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[Refactor] #38844 pet_t_m_idx, riding_t_m_idx を player_type 構造体に移動.
[hengband/hengband.git] / src / monster-process.c
1 /*!
2  * @file monster-process.c
3  * @brief モンスターの特殊技能と移動処理/ Monster spells and movement
4  * @date 2014/01/17
5  * @author
6  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7  * This software may be copied and distributed for educational, research,\n
8  * and not for profit purposes provided that this copyright and statement\n
9  * are included in all such copies.  Other copyrights may also apply.\n
10  * 2014 Deskull rearranged comment for Doxygen.\n
11  * @details
12  * This file has several additions to it by Keldon Jones (keldon@umr.edu)
13  * to improve the general quality of the AI (version 0.1.1).
14  */
15
16 #include "angband.h"
17 #include "util.h"
18
19 #include "cmd-dump.h"
20 #include "cmd-pet.h"
21 #include "creature.h"
22 #include "melee.h"
23 #include "spells.h"
24 #include "spells-summon.h"
25 #include "quest.h"
26 #include "avatar.h"
27 #include "realm-hex.h"
28 #include "object-flavor.h"
29 #include "object-hook.h"
30 #include "feature.h"
31 #include "grid.h"
32 #include "player-move.h"
33 #include "monster-status.h"
34 #include "monster-spell.h"
35 #include "monster-process.h"
36 #include "monsterrace-hook.h"
37 #include "dungeon.h"
38 #include "floor.h"
39 #include "files.h"
40 #include "view-mainwindow.h"
41
42
43 /*!
44  * @brief モンスターが敵に接近するための方向を決める /
45  * Calculate the direction to the next enemy
46  * @param m_idx モンスターの参照ID
47  * @param mm 移動するべき方角IDを返す参照ポインタ
48  * @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
49  */
50 static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
51 {
52         int i;
53         POSITION x = 0, y = 0;
54         MONSTER_IDX t_idx;
55         int start;
56         int plus = 1;
57
58         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
59         monster_race *r_ptr = &r_info[m_ptr->r_idx];
60         monster_type *t_ptr;
61
62         if (p_ptr->riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
63         {
64                 y = current_floor_ptr->m_list[p_ptr->riding_t_m_idx].fy;
65                 x = current_floor_ptr->m_list[p_ptr->riding_t_m_idx].fx;
66         }
67         else if (is_pet(m_ptr) && p_ptr->pet_t_m_idx)
68         {
69                 y = current_floor_ptr->m_list[p_ptr->pet_t_m_idx].fy;
70                 x = current_floor_ptr->m_list[p_ptr->pet_t_m_idx].fx;
71         }
72         else
73         {
74                 if (p_ptr->inside_battle)
75                 {
76                         start = randint1(current_floor_ptr->m_max-1)+current_floor_ptr->m_max;
77                         if(randint0(2)) plus = -1;
78                 }
79                 else start = current_floor_ptr->m_max + 1;
80
81                 /* Scan thru all monsters */
82                 for (i = start; ((i < start + current_floor_ptr->m_max) && (i > start - current_floor_ptr->m_max)); i+=plus)
83                 {
84                         MONSTER_IDX dummy = (i % current_floor_ptr->m_max);
85
86                         if (!dummy) continue;
87
88                         t_idx = dummy;
89                         t_ptr = &current_floor_ptr->m_list[t_idx];
90
91                         /* The monster itself isn't a target */
92                         if (t_ptr == m_ptr) continue;
93
94                         if (!monster_is_valid(t_ptr)) continue;
95
96                         if (is_pet(m_ptr))
97                         {
98                                 /* Hack -- only fight away from player */
99                                 if (p_ptr->pet_follow_distance < 0)
100                                 {
101                                         /* No fighting near player */
102                                         if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
103                                         {
104                                                 continue;
105                                         }
106                                 }
107                                 /* Hack -- no fighting away from player */
108                                 else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > p_ptr->pet_follow_distance))
109                                 {
110                                         continue;
111                                 }
112
113                                 if (r_ptr->aaf < t_ptr->cdis) continue;
114                         }
115
116                         /* Monster must be 'an enemy' */
117                         if (!are_enemies(m_ptr, t_ptr)) continue;
118
119                         /* Monster must be projectable if we can't pass through walls */
120                         if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
121                             ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
122                         {
123                                 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
124                         }
125                         else
126                         {
127                                 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
128                         }
129
130                         /* OK -- we've got a target */
131                         y = t_ptr->fy;
132                         x = t_ptr->fx;
133
134                         break;
135                 }
136                 if (!x && !y) return FALSE;
137         }
138
139         /* Extract the direction */
140         x -= m_ptr->fx;
141         y -= m_ptr->fy;
142
143         /* North */
144         if ((y < 0) && (x == 0))
145         {
146                 mm[0] = 8;
147                 mm[1] = 7;
148                 mm[2] = 9;
149         }
150         /* South */
151         else if ((y > 0) && (x == 0))
152         {
153                 mm[0] = 2;
154                 mm[1] = 1;
155                 mm[2] = 3;
156         }
157         /* East */
158         else if ((x > 0) && (y == 0))
159         {
160                 mm[0] = 6;
161                 mm[1] = 9;
162                 mm[2] = 3;
163         }
164         /* West */
165         else if ((x < 0) && (y == 0))
166         {
167                 mm[0] = 4;
168                 mm[1] = 7;
169                 mm[2] = 1;
170         }
171         /* North-West */
172         else if ((y < 0) && (x < 0))
173         {
174                 mm[0] = 7;
175                 mm[1] = 4;
176                 mm[2] = 8;
177         }
178         /* North-East */
179         else if ((y < 0) && (x > 0))
180         {
181                 mm[0] = 9;
182                 mm[1] = 6;
183                 mm[2] = 8;
184         }
185         /* South-West */
186         else if ((y > 0) && (x < 0))
187         {
188                 mm[0] = 1;
189                 mm[1] = 4;
190                 mm[2] = 2;
191         }
192         /* South-East */
193         else if ((y > 0) && (x > 0))
194         {
195                 mm[0] = 3;
196                 mm[1] = 6;
197                 mm[2] = 2;
198         }
199
200         /* Found a monster */
201         return TRUE;
202 }
203
204 /*!
205  * @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 /
206  * Returns whether a given monster will try to run from the player.
207  * @param m_idx 逃走するモンスターの参照ID
208  * @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。
209  * @details
210  * Monsters will attempt to avoid very powerful players.  See below.\n
211  *\n
212  * Because this function is called so often, little details are important\n
213  * for efficiency.  Like not using "mod" or "div" when possible.  And\n
214  * attempting to check the conditions in an optimal order.  Note that\n
215  * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
216  *\n
217  * Note that this function is responsible for about one to five percent\n
218  * of the processor use in normal conditions...\n
219  */
220 static bool mon_will_run(MONSTER_IDX m_idx)
221 {
222         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
223
224 #ifdef ALLOW_TERROR
225
226         monster_race *r_ptr = &r_info[m_ptr->r_idx];
227
228         PLAYER_LEVEL p_lev;
229         DEPTH m_lev;
230         HIT_POINT p_chp, p_mhp;
231         HIT_POINT m_chp, m_mhp;
232         u32b p_val, m_val;
233
234 #endif
235
236         /* Friends can be commanded to avoid the player */
237         if (is_pet(m_ptr))
238         {
239                 /* Are we trying to avoid the player? */
240                 return ((p_ptr->pet_follow_distance < 0) &&
241                                   (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
242         }
243
244         /* Keep monsters from running too far away */
245         if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
246
247         /* All "afraid" monsters will run away */
248         if (MON_MONFEAR(m_ptr)) return (TRUE);
249
250 #ifdef ALLOW_TERROR
251
252         /* Nearby monsters will not become terrified */
253         if (m_ptr->cdis <= 5) return (FALSE);
254
255         /* Examine player power (level) */
256         p_lev = p_ptr->lev;
257
258         /* Examine monster power (level plus morale) */
259         m_lev = r_ptr->level + (m_idx & 0x08) + 25;
260
261         /* Optimize extreme cases below */
262         if (m_lev > p_lev + 4) return (FALSE);
263         if (m_lev + 4 <= p_lev) return (TRUE);
264
265         /* Examine player health */
266         p_chp = p_ptr->chp;
267         p_mhp = p_ptr->mhp;
268
269         /* Examine monster health */
270         m_chp = m_ptr->hp;
271         m_mhp = m_ptr->maxhp;
272
273         /* Prepare to optimize the calculation */
274         p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
275         m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
276
277         /* Strong players scare strong monsters */
278         if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
279
280 #endif
281
282         /* Assume no terror */
283         return (FALSE);
284 }
285
286
287 /*!
288  * @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 /
289  * Search spell castable grid
290  * @param m_idx モンスターの参照ID
291  * @param yp 適したマスのY座標を返す参照ポインタ
292  * @param xp 適したマスのX座標を返す参照ポインタ
293  * @return 有効なマスがあった場合TRUEを返す
294  */
295 static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
296 {
297         int i, best = 999;
298         POSITION y, x, y1, x1;
299
300         grid_type *g_ptr;
301         bool can_open_door = FALSE;
302         int now_cost;
303
304         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
305         monster_race *r_ptr = &r_info[m_ptr->r_idx];
306
307         /* Monster location */
308         y1 = m_ptr->fy;
309         x1 = m_ptr->fx;
310
311         /* Monster can already cast spell to player */
312         if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
313
314         /* Set current grid cost */
315         now_cost = current_floor_ptr->grid_array[y1][x1].cost;
316         if (now_cost == 0) now_cost = 999;
317
318         /* Can monster bash or open doors? */
319         if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
320         {
321                 can_open_door = TRUE;
322         }
323
324         /* Check nearby grids, diagonals first */
325         for (i = 7; i >= 0; i--)
326         {
327                 int cost;
328
329                 y = y1 + ddy_ddd[i];
330                 x = x1 + ddx_ddd[i];
331
332                 /* Ignore locations off of edge */
333                 if (!in_bounds2(y, x)) continue;
334
335                 /* Simply move to player */
336                 if (player_bold(y, x)) return (FALSE);
337
338                 g_ptr = &current_floor_ptr->grid_array[y][x];
339
340                 cost = g_ptr->cost;
341
342                 /* Monster cannot kill or pass walls */
343                 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))))
344                 {
345                         if (cost == 0) continue;
346                         if (!can_open_door && is_closed_door(g_ptr->feat)) continue;
347                 }
348
349                 /* Hack -- for kill or pass wall monster.. */
350                 if (cost == 0) cost = 998;
351
352                 if (now_cost < cost) continue;
353
354                 if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
355
356                 /* Accept louder sounds */
357                 if (best < cost) continue;
358                 best = cost;
359
360                 (*yp) = y1 + ddy_ddd[i];
361                 (*xp) = x1 + ddx_ddd[i];
362         }
363
364         /* No legal move (?) */
365         if (best == 999) return (FALSE);
366
367         /* Success */
368         return (TRUE);
369 }
370
371
372 /*!
373  * @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 /
374  * Choose the "best" direction for "flowing"
375  * @param m_idx モンスターの参照ID
376  * @param yp 移動先のマスのY座標を返す参照ポインタ
377  * @param xp 移動先のマスのX座標を返す参照ポインタ
378  * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
379  * @return 有効なマスがあった場合TRUEを返す
380  * @details
381  * Note that ghosts and rock-eaters are never allowed to "flow",\n
382  * since they should move directly towards the player.\n
383  *\n
384  * Prefer "non-diagonal" directions, but twiddle them a little\n
385  * to angle slightly towards the player's actual location.\n
386  *\n
387  * Allow very perceptive monsters to track old "spoor" left by\n
388  * previous locations occupied by the player.  This will tend\n
389  * to have monsters end up either near the player or on a grid\n
390  * recently occupied by the player (and left via "teleport").\n
391  *\n
392  * Note that if "smell" is turned on, all monsters get vicious.\n
393  *\n
394  * Also note that teleporting away from a location will cause\n
395  * the monsters who were chasing you to converge on that location\n
396  * as long as you are still near enough to "annoy" them without\n
397  * being close enough to chase directly.  I have no idea what will\n
398  * happen if you combine "smell" with low "aaf" values.\n
399  */
400 static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
401 {
402         int i, best;
403         POSITION y, x, y1, x1;
404
405         grid_type *g_ptr;
406         bool use_scent = FALSE;
407
408         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
409         monster_race *r_ptr = &r_info[m_ptr->r_idx];
410
411         /* Can monster cast attack spell? */
412         if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
413             r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
414             r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
415         {
416                 /* Can move spell castable grid? */
417                 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
418         }
419
420         /* Monster can't flow */
421         if (no_flow) return (FALSE);
422
423         /* Monster can go through rocks */
424         if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
425         if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
426
427         /* Monster location */
428         y1 = m_ptr->fy;
429         x1 = m_ptr->fx;
430
431         /* Hack -- Player can see us, run towards him */
432         if (player_has_los_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)) return (FALSE);
433
434         /* Monster grid */
435         g_ptr = &current_floor_ptr->grid_array[y1][x1];
436
437         /* If we can hear noises, advance towards them */
438         if (g_ptr->cost)
439         {
440                 best = 999;
441         }
442
443         /* Otherwise, try to follow a scent trail */
444         else if (g_ptr->when)
445         {
446                 /* Too old smell */
447                 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when - g_ptr->when > 127) return (FALSE);
448
449                 use_scent = TRUE;
450                 best = 0;
451         }
452
453         /* Otherwise, advance blindly */
454         else
455         {
456                 return (FALSE);
457         }
458
459         /* Check nearby grids, diagonals first */
460         for (i = 7; i >= 0; i--)
461         {
462                 y = y1 + ddy_ddd[i];
463                 x = x1 + ddx_ddd[i];
464
465                 /* Ignore locations off of edge */
466                 if (!in_bounds2(y, x)) continue;
467
468                 g_ptr = &current_floor_ptr->grid_array[y][x];
469
470                 /* We're following a scent trail */
471                 if (use_scent)
472                 {
473                         int when = g_ptr->when;
474
475                         /* Accept younger scent */
476                         if (best > when) continue;
477                         best = when;
478                 }
479
480                 /* We're using sound */
481                 else
482                 {
483                         int cost;
484
485                         if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
486                                 cost = g_ptr->dist;
487                         else cost = g_ptr->cost;
488
489                         /* Accept louder sounds */
490                         if ((cost == 0) || (best < cost)) continue;
491                         best = cost;
492                 }
493
494                 /* Hack -- Save the "twiddled" location */
495                 (*yp) = p_ptr->y + 16 * ddy_ddd[i];
496                 (*xp) = p_ptr->x + 16 * ddx_ddd[i];
497         }
498
499         /* No legal move (?) */
500         if (best == 999 || best == 0) return (FALSE);
501
502         /* Success */
503         return (TRUE);
504 }
505
506
507 /*!
508  * @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 /
509  * Provide a location to flee to, but give the player a wide berth.
510  * @param m_idx モンスターの参照ID
511  * @param yp 移動先のマスのY座標を返す参照ポインタ
512  * @param xp 移動先のマスのX座標を返す参照ポインタ
513  * @return 有効なマスがあった場合TRUEを返す
514  * @details
515  * A monster may wish to flee to a location that is behind the player,\n
516  * but instead of heading directly for it, the monster should "swerve"\n
517  * around the player so that he has a smaller chance of getting hit.\n
518  */
519 static bool get_fear_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
520 {
521         POSITION y, x, y1, x1, fy, fx, gy = 0, gx = 0;
522         int score = -1;
523         int i;
524
525         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
526
527         /* Monster location */
528         fy = m_ptr->fy;
529         fx = m_ptr->fx;
530
531         /* Desired destination */
532         y1 = fy - (*yp);
533         x1 = fx - (*xp);
534
535         /* Check nearby grids, diagonals first */
536         for (i = 7; i >= 0; i--)
537         {
538                 POSITION dis, s;
539
540                 y = fy + ddy_ddd[i];
541                 x = fx + ddx_ddd[i];
542
543                 /* Ignore locations off of edge */
544                 if (!in_bounds2(y, x)) continue;
545
546                 /* Don't move toward player */
547                 /* if (current_floor_ptr->grid_array[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
548
549                 /* Calculate distance of this grid from our destination */
550                 dis = distance(y, x, y1, x1);
551
552                 /* Score this grid */
553                 s = 5000 / (dis + 3) - 500 / (current_floor_ptr->grid_array[y][x].dist + 1);
554
555                 /* No negative scores */
556                 if (s < 0) s = 0;
557
558                 /* Ignore lower scores */
559                 if (s < score) continue;
560
561                 /* Save the score and time */
562                 score = s;
563
564                 /* Save the location */
565                 gy = y;
566                 gx = x;
567         }
568
569         /* No legal move (?) */
570         if (score == -1) return (FALSE);
571
572         /* Find deltas */
573         (*yp) = fy - gy;
574         (*xp) = fx - gx;
575
576         /* Success */
577         return (TRUE);
578 }
579
580 /*
581  * Hack -- Precompute a bunch of calls to distance() in find_safety() and
582  * find_hiding().
583  *
584  * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
585  * offsets of all the locations with a distance of n from a central point,
586  * with an offset of (0,0) indicating no more offsets at this distance.
587  *
588  * This is, of course, fairly unreadable, but it eliminates multiple loops
589  * from the previous version.
590  *
591  * It is probably better to replace these arrays with code to compute
592  * the relevant arrays, even if the storage is pre-allocated in hard
593  * coded sizes.  At the very least, code should be included which is
594  * able to generate and dump these arrays (ala "los()").  
595  *
596  * Also, the storage needs could be halved by using bytes.  
597  *
598  * These arrays could be combined into two big arrays, using sub-arrays
599  * to hold the offsets and lengths of each portion of the sub-arrays, and
600  * this could perhaps also be used somehow in the "look" code.  
601  */
602
603
604 static POSITION d_off_y_0[] = { 0 };
605 static POSITION d_off_x_0[] = { 0 };
606
607 static POSITION d_off_y_1[] = { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
608 static POSITION d_off_x_1[] = { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
609
610 static POSITION d_off_y_2[] = { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
611 static POSITION d_off_x_2[] = { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
612
613 static POSITION d_off_y_3[] = { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2, 3, 3, 3, 0 };
614 static POSITION d_off_x_3[] = { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2, -1, 0, 1, 0 };
615
616 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 };
617 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 };
618
619
620 static POSITION d_off_y_5[] =
621 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
622   -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
623   5, 0 };
624
625 static POSITION d_off_x_5[] =
626 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
627   -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
628   0, 1, 0 };
629
630
631 static POSITION d_off_y_6[] =
632 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
633   -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
634   5, 5, 6, 6, 6, 0 };
635
636 static POSITION d_off_x_6[] =
637 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
638   0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
639   -3, 2, 3, -1, 0, 1, 0 };
640
641
642 static POSITION d_off_y_7[] =
643 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
644   -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
645   3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
646
647 static POSITION d_off_x_7[] =
648 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
649   -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
650   6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
651   1, 0 };
652
653
654 static POSITION d_off_y_8[] =
655 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
656   -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
657   2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
658   8, 8, 8, 0 };
659
660 static POSITION d_off_x_8[] =
661 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
662   5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
663   7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
664   2, 3, -1, 0, 1, 0 };
665
666
667 static POSITION d_off_y_9[] =
668 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
669   -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
670   0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
671   7, 8, 8, 8, 8, 9, 9, 9, 0 };
672
673 static POSITION d_off_x_9[] =
674 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
675   -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
676   9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
677   4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
678
679
680 static POSITION *dist_offsets_y[10] =
681 {
682         d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
683         d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
684 };
685
686 static POSITION *dist_offsets_x[10] =
687 {
688         d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
689         d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
690 };
691
692 /*!
693  * @brief モンスターが逃げ込める安全な地点を返す /
694  * Choose a "safe" location near a monster for it to run toward.
695  * @param m_idx モンスターの参照ID
696  * @param yp 移動先のマスのY座標を返す参照ポインタ
697  * @param xp 移動先のマスのX座標を返す参照ポインタ
698  * @return 有効なマスがあった場合TRUEを返す
699  * @details
700  * A location is "safe" if it can be reached quickly and the player\n
701  * is not able to fire into it (it isn't a "clean shot").  So, this will\n
702  * cause monsters to "duck" behind walls.  Hopefully, monsters will also\n
703  * try to run towards corridor openings if they are in a room.\n
704  *\n
705  * This function may take lots of CPU time if lots of monsters are\n
706  * fleeing.\n
707  *\n
708  * Return TRUE if a safe location is available.\n
709  */
710 static bool find_safety(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
711 {
712         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
713
714         POSITION fy = m_ptr->fy;
715         POSITION fx = m_ptr->fx;
716
717         POSITION y, x, dy, dx, d, dis, i;
718         POSITION gy = 0, gx = 0, gdis = 0;
719
720         POSITION *y_offsets;
721         POSITION *x_offsets;
722
723         grid_type *g_ptr;
724
725         /* Start with adjacent locations, spread further */
726         for (d = 1; d < 10; d++)
727         {
728                 /* Get the lists of points with a distance d from (fx, fy) */
729                 y_offsets = dist_offsets_y[d];
730                 x_offsets = dist_offsets_x[d];
731
732                 /* Check the locations */
733                 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
734                      dx != 0 || dy != 0;
735                      i++, dx = x_offsets[i], dy = y_offsets[i])
736                 {
737                         y = fy + dy;
738                         x = fx + dx;
739
740                         /* Skip illegal locations */
741                         if (!in_bounds(y, x)) continue;
742
743                         g_ptr = &current_floor_ptr->grid_array[y][x];
744
745                         /* Skip locations in a wall */
746                         if (!monster_can_cross_terrain(g_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
747
748                         /* Check for "availability" (if monsters can flow) */
749                         if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
750                         {
751                                 /* Ignore grids very far from the player */
752                                 if (g_ptr->dist == 0) continue;
753
754                                 /* Ignore too-distant grids */
755                                 if (g_ptr->dist > current_floor_ptr->grid_array[fy][fx].dist + 2 * d) continue;
756                         }
757
758                         /* Check for absence of shot (more or less) */
759                         if (!projectable(p_ptr->y, p_ptr->x, y, x))
760                         {
761                                 /* Calculate distance from player */
762                                 dis = distance(y, x, p_ptr->y, p_ptr->x);
763
764                                 /* Remember if further than previous */
765                                 if (dis > gdis)
766                                 {
767                                         gy = y;
768                                         gx = x;
769                                         gdis = dis;
770                                 }
771                         }
772                 }
773
774                 /* Check for success */
775                 if (gdis > 0)
776                 {
777                         /* Good location */
778                         (*yp) = fy - gy;
779                         (*xp) = fx - gx;
780
781                         /* Found safe place */
782                         return (TRUE);
783                 }
784         }
785
786         /* No safe place */
787         return (FALSE);
788 }
789
790
791 /*!
792  * @brief モンスターが隠れ潜める地点を返す /
793  * Choose a good hiding place near a monster for it to run toward.
794  * @param m_idx モンスターの参照ID
795  * @param yp 移動先のマスのY座標を返す参照ポインタ
796  * @param xp 移動先のマスのX座標を返す参照ポインタ
797  * @return 有効なマスがあった場合TRUEを返す
798  * @details
799  * Pack monsters will use this to "ambush" the player and lure him out\n
800  * of corridors into open space so they can swarm him.\n
801  *\n
802  * Return TRUE if a good location is available.\n
803  */
804 static bool find_hiding(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
805 {
806         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
807         monster_race *r_ptr = &r_info[m_ptr->r_idx];
808
809         POSITION fy = m_ptr->fy;
810         POSITION fx = m_ptr->fx;
811
812         POSITION y, x, dy, dx, d, dis, i;
813         POSITION gy = 0, gx = 0, gdis = 999;
814
815         POSITION *y_offsets, *x_offsets;
816
817         /* Start with adjacent locations, spread further */
818         for (d = 1; d < 10; d++)
819         {
820                 /* Get the lists of points with a distance d from (fx, fy) */
821                 y_offsets = dist_offsets_y[d];
822                 x_offsets = dist_offsets_x[d];
823
824                 /* Check the locations */
825                 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
826                      dx != 0 || dy != 0;
827                      i++, dx = x_offsets[i], dy = y_offsets[i])
828                 {
829                         y = fy + dy;
830                         x = fx + dx;
831
832                         /* Skip illegal locations */
833                         if (!in_bounds(y, x)) continue;
834
835                         /* Skip occupied locations */
836                         if (!monster_can_enter(y, x, r_ptr, 0)) continue;
837
838                         /* Check for hidden, available grid */
839                         if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
840                         {
841                                 /* Calculate distance from player */
842                                 dis = distance(y, x, p_ptr->y, p_ptr->x);
843
844                                 /* Remember if closer than previous */
845                                 if (dis < gdis && dis >= 2)
846                                 {
847                                         gy = y;
848                                         gx = x;
849                                         gdis = dis;
850                                 }
851                         }
852                 }
853
854                 /* Check for success */
855                 if (gdis < 999)
856                 {
857                         /* Good location */
858                         (*yp) = fy - gy;
859                         (*xp) = fx - gx;
860
861                         /* Found good place */
862                         return (TRUE);
863                 }
864         }
865
866         /* No good place */
867         return (FALSE);
868 }
869
870
871 /*!
872  * @brief モンスターの移動方向を返す /
873  * Choose "logical" directions for monster movement
874  * @param m_idx モンスターの参照ID
875  * @param mm 移動方向を返す方向IDの参照ポインタ
876  * @return 有効方向があった場合TRUEを返す
877  */
878 static bool get_moves(MONSTER_IDX m_idx, DIRECTION *mm)
879 {
880         monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
881         monster_race *r_ptr = &r_info[m_ptr->r_idx];
882         POSITION     y = 0, ay, x = 0, ax;
883         int          move_val = 0;
884         POSITION     y2 = p_ptr->y;
885         POSITION     x2 = p_ptr->x;
886         bool         done = FALSE;
887         bool         will_run = mon_will_run(m_idx);
888         grid_type    *g_ptr;
889         bool         no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].cost > 2));
890         bool         can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
891
892         /* Counter attack to an enemy monster */
893         if (!will_run && m_ptr->target_y)
894         {
895                 int t_m_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
896
897                 /* The monster must be an enemy, and in LOS */
898                 if (t_m_idx &&
899                     are_enemies(m_ptr, &current_floor_ptr->m_list[t_m_idx]) &&
900                     los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
901                     projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
902                 {
903                         /* Extract the "pseudo-direction" */
904                         y = m_ptr->fy - m_ptr->target_y;
905                         x = m_ptr->fx - m_ptr->target_x;
906                         done = TRUE;
907                 }
908         }
909
910         if (!done && !will_run && is_hostile(m_ptr) &&
911             (r_ptr->flags1 & RF1_FRIENDS) &&
912             ((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)) ||
913             (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
914         {
915         /*
916          * Animal packs try to get the player out of corridors
917          * (...unless they can move through walls -- TY)
918          */
919                 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
920                          !(r_ptr->flags2 & RF2_KILL_WALL))
921                 {
922                         int i, room = 0;
923
924                         /* Count room grids next to player */
925                         for (i = 0; i < 8; i++)
926                         {
927                                 int xx = p_ptr->x + ddx_ddd[i];
928                                 int yy = p_ptr->y + ddy_ddd[i];
929
930                                 if (!in_bounds2(yy, xx)) continue;
931
932                                 g_ptr = &current_floor_ptr->grid_array[yy][xx];
933
934                                 /* Check grid */
935                                 if (monster_can_cross_terrain(g_ptr->feat, r_ptr, 0))
936                                 {
937                                         /* One more room grid */
938                                         room++;
939                                 }
940                         }
941                         if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_ROOM) room -= 2;
942                         if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
943
944                         /* Not in a room and strong player */
945                         if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
946                             (p_ptr->mhp + p_ptr->msp))
947                         {
948                                 /* Find hiding place */
949                                 if (find_hiding(m_idx, &y, &x)) done = TRUE;
950                         }
951                 }
952
953                 /* Monster groups try to surround the player */
954                 if (!done && (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < 3))
955                 {
956                         int i;
957
958                         /* Find an empty square near the player to fill */
959                         for (i = 0; i < 8; i++)
960                         {
961                                 /* Pick squares near player (semi-randomly) */
962                                 y2 = p_ptr->y + ddy_ddd[(m_idx + i) & 7];
963                                 x2 = p_ptr->x + ddx_ddd[(m_idx + i) & 7];
964
965                                 /* Already there? */
966                                 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
967                                 {
968                                         /* Attack the player */
969                                         y2 = p_ptr->y;
970                                         x2 = p_ptr->x;
971
972                                         break;
973                                 }
974
975                                 if (!in_bounds2(y2, x2)) continue;
976
977                                 /* Ignore filled grids */
978                                 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
979
980                                 /* Try to fill this hole */
981                                 break;
982                         }
983
984                         /* Extract the new "pseudo-direction" */
985                         y = m_ptr->fy - y2;
986                         x = m_ptr->fx - x2;
987
988                         done = TRUE;
989                 }
990         }
991
992         if (!done)
993         {
994                 /* Flow towards the player */
995                 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
996
997                 /* Extract the "pseudo-direction" */
998                 y = m_ptr->fy - y2;
999                 x = m_ptr->fx - x2;
1000
1001                 /* Not done */
1002         }
1003
1004         /* Apply fear if possible and necessary */
1005         if (is_pet(m_ptr) && will_run)
1006         {
1007                 /* XXX XXX Not very "smart" */
1008                 y = (-y), x = (-x);
1009         }
1010         else
1011         {
1012                 if (!done && will_run)
1013                 {
1014                         int tmp_x = (-x);
1015                         int tmp_y = (-y);
1016
1017                         /* Try to find safe place */
1018                         if (find_safety(m_idx, &y, &x))
1019                         {
1020                                 /* Attempt to avoid the player */
1021                                 if (!no_flow)
1022                                 {
1023                                         /* Adjust movement */
1024                                         if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1025                                 }
1026                         }
1027
1028                         if (!done)
1029                         {
1030                                 /* This is not a very "smart" method XXX XXX */
1031                                 y = tmp_y;
1032                                 x = tmp_x;
1033                         }
1034                 }
1035         }
1036
1037
1038         /* Check for no move */
1039         if (!x && !y) return (FALSE);
1040
1041
1042         /* Extract the "absolute distances" */
1043         ax = ABS(x);
1044         ay = ABS(y);
1045
1046         /* Do something weird */
1047         if (y < 0) move_val += 8;
1048         if (x > 0) move_val += 4;
1049
1050         /* Prevent the diamond maneuvre */
1051         if (ay > (ax << 1)) move_val += 2;
1052         else if (ax > (ay << 1)) move_val++;
1053
1054         /* Extract some directions */
1055         switch (move_val)
1056         {
1057         case 0:
1058                 mm[0] = 9;
1059                 if (ay > ax)
1060                 {
1061                         mm[1] = 8;
1062                         mm[2] = 6;
1063                         mm[3] = 7;
1064                         mm[4] = 3;
1065                 }
1066                 else
1067                 {
1068                         mm[1] = 6;
1069                         mm[2] = 8;
1070                         mm[3] = 3;
1071                         mm[4] = 7;
1072                 }
1073                 break;
1074         case 1:
1075         case 9:
1076                 mm[0] = 6;
1077                 if (y < 0)
1078                 {
1079                         mm[1] = 3;
1080                         mm[2] = 9;
1081                         mm[3] = 2;
1082                         mm[4] = 8;
1083                 }
1084                 else
1085                 {
1086                         mm[1] = 9;
1087                         mm[2] = 3;
1088                         mm[3] = 8;
1089                         mm[4] = 2;
1090                 }
1091                 break;
1092         case 2:
1093         case 6:
1094                 mm[0] = 8;
1095                 if (x < 0)
1096                 {
1097                         mm[1] = 9;
1098                         mm[2] = 7;
1099                         mm[3] = 6;
1100                         mm[4] = 4;
1101                 }
1102                 else
1103                 {
1104                         mm[1] = 7;
1105                         mm[2] = 9;
1106                         mm[3] = 4;
1107                         mm[4] = 6;
1108                 }
1109                 break;
1110         case 4:
1111                 mm[0] = 7;
1112                 if (ay > ax)
1113                 {
1114                         mm[1] = 8;
1115                         mm[2] = 4;
1116                         mm[3] = 9;
1117                         mm[4] = 1;
1118                 }
1119                 else
1120                 {
1121                         mm[1] = 4;
1122                         mm[2] = 8;
1123                         mm[3] = 1;
1124                         mm[4] = 9;
1125                 }
1126                 break;
1127         case 5:
1128         case 13:
1129                 mm[0] = 4;
1130                 if (y < 0)
1131                 {
1132                         mm[1] = 1;
1133                         mm[2] = 7;
1134                         mm[3] = 2;
1135                         mm[4] = 8;
1136                 }
1137                 else
1138                 {
1139                         mm[1] = 7;
1140                         mm[2] = 1;
1141                         mm[3] = 8;
1142                         mm[4] = 2;
1143                 }
1144                 break;
1145         case 8:
1146                 mm[0] = 3;
1147                 if (ay > ax)
1148                 {
1149                         mm[1] = 2;
1150                         mm[2] = 6;
1151                         mm[3] = 1;
1152                         mm[4] = 9;
1153                 }
1154                 else
1155                 {
1156                         mm[1] = 6;
1157                         mm[2] = 2;
1158                         mm[3] = 9;
1159                         mm[4] = 1;
1160                 }
1161                 break;
1162         case 10:
1163         case 14:
1164                 mm[0] = 2;
1165                 if (x < 0)
1166                 {
1167                         mm[1] = 3;
1168                         mm[2] = 1;
1169                         mm[3] = 6;
1170                         mm[4] = 4;
1171                 }
1172                 else
1173                 {
1174                         mm[1] = 1;
1175                         mm[2] = 3;
1176                         mm[3] = 4;
1177                         mm[4] = 6;
1178                 }
1179                 break;
1180         case 12:
1181                 mm[0] = 1;
1182                 if (ay > ax)
1183                 {
1184                         mm[1] = 2;
1185                         mm[2] = 4;
1186                         mm[3] = 3;
1187                         mm[4] = 7;
1188                 }
1189                 else
1190                 {
1191                         mm[1] = 4;
1192                         mm[2] = 2;
1193                         mm[3] = 7;
1194                         mm[4] = 3;
1195                 }
1196                 break;
1197         }
1198
1199         /* Wants to move... */
1200         return (TRUE);
1201 }
1202
1203
1204 /*!
1205  * @brief モンスターから敵モンスターへの命中判定
1206  * @param power 打撃属性による基本命中値
1207  * @param level 攻撃側モンスターのレベル
1208  * @param ac 目標モンスターのAC
1209  * @param stun 攻撃側モンスターが朦朧状態ならTRUEを返す
1210  * @return 命中ならばTRUEを返す
1211  */
1212 static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
1213 {
1214         int i, k;
1215
1216         /* Percentile dice */
1217         k = randint0(100);
1218
1219         if (stun && one_in_(2)) return FALSE;
1220
1221         /* Hack -- Always miss or hit */
1222         if (k < 10) return (k < 5);
1223
1224         /* Calculate the "attack quality" */
1225         i = (power + (level * 3));
1226
1227         /* Power and Level compete against Armor */
1228         if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1229
1230         /* Assume miss */
1231         return (FALSE);
1232 }
1233
1234
1235 #define BLOW_EFFECT_TYPE_NONE  0
1236 #define BLOW_EFFECT_TYPE_FEAR  1
1237 #define BLOW_EFFECT_TYPE_SLEEP 2
1238 #define BLOW_EFFECT_TYPE_HEAL  3
1239
1240
1241 /*!
1242  * @brief モンスターから敵モンスターへの打撃攻撃処理
1243  * @param m_idx 攻撃側モンスターの参照ID
1244  * @param t_idx 目標側モンスターの参照ID
1245  * @return 実際に打撃処理が行われた場合TRUEを返す
1246  */
1247 static bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
1248 {
1249         monster_type    *m_ptr = &current_floor_ptr->m_list[m_idx];
1250         monster_type    *t_ptr = &current_floor_ptr->m_list[t_idx];
1251
1252         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1253         monster_race    *tr_ptr = &r_info[t_ptr->r_idx];
1254
1255         ARMOUR_CLASS ap_cnt;
1256         ARMOUR_CLASS ac;
1257         DEPTH rlev;
1258         int pt;
1259         GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
1260         char            temp[MAX_NLEN];
1261         bool            blinked;
1262         bool            explode = FALSE, touched = FALSE, fear = FALSE, dead = FALSE;
1263         POSITION y_saver = t_ptr->fy;
1264         POSITION x_saver = t_ptr->fx;
1265         int             effect_type;
1266
1267         bool see_m = is_seen(m_ptr);
1268         bool see_t = is_seen(t_ptr);
1269         bool see_either = see_m || see_t;
1270
1271         /* Can the player be aware of this attack? */
1272         bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1273         bool do_silly_attack = (one_in_(2) && p_ptr->image);
1274
1275         /* Cannot attack self */
1276         if (m_idx == t_idx) return FALSE;
1277
1278         /* Not allowed to attack */
1279         if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1280
1281         if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
1282
1283         /* Total armor */
1284         ac = tr_ptr->ac;
1285
1286         /* Extract the effective monster level */
1287         rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1288
1289         monster_desc(m_name, m_ptr, 0);
1290         monster_desc(t_name, t_ptr, 0);
1291
1292         /* Assume no blink */
1293         blinked = FALSE;
1294
1295         if (!see_either && known)
1296         {
1297                 current_floor_ptr->monster_noise = TRUE;
1298         }
1299
1300         if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
1301
1302         /* Scan through all four blows */
1303         for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1304         {
1305                 bool obvious = FALSE;
1306
1307                 HIT_POINT power = 0;
1308                 HIT_POINT damage = 0;
1309
1310                 concptr act = NULL;
1311
1312                 /* Extract the attack infomation */
1313                 int effect = r_ptr->blow[ap_cnt].effect;
1314                 int method = r_ptr->blow[ap_cnt].method;
1315                 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1316                 int d_side = r_ptr->blow[ap_cnt].d_side;
1317
1318                 if (!monster_is_valid(m_ptr)) break;
1319
1320                 /* Stop attacking if the target dies! */
1321                 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1322                         break;
1323
1324                 /* Hack -- no more attacks */
1325                 if (!method) break;
1326
1327                 if (method == RBM_SHOOT) continue;
1328
1329                 /* Extract the attack "power" */
1330                 power = mbe_info[effect].power;
1331
1332                 /* Monster hits */
1333                 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1334                 {
1335                         (void)set_monster_csleep(t_idx, 0);
1336
1337                         if (t_ptr->ml)
1338                         {
1339                                 /* Redraw the health bar */
1340                                 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
1341                                 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
1342                         }
1343
1344                         /* Describe the attack method */
1345                         switch (method)
1346                         {
1347                         case RBM_HIT:
1348                                 {
1349                                         act = _("%sを殴った。", "hits %s.");
1350                                         touched = TRUE;
1351                                         break;
1352                                 }
1353
1354                         case RBM_TOUCH:
1355                                 {
1356                                         act = _("%sを触った。", "touches %s.");
1357                                         touched = TRUE;
1358                                         break;
1359                                 }
1360
1361                         case RBM_PUNCH:
1362                                 {
1363                                         act = _("%sをパンチした。", "punches %s.");
1364                                         touched = TRUE;
1365                                         break;
1366                                 }
1367
1368                         case RBM_KICK:
1369                                 {
1370                                         act = _("%sを蹴った。", "kicks %s.");
1371                                         touched = TRUE;
1372                                         break;
1373                                 }
1374
1375                         case RBM_CLAW:
1376                                 {
1377                                         act = _("%sをひっかいた。", "claws %s.");
1378                                         touched = TRUE;
1379                                         break;
1380                                 }
1381
1382                         case RBM_BITE:
1383                                 {
1384                                         act = _("%sを噛んだ。", "bites %s.");
1385                                         touched = TRUE;
1386                                         break;
1387                                 }
1388
1389                         case RBM_STING:
1390                                 {
1391                                         act = _("%sを刺した。", "stings %s.");
1392                                         touched = TRUE;
1393                                         break;
1394                                 }
1395
1396                         case RBM_SLASH:
1397                                 {
1398                                         act = _("%sを斬った。", "slashes %s.");
1399                                         break;
1400                                 }
1401
1402                         case RBM_BUTT:
1403                                 {
1404                                         act = _("%sを角で突いた。", "butts %s.");
1405                                         touched = TRUE;
1406                                         break;
1407                                 }
1408
1409                         case RBM_CRUSH:
1410                                 {
1411                                         act = _("%sに体当りした。", "crushes %s.");
1412                                         touched = TRUE;
1413                                         break;
1414                                 }
1415
1416                         case RBM_ENGULF:
1417                                 {
1418                                         act = _("%sを飲み込んだ。", "engulfs %s.");
1419                                         touched = TRUE;
1420                                         break;
1421                                 }
1422
1423                         case RBM_CHARGE:
1424                                 {
1425                                         act = _("%sに請求書をよこした。", "charges %s.");
1426                                         touched = TRUE;
1427                                         break;
1428                                 }
1429
1430                         case RBM_CRAWL:
1431                                 {
1432                                         act = _("%sの体の上を這い回った。", "crawls on %s.");
1433                                         touched = TRUE;
1434                                         break;
1435                                 }
1436
1437                         case RBM_DROOL:
1438                                 {
1439                                         act = _("%sによだれをたらした。", "drools on %s.");
1440                                         touched = FALSE;
1441                                         break;
1442                                 }
1443
1444                         case RBM_SPIT:
1445                                 {
1446                                         act = _("%sに唾を吐いた。", "spits on %s.");
1447                                         touched = FALSE;
1448                                         break;
1449                                 }
1450
1451                         case RBM_EXPLODE:
1452                                 {
1453                                         if (see_either) disturb(TRUE, TRUE);
1454                                         act = _("爆発した。", "explodes.");
1455                                         explode = TRUE;
1456                                         touched = FALSE;
1457                                         break;
1458                                 }
1459
1460                         case RBM_GAZE:
1461                                 {
1462                                         act = _("%sをにらんだ。", "gazes at %s.");
1463                                         touched = FALSE;
1464                                         break;
1465                                 }
1466
1467                         case RBM_WAIL:
1468                                 {
1469                                         act = _("%sに泣きついた。", "wails at %s.");
1470                                         touched = FALSE;
1471                                         break;
1472                                 }
1473
1474                         case RBM_SPORE:
1475                                 {
1476                                         act = _("%sに胞子を飛ばした。", "releases spores at %s.");
1477                                         touched = FALSE;
1478                                         break;
1479                                 }
1480
1481                         case RBM_XXX4:
1482                                 {
1483                                         act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
1484                                         touched = FALSE;
1485                                         break;
1486                                 }
1487
1488                         case RBM_BEG:
1489                                 {
1490                                         act = _("%sに金をせがんだ。", "begs %s for money.");
1491                                         touched = FALSE;
1492                                         break;
1493                                 }
1494
1495                         case RBM_INSULT:
1496                                 {
1497                                         act = _("%sを侮辱した。", "insults %s.");
1498                                         touched = FALSE;
1499                                         break;
1500                                 }
1501
1502                         case RBM_MOAN:
1503                                 {
1504                                         act = _("%sにむかってうめいた。", "moans at %s.");
1505                                         touched = FALSE;
1506                                         break;
1507                                 }
1508
1509                         case RBM_SHOW:
1510                                 {
1511                                         act = _("%sにむかって歌った。", "sings to %s.");
1512                                         touched = FALSE;
1513                                         break;
1514                                 }
1515                         }
1516
1517                         if (act && see_either)
1518                         {
1519 #ifdef JP
1520                                 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1521                                 strfmt(temp, act, t_name);
1522                                 msg_format("%^sは%s", m_name, temp);
1523 #else
1524                                 if (do_silly_attack)
1525                                 {
1526                                         act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1527                                         strfmt(temp, "%s %s.", act, t_name);
1528                                 }
1529                                 else strfmt(temp, act, t_name);
1530                                 msg_format("%^s %s", m_name, temp);
1531 #endif
1532                         }
1533
1534                         /* Hack -- assume all attacks are obvious */
1535                         obvious = TRUE;
1536
1537                         /* Roll out the damage */
1538                         damage = damroll(d_dice, d_side);
1539
1540                         /* Assume no effect */
1541                         effect_type = BLOW_EFFECT_TYPE_NONE;
1542
1543                         pt = GF_MISSILE;
1544
1545                         /* Apply appropriate damage */
1546                         switch (effect)
1547                         {
1548                         case 0:
1549                         case RBE_DR_MANA:
1550                                 damage = pt = 0;
1551                                 break;
1552
1553                         case RBE_SUPERHURT:
1554                                 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1555                                 {
1556                                         int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1557                                         damage = MAX(damage, tmp_damage * 2);
1558                                         break;
1559                                 }
1560
1561                                 /* Fall through */
1562
1563                         case RBE_HURT:
1564                                 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1565                                 break;
1566
1567                         case RBE_POISON:
1568                         case RBE_DISEASE:
1569                                 pt = GF_POIS;
1570                                 break;
1571
1572                         case RBE_UN_BONUS:
1573                         case RBE_UN_POWER:
1574                                 pt = GF_DISENCHANT;
1575                                 break;
1576
1577                         case RBE_EAT_ITEM:
1578                         case RBE_EAT_GOLD:
1579                                 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1580                                 break;
1581
1582                         case RBE_EAT_FOOD:
1583                         case RBE_EAT_LITE:
1584                         case RBE_BLIND:
1585                         case RBE_LOSE_STR:
1586                         case RBE_LOSE_INT:
1587                         case RBE_LOSE_WIS:
1588                         case RBE_LOSE_DEX:
1589                         case RBE_LOSE_CON:
1590                         case RBE_LOSE_CHR:
1591                         case RBE_LOSE_ALL:
1592                                 break;
1593
1594                         case RBE_ACID:
1595                                 pt = GF_ACID;
1596                                 break;
1597
1598                         case RBE_ELEC:
1599                                 pt = GF_ELEC;
1600                                 break;
1601
1602                         case RBE_FIRE:
1603                                 pt = GF_FIRE;
1604                                 break;
1605
1606                         case RBE_COLD:
1607                                 pt = GF_COLD;
1608                                 break;
1609
1610                         case RBE_CONFUSE:
1611                                 pt = GF_CONFUSION;
1612                                 break;
1613
1614                         case RBE_TERRIFY:
1615                                 effect_type = BLOW_EFFECT_TYPE_FEAR;
1616                                 break;
1617
1618                         case RBE_PARALYZE:
1619                                 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1620                                 break;
1621
1622                         case RBE_SHATTER:
1623                                 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1624                                 if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1625                                 break;
1626
1627                         case RBE_EXP_10:
1628                         case RBE_EXP_20:
1629                         case RBE_EXP_40:
1630                         case RBE_EXP_80:
1631                                 pt = GF_NETHER;
1632                                 break;
1633
1634                         case RBE_TIME:
1635                                 pt = GF_TIME;
1636                                 break;
1637
1638                         case RBE_DR_LIFE:
1639                                 pt = GF_HYPODYNAMIA;
1640                                 effect_type = BLOW_EFFECT_TYPE_HEAL;
1641                                 break;
1642
1643                         case RBE_INERTIA:
1644                                 pt = GF_INERTIAL;
1645                                 break;
1646
1647                         case RBE_STUN:
1648                                 pt = GF_SOUND;
1649                                 break;
1650
1651                         default:
1652                                 pt = 0;
1653                                 break;
1654                         }
1655
1656                         if (pt)
1657                         {
1658                                 /* Do damage if not exploding */
1659                                 if (!explode)
1660                                 {
1661                                         project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1662                                                 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1663                                 }
1664
1665                                 switch (effect_type)
1666                                 {
1667                                 case BLOW_EFFECT_TYPE_FEAR:
1668                                         project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1669                                                 damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1670                                         break;
1671
1672                                 case BLOW_EFFECT_TYPE_SLEEP:
1673                                         project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1674                                                 r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1675                                         break;
1676
1677                                 case BLOW_EFFECT_TYPE_HEAL:
1678                                         if ((monster_living(m_idx)) && (damage > 2))
1679                                         {
1680                                                 bool did_heal = FALSE;
1681
1682                                                 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1683
1684                                                 /* Heal */
1685                                                 m_ptr->hp += damroll(4, damage / 6);
1686                                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1687
1688                                                 /* Redraw (later) if needed */
1689                                                 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1690                                                 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1691
1692                                                 /* Special message */
1693                                                 if (see_m && did_heal)
1694                                                 {
1695                                                         msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1696                                                 }
1697                                         }
1698                                         break;
1699                                 }
1700
1701                                 if (touched)
1702                                 {
1703                                         /* Aura fire */
1704                                         if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
1705                                         {
1706                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1707                                                 {
1708                                                         if (see_either)
1709                                                         {
1710                                                                 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
1711                                                         }
1712                                                         if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
1713                                                         project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1714                                                                 damroll (1 + ((tr_ptr->level) / 26),
1715                                                                 1 + ((tr_ptr->level) / 17)),
1716                                                                 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1717                                                 }
1718                                                 else
1719                                                 {
1720                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1721                                                 }
1722                                         }
1723
1724                                         /* Aura cold */
1725                                         if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
1726                                         {
1727                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1728                                                 {
1729                                                         if (see_either)
1730                                                         {
1731                                                                 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
1732                                                         }
1733                                                         if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
1734                                                         project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1735                                                                 damroll (1 + ((tr_ptr->level) / 26),
1736                                                                 1 + ((tr_ptr->level) / 17)),
1737                                                                 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1738                                                 }
1739                                                 else
1740                                                 {
1741                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1742                                                 }
1743                                         }
1744
1745                                         /* Aura elec */
1746                                         if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
1747                                         {
1748                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1749                                                 {
1750                                                         if (see_either)
1751                                                         {
1752                                                                 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
1753                                                         }
1754                                                         if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
1755                                                         project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1756                                                                 damroll (1 + ((tr_ptr->level) / 26),
1757                                                                 1 + ((tr_ptr->level) / 17)),
1758                                                                 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1759                                                 }
1760                                                 else
1761                                                 {
1762                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1763                                                 }
1764                                         }
1765                                 }
1766                         }
1767                 }
1768
1769                 /* Monster missed player */
1770                 else
1771                 {
1772                         /* Analyze failed attacks */
1773                         switch (method)
1774                         {
1775                         case RBM_HIT:
1776                         case RBM_TOUCH:
1777                         case RBM_PUNCH:
1778                         case RBM_KICK:
1779                         case RBM_CLAW:
1780                         case RBM_BITE:
1781                         case RBM_STING:
1782                         case RBM_SLASH:
1783                         case RBM_BUTT:
1784                         case RBM_CRUSH:
1785                         case RBM_ENGULF:
1786                         case RBM_CHARGE:
1787                                 {
1788                                         (void)set_monster_csleep(t_idx, 0);
1789
1790                                         /* Visible monsters */
1791                                         if (see_m)
1792                                         {
1793 #ifdef JP
1794                                                 msg_format("%sは%^sの攻撃をかわした。", t_name, m_name);
1795 #else
1796                                                 msg_format("%^s misses %s.", m_name, t_name);
1797 #endif
1798                                         }
1799
1800                                         break;
1801                                 }
1802                         }
1803                 }
1804
1805
1806                 /* Analyze "visible" monsters only */
1807                 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
1808                 {
1809                         /* Count "obvious" attacks (and ones that cause damage) */
1810                         if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
1811                         {
1812                                 /* Count attacks of this type */
1813                                 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
1814                                 {
1815                                         r_ptr->r_blows[ap_cnt]++;
1816                                 }
1817                         }
1818                 }
1819         }
1820
1821         if (explode)
1822         {
1823                 sound(SOUND_EXPLODE);
1824
1825                 /* Cancel Invulnerability */
1826                 (void)set_monster_invulner(m_idx, 0, FALSE);
1827                 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);
1828                 blinked = FALSE;
1829         }
1830
1831         /* Blink away */
1832         if (blinked && m_ptr->r_idx)
1833         {
1834                 if (teleport_barrier(m_idx))
1835                 {
1836                         if (see_m)
1837                         {
1838                                 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."));
1839                         }
1840                         else if (known)
1841                         {
1842                                 current_floor_ptr->monster_noise = TRUE;
1843                         }
1844                 }
1845                 else
1846                 {
1847                         if (see_m)
1848                         {
1849                                 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
1850                         }
1851                         else if (known)
1852                         {
1853                                 current_floor_ptr->monster_noise = TRUE;
1854                         }
1855
1856                         teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
1857                 }
1858         }
1859
1860         return TRUE;
1861 }
1862
1863
1864 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
1865 {
1866         return !have_flag(f_ptr->flags, FF_GLASS) ||
1867                 (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
1868                 (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
1869 }
1870
1871
1872 /*!
1873  * @brief モンスター単体の1ターン行動処理メインルーチン /
1874  * Process a monster
1875  * @param m_idx 行動モンスターの参照ID
1876  * @return なし
1877  * @details
1878  * The monster is known to be within 100 grids of the player\n
1879  *\n
1880  * In several cases, we directly update the monster lore\n
1881  *\n
1882  * Note that a monster is only allowed to "reproduce" if there\n
1883  * are a limited number of "reproducing" monsters on the current\n
1884  * level.  This should prevent the level from being "swamped" by\n
1885  * reproducing monsters.  It also allows a large mass of mice to\n
1886  * prevent a louse from multiplying, but this is a small price to\n
1887  * pay for a simple multiplication method.\n
1888  *\n
1889  * XXX Monster fear is slightly odd, in particular, monsters will\n
1890  * fixate on opening a door even if they cannot open it.  Actually,\n
1891  * the same thing happens to normal monsters when they hit a door\n
1892  *\n
1893  * In addition, monsters which *cannot* open or bash\n
1894  * down a door will still stand there trying to open it...\n
1895  *\n
1896  * XXX Technically, need to check for monster in the way\n
1897  * combined with that monster being in a wall (or door?)\n
1898  *\n
1899  * A "direction" of "5" means "pick a random direction".\n
1900  */
1901 void process_monster(MONSTER_IDX m_idx)
1902 {
1903         monster_type    *m_ptr = &current_floor_ptr->m_list[m_idx];
1904         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1905         monster_race    *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
1906
1907         int i, d;
1908         POSITION oy, ox, ny, nx;
1909
1910         DIRECTION mm[8];
1911
1912         grid_type       *g_ptr;
1913         feature_type    *f_ptr;
1914
1915         monster_type    *y_ptr;
1916
1917         bool            do_turn;
1918         bool            do_move;
1919         bool            do_view;
1920         bool            must_alter_to_move;
1921
1922         bool            did_open_door;
1923         bool            did_bash_door;
1924         bool            did_take_item;
1925         bool            did_kill_item;
1926         bool            did_move_body;
1927         bool            did_pass_wall;
1928         bool            did_kill_wall;
1929         bool            gets_angry = FALSE;
1930         bool            can_cross;
1931         bool            aware = TRUE;
1932
1933         bool fear, dead;
1934         bool is_riding_mon = (m_idx == p_ptr->riding);
1935         bool see_m = is_seen(m_ptr);
1936
1937         if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
1938         {
1939                 if (rakuba(0, TRUE))
1940                 {
1941 #ifdef JP
1942                         msg_print("地面に落とされた。");
1943 #else
1944                         GAME_TEXT m_name[MAX_NLEN];
1945                         monster_desc(m_name, &current_floor_ptr->m_list[p_ptr->riding], 0);
1946                         msg_format("You have fallen from %s.", m_name);
1947 #endif
1948                 }
1949         }
1950
1951         if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
1952         {
1953                 choose_new_monster(m_idx, FALSE, 0);
1954                 r_ptr = &r_info[m_ptr->r_idx];
1955         }
1956
1957         /* Players hidden in shadow are almost imperceptable. -LM- */
1958         if (p_ptr->special_defense & NINJA_S_STEALTH)
1959         {
1960                 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
1961                 if (p_ptr->monlite) tmp /= 3;
1962                 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1963                 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
1964                 /* Low-level monsters will find it difficult to locate the player. */
1965                 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
1966         }
1967
1968         /* Are there its parent? */
1969         if (m_ptr->parent_m_idx && !current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
1970         {
1971                 /* Its parent have gone, it also goes away. */
1972
1973                 if (see_m)
1974                 {
1975                         GAME_TEXT m_name[MAX_NLEN];
1976                         monster_desc(m_name, m_ptr, 0);
1977                         msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
1978                 }
1979
1980                 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1981                 {
1982                         GAME_TEXT m_name[MAX_NLEN];
1983                         monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1984                         do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
1985                 }
1986
1987                 delete_monster_idx(m_idx);
1988
1989                 return;
1990         }
1991
1992         /* Quantum monsters are odd */
1993         if (r_ptr->flags2 & (RF2_QUANTUM))
1994         {
1995                 /* Sometimes skip move */
1996                 if (!randint0(2)) return;
1997
1998                 /* Sometimes die */
1999                 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2000                 {
2001                         bool sad = FALSE;
2002
2003                         if (is_pet(m_ptr) && !(m_ptr->ml)) sad = TRUE;
2004
2005                         if (see_m)
2006                         {
2007                                 GAME_TEXT m_name[MAX_NLEN];
2008                                 monster_desc(m_name, m_ptr, 0);
2009
2010                                 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2011                         }
2012
2013                         /* Generate treasure, etc */
2014                         monster_death(m_idx, FALSE);
2015
2016                         delete_monster_idx(m_idx);
2017                         if (sad)
2018                         {
2019                                 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2020                         }
2021
2022                         return;
2023                 }
2024         }
2025
2026         if (m_ptr->r_idx == MON_SHURYUUDAN)
2027         {
2028                 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);
2029                 if(dead) return;
2030         }
2031
2032         if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2033         {
2034                 static int riding_pinch = 0;
2035
2036                 if (m_ptr->hp < m_ptr->maxhp/3)
2037                 {
2038                         GAME_TEXT m_name[MAX_NLEN];
2039                         monster_desc(m_name, m_ptr, 0);
2040
2041                         if (is_riding_mon && riding_pinch < 2)
2042                         {
2043                                 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。",
2044                                                          "%^s seems to be in so much pain, and trying to escape from your restriction."), m_name);
2045                                 riding_pinch++;
2046                                 disturb(TRUE, TRUE);
2047                         }
2048                         else
2049                         {
2050                                 if (is_riding_mon)
2051                                 {
2052                                         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);
2053                                         if (rakuba(-1, FALSE))
2054                                         {
2055                                                 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2056                                         }
2057                                 }
2058
2059                                 if (see_m)
2060                                 {
2061                                         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) &&
2062                                             player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))
2063                                         {
2064                                                 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);
2065                                         }
2066                                         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);
2067                                         msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
2068                                 }
2069
2070                                 if (is_riding_mon && rakuba(-1, FALSE))
2071                                 {
2072                                         msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2073                                 }
2074
2075                                 check_quest_completion(m_ptr);
2076                                 delete_monster_idx(m_idx);
2077                                 return;
2078                         }
2079                 }
2080                 else
2081                 {
2082                         /* Reset the counter */
2083                         if (is_riding_mon) riding_pinch = 0;
2084                 }
2085         }
2086
2087         /* Handle "sleep" */
2088         if (MON_CSLEEP(m_ptr))
2089         {
2090                 /* Handle non-aggravation - Still sleeping */
2091                 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2092
2093                 (void)set_monster_csleep(m_idx, 0);
2094
2095                 /* Notice the "waking up" */
2096                 if (m_ptr->ml)
2097                 {
2098                         GAME_TEXT m_name[MAX_NLEN];
2099                         monster_desc(m_name, m_ptr, 0);
2100                         msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2101                 }
2102
2103                 /* Hack -- Count the wakings */
2104                 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2105                 {
2106                         r_ptr->r_wake++;
2107                 }
2108         }
2109
2110         /* Handle "stun" */
2111         if (MON_STUNNED(m_ptr))
2112         {
2113                 /* Sometimes skip move */
2114                 if (one_in_(2)) return;
2115         }
2116
2117         if (is_riding_mon)
2118         {
2119                 p_ptr->update |= (PU_BONUS);
2120         }
2121
2122         /* No one wants to be your friend if you're aggravating */
2123         if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2124                 gets_angry = TRUE;
2125
2126         /* Paranoia... no pet uniques outside wizard mode -- TY */
2127         if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2128               monster_has_hostile_align(NULL, 10, -10, r_ptr)) || (r_ptr->flagsr & RFR_RES_ALL)))
2129         {
2130                 gets_angry = TRUE;
2131         }
2132
2133         if (p_ptr->inside_battle) gets_angry = FALSE;
2134
2135         if (gets_angry)
2136         {
2137                 if (is_pet(m_ptr) || see_m)
2138                 {
2139                         GAME_TEXT m_name[MAX_NLEN];
2140                         monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
2141                         msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
2142                 }
2143
2144                 set_hostile(m_ptr);
2145         }
2146
2147         /* Get the origin */
2148         oy = m_ptr->fy;
2149         ox = m_ptr->fx;
2150
2151         /* Attempt to "multiply" if able and allowed */
2152         if ((r_ptr->flags2 & RF2_MULTIPLY) && (current_floor_ptr->num_repro < MAX_REPRO))
2153         {
2154                 int k;
2155                 POSITION y, x;
2156
2157                 /* Count the adjacent monsters */
2158                 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2159                 {
2160                         for (x = ox - 1; x <= ox + 1; x++)
2161                         {
2162                                 /* Ignore locations off of edge */
2163                                 if (!in_bounds2(y, x)) continue;
2164                                 if (current_floor_ptr->grid_array[y][x].m_idx) k++;
2165                         }
2166                 }
2167
2168                 /* Hex */
2169                 if (multiply_barrier(m_idx)) k = 8;
2170
2171                 /* Hack -- multiply slower in crowded areas */
2172                 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2173                 {
2174                         /* Try to multiply */
2175                         if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2176                         {
2177                                 /* Take note if visible */
2178                                 if (current_floor_ptr->m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2179                                 {
2180                                         r_ptr->r_flags2 |= (RF2_MULTIPLY);
2181                                 }
2182
2183                                 /* Multiplying takes energy */
2184                                 return;
2185                         }
2186                 }
2187         }
2188
2189         if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
2190         {
2191                 /* Hack -- Ohmu scatters molds! */
2192                 if (m_ptr->r_idx == MON_OHMU)
2193                 {
2194                         if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2195                         {
2196                                 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2197                                 {
2198                                         int k, count = 0;
2199                                         DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2200                                         BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2201
2202                                         for (k = 0; k < A_MAX; k++)
2203                                         {
2204                                                 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
2205                                                 {
2206                                                         if (current_floor_ptr->m_list[hack_m_idx_ii].ml) count++;
2207                                                 }
2208                                         }
2209
2210                                         if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2211                                 }
2212                         }
2213                 }
2214         }
2215
2216         if (!p_ptr->inside_battle)
2217         {
2218                 /* Hack! "Cyber" monster makes noise... */
2219                 if (m_ptr->ap_r_idx == MON_CYBER &&
2220                     one_in_(CYBERNOISE) &&
2221                     !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2222                 {
2223                         if (disturb_minor) disturb(FALSE, FALSE);
2224                         msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
2225                 }
2226
2227                 /* Some monsters can speak */
2228                 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2229                     one_in_(SPEAK_CHANCE) &&
2230                     player_has_los_bold(oy, ox) &&
2231                     projectable(oy, ox, p_ptr->y, p_ptr->x))
2232                 {
2233                         GAME_TEXT m_name[MAX_NLEN];
2234                         char monmessage[1024];
2235                         concptr filename;
2236
2237                         /* Acquire the monster name/poss */
2238                         if (m_ptr->ml)
2239                                 monster_desc(m_name, m_ptr, 0);
2240                         else
2241                                 strcpy(m_name, _("それ", "It"));
2242
2243                         /* Select the file for monster quotes */
2244                         if (MON_MONFEAR(m_ptr))
2245                                 filename = _("monfear_j.txt", "monfear.txt");
2246                         else if (is_pet(m_ptr))
2247                                 filename = _("monpet_j.txt", "monpet.txt");
2248                         else if (is_friendly(m_ptr))
2249                                 filename = _("monfrien_j.txt", "monfrien.txt");
2250                         else
2251                                 filename = _("monspeak_j.txt", "monspeak.txt");
2252                         /* Get the monster line */
2253                         if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2254                         {
2255                                 /* Say something */
2256                                 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2257                         }
2258                 }
2259         }
2260
2261         /* Try to cast spell occasionally */
2262         if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2263         {
2264                 bool counterattack = FALSE;
2265
2266                 /* Give priority to counter attack? */
2267                 if (m_ptr->target_y)
2268                 {
2269                         MONSTER_IDX t_m_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
2270
2271                         /* The monster must be an enemy, and projectable */
2272                         if (t_m_idx && are_enemies(m_ptr, &current_floor_ptr->m_list[t_m_idx]) &&
2273                             projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2274                         {
2275                                 counterattack = TRUE;
2276                         }
2277                 }
2278
2279                 if (!counterattack)
2280                 {
2281                         /* Attempt to cast a spell */
2282                         if (aware && make_attack_spell(m_idx)) return;
2283
2284                         /*
2285                          * Attempt to cast a spell at an enemy other than the player
2286                          * (may slow the game a smidgeon, but I haven't noticed.)
2287                          */
2288                         if (monst_spell_monst(m_idx)) return;
2289                 }
2290                 else
2291                 {
2292                         /* Attempt to do counter attack at first */
2293                         if (monst_spell_monst(m_idx)) return;
2294
2295                         if (aware && make_attack_spell(m_idx)) return;
2296                 }
2297         }
2298
2299         /* Hack -- Assume no movement */
2300         mm[0] = mm[1] = mm[2] = mm[3] = 0;
2301         mm[4] = mm[5] = mm[6] = mm[7] = 0;
2302
2303
2304         /* Confused -- 100% random */
2305         if (MON_CONFUSED(m_ptr) || !aware)
2306         {
2307                 /* Try four "random" directions */
2308                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2309         }
2310
2311         /* 75% random movement */
2312         else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2313                  (randint0(100) < 75))
2314         {
2315                 /* Memorize flags */
2316                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2317
2318                 /* Try four "random" directions */
2319                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2320         }
2321
2322         /* 50% random movement */
2323         else if ((r_ptr->flags1 & RF1_RAND_50) &&
2324                                 (randint0(100) < 50))
2325         {
2326                 /* Memorize flags */
2327                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2328
2329                 /* Try four "random" directions */
2330                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2331         }
2332
2333         /* 25% random movement */
2334         else if ((r_ptr->flags1 & RF1_RAND_25) &&
2335                                 (randint0(100) < 25))
2336         {
2337                 /* Memorize flags */
2338                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2339
2340                 /* Try four "random" directions */
2341                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2342         }
2343
2344         /* Can't reach player - find something else to hit */
2345         else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2346         {
2347                 /* Try four "random" directions */
2348                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2349
2350                 /* Look for an enemy */
2351 #if 0  /* Hack - Too slow.  Mimic pits are horrible with this on. */
2352                 get_enemy_dir(m_idx, mm);
2353 #endif /* 0 */
2354         }
2355
2356         /* Pets will follow the player */
2357         else if (is_pet(m_ptr))
2358         {
2359                 /* Are we trying to avoid the player? */
2360                 bool avoid = ((p_ptr->pet_follow_distance < 0) && (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2361
2362                 /* Do we want to find the player? */
2363                 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2364
2365                 /* Should we find the player if we can't find a monster? */
2366                 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2367
2368                 /* by default, move randomly */
2369                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2370
2371                 /* Look for an enemy */
2372                 if (!get_enemy_dir(m_idx, mm))
2373                 {
2374                         /* Find the player if necessary */
2375                         if (avoid || lonely || distant)
2376                         {
2377                                 /* Remember the leash length */
2378                                 POSITION dis = p_ptr->pet_follow_distance;
2379
2380                                 /* Hack -- adjust follow distance temporarily */
2381                                 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2382                                 {
2383                                         p_ptr->pet_follow_distance = PET_SEEK_DIST;
2384                                 }
2385
2386                                 /* Find the player */
2387                                 (void)get_moves(m_idx, mm);
2388
2389                                 /* Restore the leash */
2390                                 p_ptr->pet_follow_distance = (s16b)dis;
2391                         }
2392                 }
2393         }
2394
2395         /* Friendly monster movement */
2396         else if (!is_hostile(m_ptr))
2397         {
2398                 /* by default, move randomly */
2399                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2400
2401                 /* Look for an enemy */
2402                 get_enemy_dir(m_idx, mm);
2403         }
2404         /* Normal movement */
2405         else
2406         {
2407                 /* Logical moves, may do nothing */
2408                 if (!get_moves(m_idx, mm)) return;
2409         }
2410
2411         /* Assume nothing */
2412         do_turn = FALSE;
2413         do_move = FALSE;
2414         do_view = FALSE;
2415         must_alter_to_move = FALSE;
2416
2417         /* Assume nothing */
2418         did_open_door = FALSE;
2419         did_bash_door = FALSE;
2420         did_take_item = FALSE;
2421         did_kill_item = FALSE;
2422         did_move_body = FALSE;
2423         did_pass_wall = FALSE;
2424         did_kill_wall = FALSE;
2425
2426         /* Take a zero-terminated array of "directions" */
2427         for (i = 0; mm[i]; i++)
2428         {
2429                 /* Get the direction */
2430                 d = mm[i];
2431
2432                 /* Hack -- allow "randomized" motion */
2433                 if (d == 5) d = ddd[randint0(8)];
2434
2435                 /* Get the destination */
2436                 ny = oy + ddy[d];
2437                 nx = ox + ddx[d];
2438
2439                 /* Ignore locations off of edge */
2440                 if (!in_bounds2(ny, nx)) continue;
2441
2442                 /* Access that grid */
2443                 g_ptr = &current_floor_ptr->grid_array[ny][nx];
2444                 f_ptr = &f_info[g_ptr->feat];
2445                 can_cross = monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2446
2447                 /* Access that grid's contents */
2448                 y_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
2449
2450                 /* Hack -- player 'in' wall */
2451                 if (player_bold(ny, nx))
2452                 {
2453                         do_move = TRUE;
2454                 }
2455
2456                 /* Possibly a monster to attack */
2457                 else if (g_ptr->m_idx)
2458                 {
2459                         do_move = TRUE;
2460                 }
2461
2462                 /* Monster destroys walls (and doors) */
2463                 else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
2464                          (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
2465                          have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
2466                          check_hp_for_feat_destruction(f_ptr, m_ptr))
2467                 {
2468                         /* Eat through walls/doors/rubble */
2469                         do_move = TRUE;
2470                         if (!can_cross) must_alter_to_move = TRUE;
2471
2472                         /* Monster destroyed a wall (later) */
2473                         did_kill_wall = TRUE;
2474                 }
2475
2476                 /* Floor is open? */
2477                 else if (can_cross)
2478                 {
2479                         /* Go ahead and move */
2480                         do_move = TRUE;
2481
2482                         /* Monster moves through walls (and doors) */
2483                         if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2484                             have_flag(f_ptr->flags, FF_CAN_PASS))
2485                         {
2486                                 /* Monster went through a wall */
2487                                 did_pass_wall = TRUE;
2488                         }
2489                 }
2490
2491                 /* Handle doors and secret doors */
2492                 else if (is_closed_door(g_ptr->feat))
2493                 {
2494                         bool may_bash = TRUE;
2495
2496                         /* Assume no move allowed */
2497                         do_move = FALSE;
2498
2499                         /* Creature can open doors. */
2500                         if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2501                                  (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2502                         {
2503                                 /* Closed doors */
2504                                 if (!f_ptr->power)
2505                                 {
2506                                         /* The door is open */
2507                                         did_open_door = TRUE;
2508
2509                                         /* Do not bash the door */
2510                                         may_bash = FALSE;
2511
2512                                         do_turn = TRUE;
2513                                 }
2514
2515                                 /* Locked doors (not jammed) */
2516                                 else
2517                                 {
2518                                         /* Try to unlock it */
2519                                         if (randint0(m_ptr->hp / 10) > f_ptr->power)
2520                                         {
2521                                                 /* Unlock the door */
2522                                                 cave_alter_feat(ny, nx, FF_DISARM);
2523
2524                                                 /* Do not bash the door */
2525                                                 may_bash = FALSE;
2526
2527                                                 do_turn = TRUE;
2528                                         }
2529                                 }
2530                         }
2531
2532                         /* Stuck doors -- attempt to bash them down if allowed */
2533                         if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2534                                 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2535                         {
2536                                 /* Attempt to Bash */
2537                                 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
2538                                 {
2539                                         if (have_flag(f_ptr->flags, FF_GLASS))
2540                                                 msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
2541                                         else
2542                                                 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2543
2544                                         /* Disturb (sometimes) */
2545                                         if (disturb_minor) disturb(FALSE, FALSE);
2546
2547                                         /* The door was bashed open */
2548                                         did_bash_door = TRUE;
2549
2550                                         /* Hack -- fall into doorway */
2551                                         do_move = TRUE;
2552                                         must_alter_to_move = TRUE;
2553                                 }
2554                         }
2555
2556
2557                         /* Deal with doors in the way */
2558                         if (did_open_door || did_bash_door)
2559                         {
2560                                 /* Break down the door */
2561                                 if (did_bash_door && ((randint0(100) < 50) || (feat_state(g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
2562                                 {
2563                                         cave_alter_feat(ny, nx, FF_BASH);
2564
2565                                         if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */
2566                                         {
2567                                                 p_ptr->update |= (PU_FLOW);
2568                                                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2569                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2570
2571                                                 return;
2572                                         }
2573                                 }
2574
2575                                 /* Open the door */
2576                                 else
2577                                 {
2578                                         cave_alter_feat(ny, nx, FF_OPEN);
2579                                 }
2580
2581                                 f_ptr = &f_info[g_ptr->feat];
2582
2583                                 /* Handle viewable doors */
2584                                 do_view = TRUE;
2585                         }
2586                 }
2587
2588                 /* Hack -- check for Glyph of Warding */
2589                 if (do_move && is_glyph_grid(g_ptr) &&
2590                     !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2591                 {
2592                         /* Assume no move allowed */
2593                         do_move = FALSE;
2594
2595                         /* Break the ward */
2596                         if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2597                         {
2598                                 /* Describe observable breakage */
2599                                 if (g_ptr->info & CAVE_MARK)
2600                                 {
2601                                         msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2602                                 }
2603
2604                                 /* Forget the rune */
2605                                 g_ptr->info &= ~(CAVE_MARK);
2606
2607                                 /* Break the rune */
2608                                 g_ptr->info &= ~(CAVE_OBJECT);
2609                                 g_ptr->mimic = 0;
2610
2611                                 /* Allow movement */
2612                                 do_move = TRUE;
2613
2614                                 note_spot(ny, nx);
2615                         }
2616                 }
2617                 else if (do_move && is_explosive_rune_grid(g_ptr) &&
2618                          !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2619                 {
2620                         /* Assume no move allowed */
2621                         do_move = FALSE;
2622
2623                         /* Break the ward */
2624                         if (!is_pet(m_ptr))
2625                         {
2626                                 /* Break the ward */
2627                                 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2628                                 {
2629                                         /* Describe observable breakage */
2630                                         if (g_ptr->info & CAVE_MARK)
2631                                         {
2632                                                 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2633                                                 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);
2634                                         }
2635                                 }
2636                                 else
2637                                 {
2638                                         msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2639                                 }
2640
2641                                 /* Forget the rune */
2642                                 g_ptr->info &= ~(CAVE_MARK);
2643
2644                                 /* Break the rune */
2645                                 g_ptr->info &= ~(CAVE_OBJECT);
2646                                 g_ptr->mimic = 0;
2647
2648                                 note_spot(ny, nx);
2649                                 lite_spot(ny, nx);
2650
2651                                 if (!monster_is_valid(m_ptr)) return;
2652                                 /* Allow movement */
2653                                 do_move = TRUE;
2654                         }
2655                 }
2656
2657                 /* The player is in the way */
2658                 if (do_move && player_bold(ny, nx))
2659                 {
2660                         /* Some monsters never attack */
2661                         if (r_ptr->flags1 & RF1_NEVER_BLOW)
2662                         {
2663                                 /* Hack -- memorize lack of attacks */
2664                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
2665
2666                                 /* Do not move */
2667                                 do_move = FALSE;
2668                         }
2669
2670                         /* In anti-melee dungeon, stupid or confused monster takes useless current_world_ptr->game_turn */
2671                         if (do_move && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
2672                         {
2673                                 if (!MON_CONFUSED(m_ptr))
2674                                 {
2675                                         if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2676                                         else
2677                                         {
2678                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2679                                         }
2680                                 }
2681                         }
2682
2683                         /* The player is in the way.  Attack him. */
2684                         if (do_move)
2685                         {
2686                                 if (!p_ptr->riding || one_in_(2))
2687                                 {
2688                                         /* Do the attack */
2689                                         (void)make_attack_normal(m_idx);
2690
2691                                         /* Do not move */
2692                                         do_move = FALSE;
2693
2694                                         /* Took a current_world_ptr->game_turn */
2695                                         do_turn = TRUE;
2696                                 }
2697                         }
2698                 }
2699
2700                 /* A monster is in the way */
2701                 if (do_move && g_ptr->m_idx)
2702                 {
2703                         monster_race *z_ptr = &r_info[y_ptr->r_idx];
2704
2705                         /* Assume no movement */
2706                         do_move = FALSE;
2707
2708                         /* Attack 'enemies' */
2709                         if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
2710                                  (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
2711                                  can_cross && (g_ptr->m_idx != p_ptr->riding)) ||
2712                                 are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
2713                         {
2714                                 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2715                                 {
2716                                         if (r_ptr->flags2 & RF2_KILL_BODY)
2717                                         {
2718                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2719                                         }
2720
2721                                         /* attack */
2722                                         if (y_ptr->r_idx && (y_ptr->hp >= 0))
2723                                         {
2724                                                 if (monst_attack_monst(m_idx, g_ptr->m_idx)) return;
2725
2726                                                 /* In anti-melee dungeon, stupid or confused monster takes useless current_world_ptr->game_turn */
2727                                                 else if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
2728                                                 {
2729                                                         if (MON_CONFUSED(m_ptr)) return;
2730                                                         else if (r_ptr->flags2 & RF2_STUPID)
2731                                                         {
2732                                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2733                                                                 return;
2734                                                         }
2735                                                 }
2736                                         }
2737                                 }
2738                         }
2739
2740                         /* Push past weaker monsters (unless leaving a wall) */
2741                         else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
2742                                 (r_ptr->mexp > z_ptr->mexp) &&
2743                                 can_cross && (g_ptr->m_idx != p_ptr->riding) &&
2744                                 monster_can_cross_terrain(current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
2745                         {
2746                                 /* Allow movement */
2747                                 do_move = TRUE;
2748
2749                                 /* Monster pushed past another monster */
2750                                 did_move_body = TRUE;
2751
2752                                 /* Wake up the moved monster */
2753                                 (void)set_monster_csleep(g_ptr->m_idx, 0);
2754
2755                                 /* Message */
2756                         }
2757                 }
2758
2759                 if (is_riding_mon)
2760                 {
2761                         if (!p_ptr->riding_ryoute && !MON_MONFEAR(&current_floor_ptr->m_list[p_ptr->riding])) do_move = FALSE;
2762                 }
2763
2764                 if (did_kill_wall && do_move)
2765                 {
2766                         if (one_in_(GRINDNOISE))
2767                         {
2768                                 if (have_flag(f_ptr->flags, FF_GLASS))
2769                                         msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
2770                                 else
2771                                         msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
2772                         }
2773
2774                         cave_alter_feat(ny, nx, FF_HURT_DISI);
2775
2776                         if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */
2777                         {
2778                                 p_ptr->update |= (PU_FLOW);
2779                                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2780                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
2781
2782                                 return;
2783                         }
2784
2785                         f_ptr = &f_info[g_ptr->feat];
2786
2787                         /* Note changes to viewable region */
2788                         do_view = TRUE;
2789                         do_turn = TRUE;
2790                 }
2791
2792                 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
2793                 {
2794                         if (!monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
2795                         {
2796                                 /* Assume no move allowed */
2797                                 do_move = FALSE;
2798                         }
2799                 }
2800
2801                 /*
2802                  * Check if monster can cross terrain
2803                  * This is checked after the normal attacks
2804                  * to allow monsters to attack an enemy,
2805                  * even if it can't enter the terrain.
2806                  */
2807                 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
2808                 {
2809                         /* Assume no move allowed */
2810                         do_move = FALSE;
2811                 }
2812
2813                 /* Some monsters never move */
2814                 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
2815                 {
2816                         /* Hack -- memorize lack of moves */
2817                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
2818
2819                         /* Do not move */
2820                         do_move = FALSE;
2821                 }
2822
2823                 /* Creature has been allowed move */
2824                 if (do_move)
2825                 {
2826                         do_turn = TRUE;
2827
2828                         if (have_flag(f_ptr->flags, FF_TREE))
2829                         {
2830                                 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
2831                                 {
2832                                         m_ptr->energy_need += ENERGY_NEED();
2833                                 }
2834                         }
2835
2836                         if (!is_riding_mon)
2837                         {
2838                                 /* Hack -- Update the old location */
2839                                 current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
2840
2841                                 /* Mega-Hack -- move the old monster, if any */
2842                                 if (g_ptr->m_idx)
2843                                 {
2844                                         /* Move the old monster */
2845                                         y_ptr->fy = oy;
2846                                         y_ptr->fx = ox;
2847
2848                                         /* Update the old monster */
2849                                         update_monster(g_ptr->m_idx, TRUE);
2850                                 }
2851
2852                                 /* Hack -- Update the new location */
2853                                 g_ptr->m_idx = m_idx;
2854
2855                                 /* Move the monster */
2856                                 m_ptr->fy = ny;
2857                                 m_ptr->fx = nx;
2858                                 update_monster(m_idx, TRUE);
2859
2860                                 lite_spot(oy, ox);
2861                                 lite_spot(ny, nx);
2862                         }
2863                         else
2864                         {
2865                                 /* sound(SOUND_WALK); */
2866                                 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
2867                         }
2868
2869                         /* Possible disturb */
2870                         if (m_ptr->ml &&
2871                             (disturb_move ||
2872                              (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
2873                              (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
2874                         {
2875                                 if (is_hostile(m_ptr))
2876                                         disturb(FALSE, TRUE);
2877                         }
2878
2879                         /* Take or Kill objects on the floor */
2880                         if (g_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
2881                             (!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
2882                         {
2883                                 OBJECT_IDX this_o_idx, next_o_idx;
2884                                 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
2885
2886                                 /* Scan all objects in the grid */
2887                                 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
2888                                 {
2889                                         BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
2890                                         GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
2891                                         object_type *o_ptr = &current_floor_ptr->o_list[this_o_idx];
2892                                         next_o_idx = o_ptr->next_o_idx;
2893
2894                                         if (do_take)
2895                                         {
2896                                                 /* Skip gold */
2897                                                 if (o_ptr->tval == TV_GOLD) continue;
2898
2899                                                 /*
2900                                                  * Skip "real" corpses and statues, to avoid extreme
2901                                                  * silliness like a novice rogue pockets full of statues
2902                                                  * and corpses.
2903                                                  */
2904                                                 if ((o_ptr->tval == TV_CORPSE) ||
2905                                                     (o_ptr->tval == TV_STATUE)) continue;
2906                                         }
2907
2908                                         /* Extract some flags */
2909                                         object_flags(o_ptr, flgs);
2910
2911                                         /* Acquire the object name */
2912                                         object_desc(o_name, o_ptr, 0);
2913                                         monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
2914
2915                                         /* React to objects that hurt the monster */
2916                                         if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
2917                                         if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
2918                                         if (have_flag(flgs, TR_SLAY_TROLL))  flg3 |= (RF3_TROLL);
2919                                         if (have_flag(flgs, TR_KILL_TROLL))  flg3 |= (RF3_TROLL);
2920                                         if (have_flag(flgs, TR_SLAY_GIANT))  flg3 |= (RF3_GIANT);
2921                                         if (have_flag(flgs, TR_KILL_GIANT))  flg3 |= (RF3_GIANT);
2922                                         if (have_flag(flgs, TR_SLAY_ORC))    flg3 |= (RF3_ORC);
2923                                         if (have_flag(flgs, TR_KILL_ORC))    flg3 |= (RF3_ORC);
2924                                         if (have_flag(flgs, TR_SLAY_DEMON))  flg3 |= (RF3_DEMON);
2925                                         if (have_flag(flgs, TR_KILL_DEMON))  flg3 |= (RF3_DEMON);
2926                                         if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
2927                                         if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
2928                                         if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
2929                                         if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
2930                                         if (have_flag(flgs, TR_SLAY_EVIL))   flg3 |= (RF3_EVIL);
2931                                         if (have_flag(flgs, TR_KILL_EVIL))   flg3 |= (RF3_EVIL);
2932                                         if (have_flag(flgs, TR_SLAY_HUMAN))  flg2 |= (RF2_HUMAN);
2933                                         if (have_flag(flgs, TR_KILL_HUMAN))  flg2 |= (RF2_HUMAN);
2934                                         if (have_flag(flgs, TR_BRAND_ACID))  flgr |= (RFR_IM_ACID);
2935                                         if (have_flag(flgs, TR_BRAND_ELEC))  flgr |= (RFR_IM_ELEC);
2936                                         if (have_flag(flgs, TR_BRAND_FIRE))  flgr |= (RFR_IM_FIRE);
2937                                         if (have_flag(flgs, TR_BRAND_COLD))  flgr |= (RFR_IM_COLD);
2938                                         if (have_flag(flgs, TR_BRAND_POIS))  flgr |= (RFR_IM_POIS);
2939
2940                                         /* The object cannot be picked up by the monster */
2941                                         if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
2942                                             ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
2943                                         {
2944                                                 /* Only give a message for "take_item" */
2945                                                 if (do_take && (r_ptr->flags2 & RF2_STUPID))
2946                                                 {
2947                                                         did_take_item = TRUE;
2948
2949                                                         /* Describe observable situations */
2950                                                         if (m_ptr->ml && player_can_see_bold(ny, nx))
2951                                                         {
2952                                                                 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);
2953                                                         }
2954                                                 }
2955                                         }
2956
2957                                         /* Pick up the item */
2958                                         else if (do_take)
2959                                         {
2960                                                 did_take_item = TRUE;
2961
2962                                                 /* Describe observable situations */
2963                                                 if (player_can_see_bold(ny, nx))
2964                                                 {
2965                                                         msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
2966                                                 }
2967
2968                                                 /* Excise the object */
2969                                                 excise_object_idx(this_o_idx);
2970
2971                                                 /* Forget mark */
2972                                                 o_ptr->marked &= OM_TOUCHED;
2973
2974                                                 /* Forget location */
2975                                                 o_ptr->iy = o_ptr->ix = 0;
2976
2977                                                 /* Memorize monster */
2978                                                 o_ptr->held_m_idx = m_idx;
2979
2980                                                 /* Build a stack */
2981                                                 o_ptr->next_o_idx = m_ptr->hold_o_idx;
2982
2983                                                 /* Carry object */
2984                                                 m_ptr->hold_o_idx = this_o_idx;
2985                                         }
2986
2987                                         /* Destroy the item if not a pet */
2988                                         else if (!is_pet(m_ptr))
2989                                         {
2990                                                 did_kill_item = TRUE;
2991
2992                                                 /* Describe observable situations */
2993                                                 if (player_has_los_bold(ny, nx))
2994                                                 {
2995                                                         msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
2996                                                 }
2997
2998                                                 delete_object_idx(this_o_idx);
2999                                         }
3000                                 }
3001                         }
3002                 }
3003
3004                 /* Stop when done */
3005                 if (do_turn) break;
3006         }
3007
3008         /*
3009          *  Forward movements failed, but now received LOS attack!
3010          *  Try to flow by smell.
3011          */
3012         if (p_ptr->no_flowed && i > 2 &&  m_ptr->target_y)
3013                 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3014
3015         /* If we haven't done anything, try casting a spell again */
3016         if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
3017         {
3018                 /* Try to cast spell again */
3019                 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3020                 {
3021                         if (make_attack_spell(m_idx)) return;
3022                 }
3023         }
3024
3025
3026         /* Notice changes in view */
3027         if (do_view)
3028         {
3029                 p_ptr->update |= (PU_FLOW);
3030                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3031         }
3032
3033         /* Notice changes in view */
3034         if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3035                 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3036         {
3037                 p_ptr->update |= (PU_MON_LITE);
3038         }
3039
3040         /* Learn things from observable monster */
3041         if (is_original_ap_and_seen(m_ptr))
3042         {
3043                 /* Monster opened a door */
3044                 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3045
3046                 /* Monster bashed a door */
3047                 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3048
3049                 /* Monster tried to pick something up */
3050                 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3051
3052                 /* Monster tried to crush something */
3053                 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3054
3055                 /* Monster pushed past another monster */
3056                 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3057
3058                 /* Monster passed through a wall */
3059                 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3060
3061                 /* Monster destroyed a wall */
3062                 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3063         }
3064
3065
3066         /* Hack -- get "bold" if out of options */
3067         if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3068         {
3069                 /* No longer afraid */
3070                 (void)set_monster_monfear(m_idx, 0);
3071
3072                 /* Message if seen */
3073                 if (see_m)
3074                 {
3075                         GAME_TEXT m_name[MAX_NLEN];
3076                         monster_desc(m_name, m_ptr, 0);
3077                         msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
3078                 }
3079
3080                 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3081
3082                 /* Actually do something now (?) */
3083         }
3084 }
3085
3086 /*!
3087  * @brief 全モンスターのターン管理メインルーチン /
3088  * Process all the "live" monsters, once per game turn.
3089  * @return なし
3090  * @details
3091  * During each game current game turn, we scan through the list of all the "live" monsters,\n
3092  * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
3093  * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
3094  *\n
3095  * Note that monsters can never move in the monster array (except when the\n
3096  * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
3097  *\n
3098  * This function is responsible for at least half of the processor time\n
3099  * on a normal system with a "normal" amount of monsters and a player doing\n
3100  * normal things.\n
3101  *\n
3102  * When the player is resting, virtually 90% of the processor time is spent\n
3103  * in this function, and its children, "process_monster()" and "make_move()".\n
3104  *\n
3105  * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
3106  * especially when the player is running.\n
3107  *\n
3108  * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
3109  * monsters while they are still being "born".  A monster is "fresh" only\n
3110  * during the game turn in which it is created, and we use the "hack_m_idx" to\n
3111  * determine if the monster is yet to be processed during the game turn.\n
3112  *\n
3113  * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
3114  * move before any "nasty" monsters get to use their spell attacks.\n
3115  *\n
3116  * Note that when the "knowledge" about the currently tracked monster\n
3117  * changes (flags, attacks, spells), we induce a redraw of the monster\n
3118  * recall window.\n
3119  */
3120 void process_monsters(void)
3121 {
3122         MONSTER_IDX i;
3123         POSITION fx, fy;
3124
3125         bool            test;
3126
3127         monster_type    *m_ptr;
3128         monster_race    *r_ptr;
3129
3130         MONRACE_IDX old_monster_race_idx;
3131
3132         BIT_FLAGS old_r_flags1 = 0L;
3133         BIT_FLAGS old_r_flags2 = 0L;
3134         BIT_FLAGS old_r_flags3 = 0L;
3135         BIT_FLAGS old_r_flags4 = 0L;
3136         BIT_FLAGS old_r_flags5 = 0L;
3137         BIT_FLAGS old_r_flags6 = 0L;
3138         BIT_FLAGS old_r_flagsr = 0L;
3139
3140         byte old_r_blows0 = 0;
3141         byte old_r_blows1 = 0;
3142         byte old_r_blows2 = 0;
3143         byte old_r_blows3 = 0;
3144
3145         byte old_r_cast_spell = 0;
3146
3147         SPEED speed;
3148
3149         /* Clear monster fighting indicator */
3150         current_floor_ptr->monster_noise = FALSE;
3151
3152         /* Memorize old race */
3153         old_monster_race_idx = p_ptr->monster_race_idx;
3154
3155         /* Acquire knowledge */
3156         if (p_ptr->monster_race_idx)
3157         {
3158                 /* Acquire current monster */
3159                 r_ptr = &r_info[p_ptr->monster_race_idx];
3160
3161                 /* Memorize flags */
3162                 old_r_flags1 = r_ptr->r_flags1;
3163                 old_r_flags2 = r_ptr->r_flags2;
3164                 old_r_flags3 = r_ptr->r_flags3;
3165                 old_r_flags4 = r_ptr->r_flags4;
3166                 old_r_flags5 = r_ptr->r_flags5;
3167                 old_r_flags6 = r_ptr->r_flags6;
3168                 old_r_flagsr = r_ptr->r_flagsr;
3169
3170                 /* Memorize blows */
3171                 old_r_blows0 = r_ptr->r_blows[0];
3172                 old_r_blows1 = r_ptr->r_blows[1];
3173                 old_r_blows2 = r_ptr->r_blows[2];
3174                 old_r_blows3 = r_ptr->r_blows[3];
3175
3176                 /* Memorize castings */
3177                 old_r_cast_spell = r_ptr->r_cast_spell;
3178         }
3179
3180
3181         /* Process the monsters (backwards) */
3182         for (i = current_floor_ptr->m_max - 1; i >= 1; i--)
3183         {
3184                 /* Access the monster */
3185                 m_ptr = &current_floor_ptr->m_list[i];
3186                 r_ptr = &r_info[m_ptr->r_idx];
3187
3188                 /* Handle "leaving" */
3189                 if (p_ptr->leaving) break;
3190
3191                 /* Ignore "dead" monsters */
3192                 if (!monster_is_valid(m_ptr)) continue;
3193
3194                 if (p_ptr->wild_mode) continue;
3195
3196
3197                 /* Handle "fresh" monsters */
3198                 if (m_ptr->mflag & MFLAG_BORN)
3199                 {
3200                         /* No longer "fresh" */
3201                         m_ptr->mflag &= ~(MFLAG_BORN);
3202
3203                         /* Skip */
3204                         continue;
3205                 }
3206
3207                 /* Hack -- Require proximity */
3208                 if (m_ptr->cdis >= AAF_LIMIT) continue;
3209
3210                 fx = m_ptr->fx;
3211                 fy = m_ptr->fy;
3212
3213                 /* Flow by smell is allowed */
3214                 if (!p_ptr->no_flowed)
3215                 {
3216                         m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3217                 }
3218
3219                 /* Assume no move */
3220                 test = FALSE;
3221
3222                 /* Handle "sensing radius" */
3223                 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3224                 {
3225                         /* We can "sense" the player */
3226                         test = TRUE;
3227                 }
3228
3229                 /* Handle "sight" and "aggravation" */
3230         else if ((m_ptr->cdis <= MAX_SIGHT || p_ptr->inside_battle) &&
3231                         (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3232                 {
3233                         /* We can "see" or "feel" the player */
3234                         test = TRUE;
3235                 }
3236
3237 #if 0 /* (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when == current_floor_ptr->grid_array[fy][fx].when) is always FALSE... */
3238                 /* Hack -- Monsters can "smell" the player from far away */
3239                 /* Note that most monsters have "aaf" of "20" or so */
3240                 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3241                         cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_MOVE) &&
3242                         (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when == current_floor_ptr->grid_array[fy][fx].when) &&
3243                         (current_floor_ptr->grid_array[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3244                         (current_floor_ptr->grid_array[fy][fx].dist < r_ptr->aaf))
3245                 {
3246                         /* We can "smell" the player */
3247                         test = TRUE;
3248                 }
3249 #endif
3250                 else if (m_ptr->target_y) test = TRUE;
3251
3252                 /* Do nothing */
3253                 if (!test) continue;
3254
3255
3256                 if (p_ptr->riding == i)
3257                         speed = p_ptr->pspeed;
3258                 else
3259                 {
3260                         speed = m_ptr->mspeed;
3261
3262                         /* Monsters move quickly in Nightmare mode */
3263                         if (ironman_nightmare) speed += 5;
3264
3265                         if (MON_FAST(m_ptr)) speed += 10;
3266                         if (MON_SLOW(m_ptr)) speed -= 10;
3267                 }
3268
3269                 /* Give this monster some energy */
3270                 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3271
3272                 /* Not enough energy to move */
3273                 if (m_ptr->energy_need > 0) continue;
3274
3275                 /* Use up "some" energy */
3276                 m_ptr->energy_need += ENERGY_NEED();
3277
3278                 /* Save global index */
3279                 hack_m_idx = i;
3280
3281                 /* Process the monster */
3282                 process_monster(i);
3283
3284                 reset_target(m_ptr);
3285
3286                 /* Give up flow_by_smell when it might useless */
3287                 if (p_ptr->no_flowed && one_in_(3))
3288                         m_ptr->mflag2 |= MFLAG2_NOFLOW;
3289
3290                 /* Hack -- notice death or departure */
3291                 if (!p_ptr->playing || p_ptr->is_dead) break;
3292
3293                 /* Notice leaving */
3294                 if (p_ptr->leaving) break;
3295         }
3296
3297         /* Reset global index */
3298         hack_m_idx = 0;
3299
3300
3301         /* Tracking a monster race (the same one we were before) */
3302         if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3303         {
3304                 /* Acquire monster race */
3305                 r_ptr = &r_info[p_ptr->monster_race_idx];
3306
3307                 /* Check for knowledge change */
3308                 if ((old_r_flags1 != r_ptr->r_flags1) ||
3309                         (old_r_flags2 != r_ptr->r_flags2) ||
3310                         (old_r_flags3 != r_ptr->r_flags3) ||
3311                         (old_r_flags4 != r_ptr->r_flags4) ||
3312                         (old_r_flags5 != r_ptr->r_flags5) ||
3313                         (old_r_flags6 != r_ptr->r_flags6) ||
3314                         (old_r_flagsr != r_ptr->r_flagsr) ||
3315                         (old_r_blows0 != r_ptr->r_blows[0]) ||
3316                         (old_r_blows1 != r_ptr->r_blows[1]) ||
3317                         (old_r_blows2 != r_ptr->r_blows[2]) ||
3318                         (old_r_blows3 != r_ptr->r_blows[3]) ||
3319                         (old_r_cast_spell != r_ptr->r_cast_spell))
3320                 {
3321                         p_ptr->window |= (PW_MONSTER);
3322                 }
3323         }
3324 }
3325