 static bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
1420 monster_type *m_ptr = &m_list[m_idx];
1421 monster_type *t_ptr = &m_list[t_idx];
1423 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1424 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1426 ARMOUR_CLASS ap_cnt;
1430 GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
1431 char temp[MAX_NLEN];
1433 bool explode = FALSE, touched = FALSE, fear = FALSE, dead = FALSE;
1434 POSITION y_saver = t_ptr->fy;
1435 POSITION x_saver = t_ptr->fx;
1438 bool see_m = is_seen(m_ptr);
1439 bool see_t = is_seen(t_ptr);
1440 bool see_either = see_m || see_t;
1442 /* Can the player be aware of this attack? */
1443 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1444 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1446 /* Cannot attack self */
1447 if (m_idx == t_idx) return FALSE;
1449 /* Not allowed to attack */
1450 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1452 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1457 /* Extract the effective monster level */
1458 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1460 monster_desc(m_name, m_ptr, 0);
1461 monster_desc(t_name, t_ptr, 0);
1463 /* Assume no blink */
1466 if (!see_either && known)
1471 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
1473 /* Scan through all four blows */
1474 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1476 bool obvious = FALSE;
1478 HIT_POINT power = 0;
1479 HIT_POINT damage = 0;
1483 /* Extract the attack infomation */
1484 int effect = r_ptr->blow[ap_cnt].effect;
1485 int method = r_ptr->blow[ap_cnt].method;
1486 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1487 int d_side = r_ptr->blow[ap_cnt].d_side;
1489 if (!m_ptr->r_idx) break;
1491 /* Stop attacking if the target dies! */
1492 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1495 /* Hack -- no more attacks */
1498 if (method == RBM_SHOOT) continue;
1500 /* Extract the attack "power" */
1501 power = mbe_info[effect].power;
1504 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1506 (void)set_monster_csleep(t_idx, 0);
1510 /* Redraw the health bar */
1511 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
1512 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
1515 /* Describe the attack method */
1520 act = _("%sを殴った。", "hits %s.");
1527 act = _("%sを触った。", "touches %s.");
1534 act = _("%sをパンチした。", "punches %s.");
1541 act = _("%sを蹴った。", "kicks %s.");
1548 act = _("%sをひっかいた。", "claws %s.");
1555 act = _("%sを噛んだ。", "bites %s.");
1562 act = _("%sを刺した。", "stings %s.");
1569 act = _("%sを斬った。", "slashes %s.");
1575 act = _("%sを角で突いた。", "butts %s.");
1582 act = _("%sに体当りした。", "crushes %s.");
1589 act = _("%sを飲み込んだ。", "engulfs %s.");
1596 act = _("%sに請求書をよこした。", "charges %s.");
1603 act = _("%sの体の上を這い回った。", "crawls on %s.");
1610 act = _("%sによだれをたらした。", "drools on %s.");
1617 act = _("%sに唾を吐いた。", "spits on %s.");
1624 if (see_either) disturb(TRUE, TRUE);
1625 act = _("爆発した。", "explodes.");
1633 act = _("%sをにらんだ。", "gazes at %s.");
1640 act = _("%sに泣きついた。", "wails at %s.");
1647 act = _("%sに胞子を飛ばした。", "releases spores at %s.");
1654 act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
1661 act = _("%sに金をせがんだ。", "begs %s for money.");
1668 act = _("%sを侮辱した。", "insults %s.");
1675 act = _("%sにむかってうめいた。", "moans at %s.");
1682 act = _("%sにむかって歌った。", "sings to %s.");
1688 if (act && see_either)
1691 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1692 strfmt(temp, act, t_name);
1693 msg_format("%^sは%s", m_name, temp);
1695 if (do_silly_attack)
1697 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1698 strfmt(temp, "%s %s.", act, t_name);
1700 else strfmt(temp, act, t_name);
1701 msg_format("%^s %s", m_name, temp);
1705 /* Hack -- assume all attacks are obvious */
1708 /* Roll out the damage */
1709 damage = damroll(d_dice, d_side);
1711 /* Assume no effect */
1712 effect_type = BLOW_EFFECT_TYPE_NONE;
1716 /* Apply appropriate damage */
1725 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1727 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1728 damage = MAX(damage, tmp_damage * 2);
1735 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1750 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1786 effect_type = BLOW_EFFECT_TYPE_FEAR;
1790 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1794 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1795 if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1810 pt = GF_HYPODYNAMIA;
1811 effect_type = BLOW_EFFECT_TYPE_HEAL;
1829 /* Do damage if not exploding */
1832 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1833 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1836 switch (effect_type)
1838 case BLOW_EFFECT_TYPE_FEAR:
1839 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1840 damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1843 case BLOW_EFFECT_TYPE_SLEEP:
1844 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1845 r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1848 case BLOW_EFFECT_TYPE_HEAL:
1849 if ((monster_living(m_idx)) && (damage > 2))
1851 bool did_heal = FALSE;
1853 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1856 m_ptr->hp += damroll(4, damage / 6);
1857 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1859 /* Redraw (later) if needed */
1860 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1861 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1863 /* Special message */
1864 if (see_m && did_heal)
1866 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1875 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
1877 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1881 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
1883 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
1884 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1885 damroll (1 + ((tr_ptr->level) / 26),
1886 1 + ((tr_ptr->level) / 17)),
1887 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1891 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1896 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
1898 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1902 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
1904 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
1905 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1906 damroll (1 + ((tr_ptr->level) / 26),
1907 1 + ((tr_ptr->level) / 17)),
1908 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1912 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1917 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
1919 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1923 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
1925 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
1926 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1927 damroll (1 + ((tr_ptr->level) / 26),
1928 1 + ((tr_ptr->level) / 17)),
1929 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1933 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1940 /* Monster missed player */
1943 /* Analyze failed attacks */
1959 (void)set_monster_csleep(t_idx, 0);
1961 /* Visible monsters */
1965 msg_format("%sは%^sの攻撃をかわした。", t_name, m_name);
1967 msg_format("%^s misses %s.", m_name, t_name);
1977 /* Analyze "visible" monsters only */
1978 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
1980 /* Count "obvious" attacks (and ones that cause damage) */
1981 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
1983 /* Count attacks of this type */
1984 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
1986 r_ptr->r_blows[ap_cnt]++;
1994 sound(SOUND_EXPLODE);
1996 /* Cancel Invulnerability */
1997 (void)set_monster_invulner(m_idx, 0, FALSE);
1998 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);
2003 if (blinked && m_ptr->r_idx)
2005 if (teleport_barrier(m_idx))
2009 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."));
2020 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
2027 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
2035 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
2037 return !have_flag(f_ptr->flags, FF_GLASS) ||
2038 (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
2039 (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
2044 * @brief モンスター単体の1ターン行動処理メインルーチン /
2046 * @param m_idx 行動モンスターの参照ID
2049 * The monster is known to be within 100 grids of the player\n
2051 * In several cases, we directly update the monster lore\n
2053 * Note that a monster is only allowed to "reproduce" if there\n
2054 * are a limited number of "reproducing" monsters on the current\n
2055 * level. This should prevent the level from being "swamped" by\n
2056 * reproducing monsters. It also allows a large mass of mice to\n
2057 * prevent a louse from multiplying, but this is a small price to\n
2058 * pay for a simple multiplication method.\n
2060 * XXX Monster fear is slightly odd, in particular, monsters will\n
2061 * fixate on opening a door even if they cannot open it. Actually,\n
2062 * the same thing happens to normal monsters when they hit a door\n
2064 * In addition, monsters which *cannot* open or bash\n
2065 * down a door will still stand there trying to open it...\n
2067 * XXX Technically, need to check for monster in the way\n
2068 * combined with that monster being in a wall (or door?)\n
2070 * A "direction" of "5" means "pick a random direction".\n
2072 void process_monster(MONSTER_IDX m_idx)
2074 monster_type *m_ptr = &m_list[m_idx];
2075 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2076 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2079 POSITION oy, ox, ny, nx;
2084 feature_type *f_ptr;
2086 monster_type *y_ptr;
2091 bool must_alter_to_move;
2100 bool gets_angry = FALSE;
2105 bool is_riding_mon = (m_idx == p_ptr->riding);
2106 bool see_m = is_seen(m_ptr);
2108 if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
2110 if (rakuba(0, TRUE))
2113 msg_print("地面に落とされた。");
2115 GAME_TEXT m_name[MAX_NLEN];
2116 monster_desc(m_name, &m_list[p_ptr->riding], 0);
2117 msg_format("You have fallen from %s.", m_name);
2122 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
2124 choose_new_monster(m_idx, FALSE, 0);
2125 r_ptr = &r_info[m_ptr->r_idx];
2128 /* Players hidden in shadow are almost imperceptable. -LM- */
2129 if (p_ptr->special_defense & NINJA_S_STEALTH)
2131 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2132 if (p_ptr->monlite) tmp /= 3;
2133 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2134 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
2135 /* Low-level monsters will find it difficult to locate the player. */
2136 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
2139 /* Are there its parent? */
2140 if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
2142 /* Its parent have gone, it also goes away. */
2146 GAME_TEXT m_name[MAX_NLEN];
2147 monster_desc(m_name, m_ptr, 0);
2148 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2151 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2153 GAME_TEXT m_name[MAX_NLEN];
2154 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2155 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
2158 delete_monster_idx(m_idx);
2163 /* Quantum monsters are odd */
2164 if (r_ptr->flags2 & (RF2_QUANTUM))
2166 /* Sometimes skip move */
2167 if (!randint0(2)) return;
2170 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2174 if (is_pet(m_ptr) && !(m_ptr->ml)) sad = TRUE;
2178 GAME_TEXT m_name[MAX_NLEN];
2179 monster_desc(m_name, m_ptr, 0);
2181 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2184 /* Generate treasure, etc */
2185 monster_death(m_idx, FALSE);
2187 delete_monster_idx(m_idx);
2190 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2197 if (m_ptr->r_idx == MON_SHURYUUDAN)
2199 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);
2203 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2205 static int riding_pinch = 0;
2207 if (m_ptr->hp < m_ptr->maxhp/3)
2209 GAME_TEXT m_name[MAX_NLEN];
2210 monster_desc(m_name, m_ptr, 0);
2212 if (is_riding_mon && riding_pinch < 2)
2214 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。",
2215 "%^s seems to be in so much pain, and trying to escape from your restriction."), m_name);
2217 disturb(TRUE, TRUE);
2223 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);
2224 if (rakuba(-1, FALSE))
2226 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2232 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) &&
2233 player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))
2235 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);
2237 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);
2238 msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
2241 if (is_riding_mon && rakuba(-1, FALSE))
2243 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2246 /* Check for quest completion */
2247 check_quest_completion(m_ptr);
2249 delete_monster_idx(m_idx);
2256 /* Reset the counter */
2257 if (is_riding_mon) riding_pinch = 0;
2261 /* Handle "sleep" */
2262 if (MON_CSLEEP(m_ptr))
2264 /* Handle non-aggravation - Still sleeping */
2265 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2267 /* Reset sleep counter */
2268 (void)set_monster_csleep(m_idx, 0);
2270 /* Notice the "waking up" */
2273 GAME_TEXT m_name[MAX_NLEN];
2274 monster_desc(m_name, m_ptr, 0);
2275 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2278 /* Hack -- Count the wakings */
2279 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2286 if (MON_STUNNED(m_ptr))
2288 /* Sometimes skip move */
2289 if (one_in_(2)) return;
2294 p_ptr->update |= (PU_BONUS);
2297 /* No one wants to be your friend if you're aggravating */
2298 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2301 /* Paranoia... no pet uniques outside wizard mode -- TY */
2302 if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2303 monster_has_hostile_align(NULL, 10, -10, r_ptr))
2304 || (r_ptr->flagsr & RFR_RES_ALL)))
2309 if (p_ptr->inside_battle) gets_angry = FALSE;
2313 if (is_pet(m_ptr) || see_m)
2315 GAME_TEXT m_name[MAX_NLEN];
2316 monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
2317 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
2323 /* Get the origin */
2327 /* Attempt to "multiply" if able and allowed */
2328 if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2333 /* Count the adjacent monsters */
2334 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2336 for (x = ox - 1; x <= ox + 1; x++)
2338 /* Ignore locations off of edge */
2339 if (!in_bounds2(y, x)) continue;
2340 if (cave[y][x].m_idx) k++;
2345 if (multiply_barrier(m_idx)) k = 8;
2347 /* Hack -- multiply slower in crowded areas */
2348 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2350 /* Try to multiply */
2351 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2353 /* Take note if visible */
2354 if (m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2356 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2359 /* Multiplying takes energy */
2365 if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
2367 /* Hack -- Ohmu scatters molds! */
2368 if (m_ptr->r_idx == MON_OHMU)
2370 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2372 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2375 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2376 BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2378 for (k = 0; k < A_MAX; k++)
2380 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode), '\0'))
2382 if (m_list[hack_m_idx_ii].ml) count++;
2386 if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2392 if (!p_ptr->inside_battle)
2394 /* Hack! "Cyber" monster makes noise... */
2395 if (m_ptr->ap_r_idx == MON_CYBER &&
2396 one_in_(CYBERNOISE) &&
2397 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2399 if (disturb_minor) disturb(FALSE, FALSE);
2400 msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
2403 /* Some monsters can speak */
2404 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2405 one_in_(SPEAK_CHANCE) &&
2406 player_has_los_bold(oy, ox) &&
2407 projectable(oy, ox, p_ptr->y, p_ptr->x))
2409 GAME_TEXT m_name[MAX_NLEN];
2410 char monmessage[1024];
2413 /* Acquire the monster name/poss */
2415 monster_desc(m_name, m_ptr, 0);
2417 strcpy(m_name, _("それ", "It"));
2419 /* Select the file for monster quotes */
2420 if (MON_MONFEAR(m_ptr))
2421 filename = _("monfear_j.txt", "monfear.txt");
2422 else if (is_pet(m_ptr))
2423 filename = _("monpet_j.txt", "monpet.txt");
2424 else if (is_friendly(m_ptr))
2425 filename = _("monfrien_j.txt", "monfrien.txt");
2427 filename = _("monspeak_j.txt", "monspeak.txt");
2428 /* Get the monster line */
2429 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2432 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2437 /* Try to cast spell occasionally */
2438 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2440 bool counterattack = FALSE;
2442 /* Give priority to counter attack? */
2443 if (m_ptr->target_y)
2445 MONSTER_IDX t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
2447 /* The monster must be an enemy, and projectable */
2448 if (t_m_idx && are_enemies(m_ptr, &m_list[t_m_idx]) &&
2449 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2451 counterattack = TRUE;
2457 /* Attempt to cast a spell */
2458 if (aware && make_attack_spell(m_idx)) return;
2461 * Attempt to cast a spell at an enemy other than the player
2462 * (may slow the game a smidgeon, but I haven't noticed.)
2464 if (monst_spell_monst(m_idx)) return;
2468 /* Attempt to do counter attack at first */
2469 if (monst_spell_monst(m_idx)) return;
2471 if (aware && make_attack_spell(m_idx)) return;
2475 /* Hack -- Assume no movement */
2476 mm[0] = mm[1] = mm[2] = mm[3] = 0;
2477 mm[4] = mm[5] = mm[6] = mm[7] = 0;
2480 /* Confused -- 100% random */
2481 if (MON_CONFUSED(m_ptr) || !aware)
2483 /* Try four "random" directions */
2484 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2487 /* 75% random movement */
2488 else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2489 (randint0(100) < 75))
2491 /* Memorize flags */
2492 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2494 /* Try four "random" directions */
2495 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2498 /* 50% random movement */
2499 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2500 (randint0(100) < 50))
2502 /* Memorize flags */
2503 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2505 /* Try four "random" directions */
2506 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2509 /* 25% random movement */
2510 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2511 (randint0(100) < 25))
2513 /* Memorize flags */
2514 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2516 /* Try four "random" directions */
2517 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2520 /* Can't reach player - find something else to hit */
2521 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2523 /* Try four "random" directions */
2524 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2526 /* Look for an enemy */
2527 #if 0 /* Hack - Too slow. Mimic pits are horrible with this on. */
2528 get_enemy_dir(m_idx, mm);
2532 /* Pets will follow the player */
2533 else if (is_pet(m_ptr))
2535 /* Are we trying to avoid the player? */
2536 bool avoid = ((p_ptr->pet_follow_distance < 0) && (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2538 /* Do we want to find the player? */
2539 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2541 /* Should we find the player if we can't find a monster? */
2542 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2544 /* by default, move randomly */
2545 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2547 /* Look for an enemy */
2548 if (!get_enemy_dir(m_idx, mm))
2550 /* Find the player if necessary */
2551 if (avoid || lonely || distant)
2553 /* Remember the leash length */
2554 POSITION dis = p_ptr->pet_follow_distance;
2556 /* Hack -- adjust follow distance temporarily */
2557 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2559 p_ptr->pet_follow_distance = PET_SEEK_DIST;
2562 /* Find the player */
2563 (void)get_moves(m_idx, mm);
2565 /* Restore the leash */
2566 p_ptr->pet_follow_distance = (s16b)dis;
2571 /* Friendly monster movement */
2572 else if (!is_hostile(m_ptr))
2574 /* by default, move randomly */
2575 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2577 /* Look for an enemy */
2578 get_enemy_dir(m_idx, mm);
2580 /* Normal movement */
2583 /* Logical moves, may do nothing */
2584 if (!get_moves(m_idx, mm)) return;
2587 /* Assume nothing */
2591 must_alter_to_move = FALSE;
2593 /* Assume nothing */
2594 did_open_door = FALSE;
2595 did_bash_door = FALSE;
2596 did_take_item = FALSE;
2597 did_kill_item = FALSE;
2598 did_move_body = FALSE;
2599 did_pass_wall = FALSE;
2600 did_kill_wall = FALSE;
2602 /* Take a zero-terminated array of "directions" */
2603 for (i = 0; mm[i]; i++)
2605 /* Get the direction */
2608 /* Hack -- allow "randomized" motion */
2609 if (d == 5) d = ddd[randint0(8)];
2611 /* Get the destination */
2615 /* Ignore locations off of edge */
2616 if (!in_bounds2(ny, nx)) continue;
2618 /* Access that cave grid */
2619 c_ptr = &cave[ny][nx];
2620 f_ptr = &f_info[c_ptr->feat];
2621 can_cross = monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2623 /* Access that cave grid's contents */
2624 y_ptr = &m_list[c_ptr->m_idx];
2626 /* Hack -- player 'in' wall */
2627 if (player_bold(ny, nx))
2632 /* Possibly a monster to attack */
2633 else if (c_ptr->m_idx)
2638 /* Monster destroys walls (and doors) */
2639 else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
2640 (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
2641 have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
2642 check_hp_for_feat_destruction(f_ptr, m_ptr))
2644 /* Eat through walls/doors/rubble */
2646 if (!can_cross) must_alter_to_move = TRUE;
2648 /* Monster destroyed a wall (later) */
2649 did_kill_wall = TRUE;
2652 /* Floor is open? */
2655 /* Go ahead and move */
2658 /* Monster moves through walls (and doors) */
2659 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2660 have_flag(f_ptr->flags, FF_CAN_PASS))
2662 /* Monster went through a wall */
2663 did_pass_wall = TRUE;
2667 /* Handle doors and secret doors */
2668 else if (is_closed_door(c_ptr->feat))
2670 bool may_bash = TRUE;
2672 /* Assume no move allowed */
2675 /* Creature can open doors. */
2676 if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2677 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2682 /* The door is open */
2683 did_open_door = TRUE;
2685 /* Do not bash the door */
2691 /* Locked doors (not jammed) */
2694 /* Try to unlock it */
2695 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2697 /* Unlock the door */
2698 cave_alter_feat(ny, nx, FF_DISARM);
2700 /* Do not bash the door */
2708 /* Stuck doors -- attempt to bash them down if allowed */
2709 if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2710 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2712 /* Attempt to Bash */
2713 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
2715 if (have_flag(f_ptr->flags, FF_GLASS))
2716 msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
2718 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2720 /* Disturb (sometimes) */
2721 if (disturb_minor) disturb(FALSE, FALSE);
2723 /* The door was bashed open */
2724 did_bash_door = TRUE;
2726 /* Hack -- fall into doorway */
2728 must_alter_to_move = TRUE;
2733 /* Deal with doors in the way */
2734 if (did_open_door || did_bash_door)
2736 /* Break down the door */
2737 if (did_bash_door && ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
2739 cave_alter_feat(ny, nx, FF_BASH);
2741 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2743 /* Update some things */
2744 p_ptr->update |= (PU_FLOW);
2745 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2746 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2755 cave_alter_feat(ny, nx, FF_OPEN);
2758 f_ptr = &f_info[c_ptr->feat];
2760 /* Handle viewable doors */
2765 /* Hack -- check for Glyph of Warding */
2766 if (do_move && is_glyph_grid(c_ptr) &&
2767 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2769 /* Assume no move allowed */
2772 /* Break the ward */
2773 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2775 /* Describe observable breakage */
2776 if (c_ptr->info & CAVE_MARK)
2778 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2781 /* Forget the rune */
2782 c_ptr->info &= ~(CAVE_MARK);
2784 /* Break the rune */
2785 c_ptr->info &= ~(CAVE_OBJECT);
2788 /* Allow movement */
2794 else if (do_move && is_explosive_rune_grid(c_ptr) &&
2795 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2797 /* Assume no move allowed */
2800 /* Break the ward */
2803 /* Break the ward */
2804 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2806 /* Describe observable breakage */
2807 if (c_ptr->info & CAVE_MARK)
2809 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2810 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);
2815 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2818 /* Forget the rune */
2819 c_ptr->info &= ~(CAVE_MARK);
2821 /* Break the rune */
2822 c_ptr->info &= ~(CAVE_OBJECT);
2828 if (!m_ptr->r_idx) return;
2829 /* Allow movement */
2834 /* The player is in the way */
2835 if (do_move && player_bold(ny, nx))
2837 /* Some monsters never attack */
2838 if (r_ptr->flags1 & RF1_NEVER_BLOW)
2840 /* Hack -- memorize lack of attacks */
2841 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
2847 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2848 if (do_move && (d_info[dungeon_type].flags1 & DF1_NO_MELEE))
2850 if (!MON_CONFUSED(m_ptr))
2852 if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2855 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2860 /* The player is in the way. Attack him. */
2863 if (!p_ptr->riding || one_in_(2))
2866 (void)make_attack_normal(m_idx);
2877 /* A monster is in the way */
2878 if (do_move && c_ptr->m_idx)
2880 monster_race *z_ptr = &r_info[y_ptr->r_idx];
2882 /* Assume no movement */
2885 /* Attack 'enemies' */
2886 if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
2887 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
2888 can_cross && (c_ptr->m_idx != p_ptr->riding)) ||
2889 are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
2891 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2893 if (r_ptr->flags2 & RF2_KILL_BODY)
2895 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2899 if (y_ptr->r_idx && (y_ptr->hp >= 0))
2901 if (monst_attack_monst(m_idx, c_ptr->m_idx)) return;
2903 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2904 else if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2906 if (MON_CONFUSED(m_ptr)) return;
2907 else if (r_ptr->flags2 & RF2_STUPID)
2909 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2917 /* Push past weaker monsters (unless leaving a wall) */
2918 else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
2919 (r_ptr->mexp > z_ptr->mexp) &&
2920 can_cross && (c_ptr->m_idx != p_ptr->riding) &&
2921 monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
2923 /* Allow movement */
2926 /* Monster pushed past another monster */
2927 did_move_body = TRUE;
2929 /* Wake up the moved monster */
2930 (void)set_monster_csleep(c_ptr->m_idx, 0);
2938 if (!p_ptr->riding_ryoute && !MON_MONFEAR(&m_list[p_ptr->riding])) do_move = FALSE;
2941 if (did_kill_wall && do_move)
2943 if (one_in_(GRINDNOISE))
2945 if (have_flag(f_ptr->flags, FF_GLASS))
2946 msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
2948 msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
2951 cave_alter_feat(ny, nx, FF_HURT_DISI);
2953 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2955 /* Update some things */
2956 p_ptr->update |= (PU_FLOW);
2957 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2958 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
2963 f_ptr = &f_info[c_ptr->feat];
2965 /* Note changes to viewable region */
2970 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
2972 if (!monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
2974 /* Assume no move allowed */
2980 * Check if monster can cross terrain
2981 * This is checked after the normal attacks
2982 * to allow monsters to attack an enemy,
2983 * even if it can't enter the terrain.
2985 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
2987 /* Assume no move allowed */
2991 /* Some monsters never move */
2992 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
2994 /* Hack -- memorize lack of moves */
2995 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3001 /* Creature has been allowed move */
3006 if (have_flag(f_ptr->flags, FF_TREE))
3008 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3010 m_ptr->energy_need += ENERGY_NEED();
3016 /* Hack -- Update the old location */
3017 cave[oy][ox].m_idx = c_ptr->m_idx;
3019 /* Mega-Hack -- move the old monster, if any */
3022 /* Move the old monster */
3026 /* Update the old monster */
3027 update_monster(c_ptr->m_idx, TRUE);
3030 /* Hack -- Update the new location */
3031 c_ptr->m_idx = m_idx;
3033 /* Move the monster */
3036 update_monster(m_idx, TRUE);
3043 /* sound(SOUND_WALK); */
3045 /* Move the player */
3046 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
3049 /* Possible disturb */
3052 (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
3053 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3055 if (is_hostile(m_ptr))
3056 disturb(FALSE, TRUE);
3059 /* Take or Kill objects on the floor */
3060 if (c_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3061 (!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
3063 OBJECT_IDX this_o_idx, next_o_idx;
3064 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
3066 /* Scan all objects in the grid */
3067 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3069 BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
3070 GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
3071 object_type *o_ptr = &o_list[this_o_idx];
3073 /* Acquire next object */
3074 next_o_idx = o_ptr->next_o_idx;
3079 if (o_ptr->tval == TV_GOLD) continue;
3082 * Skip "real" corpses and statues, to avoid extreme
3083 * silliness like a novice rogue pockets full of statues
3086 if ((o_ptr->tval == TV_CORPSE) ||
3087 (o_ptr->tval == TV_STATUE)) continue;
3090 /* Extract some flags */
3091 object_flags(o_ptr, flgs);
3093 /* Acquire the object name */
3094 object_desc(o_name, o_ptr, 0);
3095 monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
3097 /* React to objects that hurt the monster */
3098 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3099 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3100 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
3101 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
3102 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
3103 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
3104 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
3105 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
3106 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
3107 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
3108 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3109 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3110 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3111 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3112 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
3113 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
3114 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
3115 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
3116 if (have_flag(flgs, TR_BRAND_ACID)) flgr |= (RFR_IM_ACID);
3117 if (have_flag(flgs, TR_BRAND_ELEC)) flgr |= (RFR_IM_ELEC);
3118 if (have_flag(flgs, TR_BRAND_FIRE)) flgr |= (RFR_IM_FIRE);
3119 if (have_flag(flgs, TR_BRAND_COLD)) flgr |= (RFR_IM_COLD);
3120 if (have_flag(flgs, TR_BRAND_POIS)) flgr |= (RFR_IM_POIS);
3122 /* The object cannot be picked up by the monster */
3123 if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
3124 ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
3126 /* Only give a message for "take_item" */
3127 if (do_take && (r_ptr->flags2 & RF2_STUPID))
3129 did_take_item = TRUE;
3131 /* Describe observable situations */
3132 if (m_ptr->ml && player_can_see_bold(ny, nx))
3134 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);
3139 /* Pick up the item */
3142 did_take_item = TRUE;
3144 /* Describe observable situations */
3145 if (player_can_see_bold(ny, nx))
3147 msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
3150 /* Excise the object */
3151 excise_object_idx(this_o_idx);
3154 o_ptr->marked &= OM_TOUCHED;
3156 /* Forget location */
3157 o_ptr->iy = o_ptr->ix = 0;
3159 /* Memorize monster */
3160 o_ptr->held_m_idx = m_idx;
3163 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3166 m_ptr->hold_o_idx = this_o_idx;
3169 /* Destroy the item if not a pet */
3170 else if (!is_pet(m_ptr))
3172 did_kill_item = TRUE;
3174 /* Describe observable situations */
3175 if (player_has_los_bold(ny, nx))
3177 msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
3180 delete_object_idx(this_o_idx);
3186 /* Stop when done */
3191 * Forward movements failed, but now received LOS attack!
3192 * Try to flow by smell.
3194 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3195 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3197 /* If we haven't done anything, try casting a spell again */
3198 if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
3200 /* Try to cast spell again */
3201 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3203 if (make_attack_spell(m_idx)) return;
3208 /* Notice changes in view */
3211 p_ptr->update |= (PU_FLOW);
3212 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3215 /* Notice changes in view */
3216 if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3217 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3219 /* Update some things */
3220 p_ptr->update |= (PU_MON_LITE);
3223 /* Learn things from observable monster */
3224 if (is_original_ap_and_seen(m_ptr))
3226 /* Monster opened a door */
3227 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3229 /* Monster bashed a door */
3230 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3232 /* Monster tried to pick something up */
3233 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3235 /* Monster tried to crush something */
3236 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3238 /* Monster pushed past another monster */
3239 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3241 /* Monster passed through a wall */
3242 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3244 /* Monster destroyed a wall */
3245 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3249 /* Hack -- get "bold" if out of options */
3250 if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3252 /* No longer afraid */
3253 (void)set_monster_monfear(m_idx, 0);
3255 /* Message if seen */
3258 GAME_TEXT m_name[MAX_NLEN];
3259 monster_desc(m_name, m_ptr, 0);
3260 msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
3263 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3265 /* Actually do something now (?) */
3270 * @brief 全モンスターのターン管理メインルーチン /
3271 * Process all the "live" monsters, once per game turn.
3274 * During each game turn, we scan through the list of all the "live" monsters,\n
3275 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
3276 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
3278 * Note that monsters can never move in the monster array (except when the\n
3279 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
3281 * This function is responsible for at least half of the processor time\n
3282 * on a normal system with a "normal" amount of monsters and a player doing\n
3285 * When the player is resting, virtually 90% of the processor time is spent\n
3286 * in this function, and its children, "process_monster()" and "make_move()".\n
3288 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
3289 * especially when the player is running.\n
3291 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
3292 * monsters while they are still being "born". A monster is "fresh" only\n
3293 * during the turn in which it is created, and we use the "hack_m_idx" to\n
3294 * determine if the monster is yet to be processed during the current turn.\n
3296 * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
3297 * move before any "nasty" monsters get to use their spell attacks.\n
3299 * Note that when the "knowledge" about the currently tracked monster\n
3300 * changes (flags, attacks, spells), we induce a redraw of the monster\n
3303 void process_monsters(void)
3310 monster_type *m_ptr;
3311 monster_race *r_ptr;
3313 MONRACE_IDX old_monster_race_idx;
3315 BIT_FLAGS old_r_flags1 = 0L;
3316 BIT_FLAGS old_r_flags2 = 0L;
3317 BIT_FLAGS old_r_flags3 = 0L;
3318 BIT_FLAGS old_r_flags4 = 0L;
3319 BIT_FLAGS old_r_flags5 = 0L;
3320 BIT_FLAGS old_r_flags6 = 0L;
3321 BIT_FLAGS old_r_flagsr = 0L;
3323 byte old_r_blows0 = 0;
3324 byte old_r_blows1 = 0;
3325 byte old_r_blows2 = 0;
3326 byte old_r_blows3 = 0;
3328 byte old_r_cast_spell = 0;
3332 /* Clear monster fighting indicator */
3335 /* Memorize old race */
3336 old_monster_race_idx = p_ptr->monster_race_idx;
3338 /* Acquire knowledge */
3339 if (p_ptr->monster_race_idx)
3341 /* Acquire current monster */
3342 r_ptr = &r_info[p_ptr->monster_race_idx];
3344 /* Memorize flags */
3345 old_r_flags1 = r_ptr->r_flags1;
3346 old_r_flags2 = r_ptr->r_flags2;
3347 old_r_flags3 = r_ptr->r_flags3;
3348 old_r_flags4 = r_ptr->r_flags4;
3349 old_r_flags5 = r_ptr->r_flags5;
3350 old_r_flags6 = r_ptr->r_flags6;
3351 old_r_flagsr = r_ptr->r_flagsr;
3353 /* Memorize blows */
3354 old_r_blows0 = r_ptr->r_blows[0];
3355 old_r_blows1 = r_ptr->r_blows[1];
3356 old_r_blows2 = r_ptr->r_blows[2];
3357 old_r_blows3 = r_ptr->r_blows[3];
3359 /* Memorize castings */
3360 old_r_cast_spell = r_ptr->r_cast_spell;
3364 /* Process the monsters (backwards) */
3365 for (i = m_max - 1; i >= 1; i--)
3367 /* Access the monster */
3369 r_ptr = &r_info[m_ptr->r_idx];
3371 /* Handle "leaving" */
3372 if (p_ptr->leaving) break;
3374 /* Ignore "dead" monsters */
3375 if (!m_ptr->r_idx) continue;
3377 if (p_ptr->wild_mode) continue;
3380 /* Handle "fresh" monsters */
3381 if (m_ptr->mflag & MFLAG_BORN)
3383 /* No longer "fresh" */
3384 m_ptr->mflag &= ~(MFLAG_BORN);
3390 /* Hack -- Require proximity */
3391 if (m_ptr->cdis >= AAF_LIMIT) continue;
3394 /* Access the location */
3398 /* Flow by smell is allowed */
3399 if (!p_ptr->no_flowed)
3401 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3404 /* Assume no move */
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))
3410 /* We can "sense" the player */
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)))
3418 /* We can "see" or "feel" the player */
3422 #if 0 /* (cave[p_ptr->y][p_ptr->x].when == cave[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 (cave[p_ptr->y][p_ptr->x].when == cave[fy][fx].when) &&
3428 (cave[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3429 (cave[fy][fx].dist < r_ptr->aaf))
3431 /* We can "smell" the player */
3435 else if (m_ptr->target_y) test = TRUE;
3438 if (!test) continue;
3441 if (p_ptr->riding == i)
3442 speed = p_ptr->pspeed;
3445 speed = m_ptr->mspeed;
3447 /* Monsters move quickly in Nightmare mode */
3448 if (ironman_nightmare) speed += 5;
3450 if (MON_FAST(m_ptr)) speed += 10;
3451 if (MON_SLOW(m_ptr)) speed -= 10;
3454 /* Give this monster some energy */
3455 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3457 /* Not enough energy to move */
3458 if (m_ptr->energy_need > 0) continue;
3460 /* Use up "some" energy */
3461 m_ptr->energy_need += ENERGY_NEED();
3464 /* Save global index */
3467 /* Process the monster */
3470 reset_target(m_ptr);
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;
3476 /* Hack -- notice death or departure */
3477 if (!p_ptr->playing || p_ptr->is_dead) break;
3479 /* Notice leaving */
3480 if (p_ptr->leaving) break;
3483 /* Reset global index */
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))
3490 /* Acquire monster race */
3491 r_ptr = &r_info[p_ptr->monster_race_idx];
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))
3507 p_ptr->window |= (PW_MONSTER);