2 * @file monster-process.c
3 * @brief モンスターの特殊技能と移動処理/ Monster spells and movement
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
12 * This file has several additions to it by Keldon Jones (keldon@umr.edu)
13 * to improve the general quality of the AI (version 0.1.1).
23 #include "spells-summon.h"
26 #include "realm-hex.h"
27 #include "object-flavor.h"
28 #include "object-hook.h"
31 #include "player-move.h"
32 #include "monster-status.h"
33 #include "monster-spell.h"
34 #include "monster-process.h"
35 #include "monsterrace-hook.h"
42 * @brief モンスターが敵に接近するための方向を決める /
43 * Calculate the direction to the next enemy
44 * @param m_idx モンスターの参照ID
45 * @param mm 移動するべき方角IDを返す参照ポインタ
46 * @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
48 static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
51 POSITION x = 0, y = 0;
56 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
57 monster_race *r_ptr = &r_info[m_ptr->r_idx];
60 if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
62 y = current_floor_ptr->m_list[riding_t_m_idx].fy;
63 x = current_floor_ptr->m_list[riding_t_m_idx].fx;
65 else if (is_pet(m_ptr) && pet_t_m_idx)
67 y = current_floor_ptr->m_list[pet_t_m_idx].fy;
68 x = current_floor_ptr->m_list[pet_t_m_idx].fx;
72 if (p_ptr->inside_battle)
74 start = randint1(current_floor_ptr->m_max-1)+current_floor_ptr->m_max;
75 if(randint0(2)) plus = -1;
77 else start = current_floor_ptr->m_max + 1;
79 /* Scan thru all monsters */
80 for (i = start; ((i < start + current_floor_ptr->m_max) && (i > start - current_floor_ptr->m_max)); i+=plus)
82 MONSTER_IDX dummy = (i % current_floor_ptr->m_max);
87 t_ptr = ¤t_floor_ptr->m_list[t_idx];
89 /* The monster itself isn't a target */
90 if (t_ptr == m_ptr) continue;
92 if (!monster_is_valid(t_ptr)) continue;
96 /* Hack -- only fight away from player */
97 if (p_ptr->pet_follow_distance < 0)
99 /* No fighting near player */
100 if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
105 /* Hack -- no fighting away from player */
106 else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > p_ptr->pet_follow_distance))
111 if (r_ptr->aaf < t_ptr->cdis) continue;
114 /* Monster must be 'an enemy' */
115 if (!are_enemies(m_ptr, t_ptr)) continue;
117 /* Monster must be projectable if we can't pass through walls */
118 if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
119 ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
121 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
125 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
128 /* OK -- we've got a target */
134 if (!x && !y) return FALSE;
137 /* Extract the direction */
142 if ((y < 0) && (x == 0))
149 else if ((y > 0) && (x == 0))
156 else if ((x > 0) && (y == 0))
163 else if ((x < 0) && (y == 0))
170 else if ((y < 0) && (x < 0))
177 else if ((y < 0) && (x > 0))
184 else if ((y > 0) && (x < 0))
191 else if ((y > 0) && (x > 0))
198 /* Found a monster */
203 * @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 /
204 * Returns whether a given monster will try to run from the player.
205 * @param m_idx 逃走するモンスターの参照ID
206 * @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。
208 * Monsters will attempt to avoid very powerful players. See below.\n
210 * Because this function is called so often, little details are important\n
211 * for efficiency. Like not using "mod" or "div" when possible. And\n
212 * attempting to check the conditions in an optimal order. Note that\n
213 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
215 * Note that this function is responsible for about one to five percent\n
216 * of the processor use in normal conditions...\n
218 static bool mon_will_run(MONSTER_IDX m_idx)
220 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
224 monster_race *r_ptr = &r_info[m_ptr->r_idx];
228 HIT_POINT p_chp, p_mhp;
229 HIT_POINT m_chp, m_mhp;
234 /* Friends can be commanded to avoid the player */
237 /* Are we trying to avoid the player? */
238 return ((p_ptr->pet_follow_distance < 0) &&
239 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
242 /* Keep monsters from running too far away */
243 if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
245 /* All "afraid" monsters will run away */
246 if (MON_MONFEAR(m_ptr)) return (TRUE);
250 /* Nearby monsters will not become terrified */
251 if (m_ptr->cdis <= 5) return (FALSE);
253 /* Examine player power (level) */
256 /* Examine monster power (level plus morale) */
257 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
259 /* Optimize extreme cases below */
260 if (m_lev > p_lev + 4) return (FALSE);
261 if (m_lev + 4 <= p_lev) return (TRUE);
263 /* Examine player health */
267 /* Examine monster health */
269 m_mhp = m_ptr->maxhp;
271 /* Prepare to optimize the calculation */
272 p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
273 m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
275 /* Strong players scare strong monsters */
276 if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
280 /* Assume no terror */
286 * @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 /
287 * Search spell castable grid
288 * @param m_idx モンスターの参照ID
289 * @param yp 適したマスのY座標を返す参照ポインタ
290 * @param xp 適したマスのX座標を返す参照ポインタ
291 * @return 有効なマスがあった場合TRUEを返す
293 static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
296 POSITION y, x, y1, x1;
299 bool can_open_door = FALSE;
302 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
303 monster_race *r_ptr = &r_info[m_ptr->r_idx];
305 /* Monster location */
309 /* Monster can already cast spell to player */
310 if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
312 /* Set current grid cost */
313 now_cost = current_floor_ptr->grid_array[y1][x1].cost;
314 if (now_cost == 0) now_cost = 999;
316 /* Can monster bash or open doors? */
317 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
319 can_open_door = TRUE;
322 /* Check nearby grids, diagonals first */
323 for (i = 7; i >= 0; i--)
330 /* Ignore locations off of edge */
331 if (!in_bounds2(y, x)) continue;
333 /* Simply move to player */
334 if (player_bold(y, x)) return (FALSE);
336 g_ptr = ¤t_floor_ptr->grid_array[y][x];
340 /* Monster cannot kill or pass walls */
341 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))))
343 if (cost == 0) continue;
344 if (!can_open_door && is_closed_door(g_ptr->feat)) continue;
347 /* Hack -- for kill or pass wall monster.. */
348 if (cost == 0) cost = 998;
350 if (now_cost < cost) continue;
352 if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
354 /* Accept louder sounds */
355 if (best < cost) continue;
358 (*yp) = y1 + ddy_ddd[i];
359 (*xp) = x1 + ddx_ddd[i];
362 /* No legal move (?) */
363 if (best == 999) return (FALSE);
371 * @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 /
372 * Choose the "best" direction for "flowing"
373 * @param m_idx モンスターの参照ID
374 * @param yp 移動先のマスのY座標を返す参照ポインタ
375 * @param xp 移動先のマスのX座標を返す参照ポインタ
376 * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
377 * @return 有効なマスがあった場合TRUEを返す
379 * Note that ghosts and rock-eaters are never allowed to "flow",\n
380 * since they should move directly towards the player.\n
382 * Prefer "non-diagonal" directions, but twiddle them a little\n
383 * to angle slightly towards the player's actual location.\n
385 * Allow very perceptive monsters to track old "spoor" left by\n
386 * previous locations occupied by the player. This will tend\n
387 * to have monsters end up either near the player or on a grid\n
388 * recently occupied by the player (and left via "teleport").\n
390 * Note that if "smell" is turned on, all monsters get vicious.\n
392 * Also note that teleporting away from a location will cause\n
393 * the monsters who were chasing you to converge on that location\n
394 * as long as you are still near enough to "annoy" them without\n
395 * being close enough to chase directly. I have no idea what will\n
396 * happen if you combine "smell" with low "aaf" values.\n
398 static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
401 POSITION y, x, y1, x1;
404 bool use_scent = FALSE;
406 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
407 monster_race *r_ptr = &r_info[m_ptr->r_idx];
409 /* Can monster cast attack spell? */
410 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
411 r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
412 r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
414 /* Can move spell castable grid? */
415 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
418 /* Monster can't flow */
419 if (no_flow) return (FALSE);
421 /* Monster can go through rocks */
422 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
423 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
425 /* Monster location */
429 /* Hack -- Player can see us, run towards him */
430 if (player_has_los_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)) return (FALSE);
433 g_ptr = ¤t_floor_ptr->grid_array[y1][x1];
435 /* If we can hear noises, advance towards them */
441 /* Otherwise, try to follow a scent trail */
442 else if (g_ptr->when)
445 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when - g_ptr->when > 127) return (FALSE);
451 /* Otherwise, advance blindly */
457 /* Check nearby grids, diagonals first */
458 for (i = 7; i >= 0; i--)
463 /* Ignore locations off of edge */
464 if (!in_bounds2(y, x)) continue;
466 g_ptr = ¤t_floor_ptr->grid_array[y][x];
468 /* We're following a scent trail */
471 int when = g_ptr->when;
473 /* Accept younger scent */
474 if (best > when) continue;
478 /* We're using sound */
483 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
485 else cost = g_ptr->cost;
487 /* Accept louder sounds */
488 if ((cost == 0) || (best < cost)) continue;
492 /* Hack -- Save the "twiddled" location */
493 (*yp) = p_ptr->y + 16 * ddy_ddd[i];
494 (*xp) = p_ptr->x + 16 * ddx_ddd[i];
497 /* No legal move (?) */
498 if (best == 999 || best == 0) return (FALSE);
506 * @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 /
507 * Provide a location to flee to, but give the player a wide berth.
508 * @param m_idx モンスターの参照ID
509 * @param yp 移動先のマスのY座標を返す参照ポインタ
510 * @param xp 移動先のマスのX座標を返す参照ポインタ
511 * @return 有効なマスがあった場合TRUEを返す
513 * A monster may wish to flee to a location that is behind the player,\n
514 * but instead of heading directly for it, the monster should "swerve"\n
515 * around the player so that he has a smaller chance of getting hit.\n
517 static bool get_fear_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
519 POSITION y, x, y1, x1, fy, fx, gy = 0, gx = 0;
523 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
525 /* Monster location */
529 /* Desired destination */
533 /* Check nearby grids, diagonals first */
534 for (i = 7; i >= 0; i--)
541 /* Ignore locations off of edge */
542 if (!in_bounds2(y, x)) continue;
544 /* Don't move toward player */
545 /* if (current_floor_ptr->grid_array[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
547 /* Calculate distance of this grid from our destination */
548 dis = distance(y, x, y1, x1);
550 /* Score this grid */
551 s = 5000 / (dis + 3) - 500 / (current_floor_ptr->grid_array[y][x].dist + 1);
553 /* No negative scores */
556 /* Ignore lower scores */
557 if (s < score) continue;
559 /* Save the score and time */
562 /* Save the location */
567 /* No legal move (?) */
568 if (score == -1) return (FALSE);
579 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
582 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
583 * offsets of all the locations with a distance of n from a central point,
584 * with an offset of (0,0) indicating no more offsets at this distance.
586 * This is, of course, fairly unreadable, but it eliminates multiple loops
587 * from the previous version.
589 * It is probably better to replace these arrays with code to compute
590 * the relevant arrays, even if the storage is pre-allocated in hard
591 * coded sizes. At the very least, code should be included which is
592 * able to generate and dump these arrays (ala "los()").
594 * Also, the storage needs could be halved by using bytes.
596 * These arrays could be combined into two big arrays, using sub-arrays
597 * to hold the offsets and lengths of each portion of the sub-arrays, and
598 * this could perhaps also be used somehow in the "look" code.
602 static POSITION d_off_y_0[] = { 0 };
603 static POSITION d_off_x_0[] = { 0 };
605 static POSITION d_off_y_1[] = { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
606 static POSITION d_off_x_1[] = { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
608 static POSITION d_off_y_2[] = { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
609 static POSITION d_off_x_2[] = { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
611 static POSITION d_off_y_3[] = { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2, 3, 3, 3, 0 };
612 static POSITION d_off_x_3[] = { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2, -1, 0, 1, 0 };
614 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 };
615 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 static POSITION d_off_y_5[] =
619 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
620 -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
623 static POSITION d_off_x_5[] =
624 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
625 -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
629 static POSITION d_off_y_6[] =
630 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
631 -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
634 static POSITION d_off_x_6[] =
635 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
636 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
637 -3, 2, 3, -1, 0, 1, 0 };
640 static POSITION d_off_y_7[] =
641 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
642 -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
643 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
645 static POSITION d_off_x_7[] =
646 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
647 -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
648 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
652 static POSITION d_off_y_8[] =
653 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
654 -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
655 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
658 static POSITION d_off_x_8[] =
659 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
660 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
661 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
665 static POSITION d_off_y_9[] =
666 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
667 -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
668 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
669 7, 8, 8, 8, 8, 9, 9, 9, 0 };
671 static POSITION d_off_x_9[] =
672 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
673 -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
674 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
675 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
678 static POSITION *dist_offsets_y[10] =
680 d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
681 d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
684 static POSITION *dist_offsets_x[10] =
686 d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
687 d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
691 * @brief モンスターが逃げ込める安全な地点を返す /
692 * Choose a "safe" location near a monster for it to run toward.
693 * @param m_idx モンスターの参照ID
694 * @param yp 移動先のマスのY座標を返す参照ポインタ
695 * @param xp 移動先のマスのX座標を返す参照ポインタ
696 * @return 有効なマスがあった場合TRUEを返す
698 * A location is "safe" if it can be reached quickly and the player\n
699 * is not able to fire into it (it isn't a "clean shot"). So, this will\n
700 * cause monsters to "duck" behind walls. Hopefully, monsters will also\n
701 * try to run towards corridor openings if they are in a room.\n
703 * This function may take lots of CPU time if lots of monsters are\n
706 * Return TRUE if a safe location is available.\n
708 static bool find_safety(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
710 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
712 POSITION fy = m_ptr->fy;
713 POSITION fx = m_ptr->fx;
715 POSITION y, x, dy, dx, d, dis, i;
716 POSITION gy = 0, gx = 0, gdis = 0;
723 /* Start with adjacent locations, spread further */
724 for (d = 1; d < 10; d++)
726 /* Get the lists of points with a distance d from (fx, fy) */
727 y_offsets = dist_offsets_y[d];
728 x_offsets = dist_offsets_x[d];
730 /* Check the locations */
731 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
733 i++, dx = x_offsets[i], dy = y_offsets[i])
738 /* Skip illegal locations */
739 if (!in_bounds(y, x)) continue;
741 g_ptr = ¤t_floor_ptr->grid_array[y][x];
743 /* Skip locations in a wall */
744 if (!monster_can_cross_terrain(g_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
746 /* Check for "availability" (if monsters can flow) */
747 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
749 /* Ignore grids very far from the player */
750 if (g_ptr->dist == 0) continue;
752 /* Ignore too-distant grids */
753 if (g_ptr->dist > current_floor_ptr->grid_array[fy][fx].dist + 2 * d) continue;
756 /* Check for absence of shot (more or less) */
757 if (!projectable(p_ptr->y, p_ptr->x, y, x))
759 /* Calculate distance from player */
760 dis = distance(y, x, p_ptr->y, p_ptr->x);
762 /* Remember if further than previous */
772 /* Check for success */
779 /* Found safe place */
790 * @brief モンスターが隠れ潜める地点を返す /
791 * Choose a good hiding place near a monster for it to run toward.
792 * @param m_idx モンスターの参照ID
793 * @param yp 移動先のマスのY座標を返す参照ポインタ
794 * @param xp 移動先のマスのX座標を返す参照ポインタ
795 * @return 有効なマスがあった場合TRUEを返す
797 * Pack monsters will use this to "ambush" the player and lure him out\n
798 * of corridors into open space so they can swarm him.\n
800 * Return TRUE if a good location is available.\n
802 static bool find_hiding(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
804 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
805 monster_race *r_ptr = &r_info[m_ptr->r_idx];
807 POSITION fy = m_ptr->fy;
808 POSITION fx = m_ptr->fx;
810 POSITION y, x, dy, dx, d, dis, i;
811 POSITION gy = 0, gx = 0, gdis = 999;
813 POSITION *y_offsets, *x_offsets;
815 /* Start with adjacent locations, spread further */
816 for (d = 1; d < 10; d++)
818 /* Get the lists of points with a distance d from (fx, fy) */
819 y_offsets = dist_offsets_y[d];
820 x_offsets = dist_offsets_x[d];
822 /* Check the locations */
823 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
825 i++, dx = x_offsets[i], dy = y_offsets[i])
830 /* Skip illegal locations */
831 if (!in_bounds(y, x)) continue;
833 /* Skip occupied locations */
834 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
836 /* Check for hidden, available grid */
837 if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
839 /* Calculate distance from player */
840 dis = distance(y, x, p_ptr->y, p_ptr->x);
842 /* Remember if closer than previous */
843 if (dis < gdis && dis >= 2)
852 /* Check for success */
859 /* Found good place */
870 * @brief モンスターの移動方向を返す /
871 * Choose "logical" directions for monster movement
872 * @param m_idx モンスターの参照ID
873 * @param mm 移動方向を返す方向IDの参照ポインタ
874 * @return 有効方向があった場合TRUEを返す
876 static bool get_moves(MONSTER_IDX m_idx, DIRECTION *mm)
878 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
879 monster_race *r_ptr = &r_info[m_ptr->r_idx];
880 POSITION y = 0, ay, x = 0, ax;
882 POSITION y2 = p_ptr->y;
883 POSITION x2 = p_ptr->x;
885 bool will_run = mon_will_run(m_idx);
887 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].cost > 2));
888 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
890 /* Counter attack to an enemy monster */
891 if (!will_run && m_ptr->target_y)
893 int t_m_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
895 /* The monster must be an enemy, and in LOS */
897 are_enemies(m_ptr, ¤t_floor_ptr->m_list[t_m_idx]) &&
898 los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
899 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
901 /* Extract the "pseudo-direction" */
902 y = m_ptr->fy - m_ptr->target_y;
903 x = m_ptr->fx - m_ptr->target_x;
908 if (!done && !will_run && is_hostile(m_ptr) &&
909 (r_ptr->flags1 & RF1_FRIENDS) &&
910 ((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)) ||
911 (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
914 * Animal packs try to get the player out of corridors
915 * (...unless they can move through walls -- TY)
917 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
918 !(r_ptr->flags2 & RF2_KILL_WALL))
922 /* Count room grids next to player */
923 for (i = 0; i < 8; i++)
925 int xx = p_ptr->x + ddx_ddd[i];
926 int yy = p_ptr->y + ddy_ddd[i];
928 if (!in_bounds2(yy, xx)) continue;
930 g_ptr = ¤t_floor_ptr->grid_array[yy][xx];
933 if (monster_can_cross_terrain(g_ptr->feat, r_ptr, 0))
935 /* One more room grid */
939 if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_ROOM) room -= 2;
940 if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
942 /* Not in a room and strong player */
943 if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
944 (p_ptr->mhp + p_ptr->msp))
946 /* Find hiding place */
947 if (find_hiding(m_idx, &y, &x)) done = TRUE;
951 /* Monster groups try to surround the player */
952 if (!done && (current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < 3))
956 /* Find an empty square near the player to fill */
957 for (i = 0; i < 8; i++)
959 /* Pick squares near player (semi-randomly) */
960 y2 = p_ptr->y + ddy_ddd[(m_idx + i) & 7];
961 x2 = p_ptr->x + ddx_ddd[(m_idx + i) & 7];
964 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
966 /* Attack the player */
973 if (!in_bounds2(y2, x2)) continue;
975 /* Ignore filled grids */
976 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
978 /* Try to fill this hole */
982 /* Extract the new "pseudo-direction" */
992 /* Flow towards the player */
993 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
995 /* Extract the "pseudo-direction" */
1002 /* Apply fear if possible and necessary */
1003 if (is_pet(m_ptr) && will_run)
1005 /* XXX XXX Not very "smart" */
1010 if (!done && will_run)
1015 /* Try to find safe place */
1016 if (find_safety(m_idx, &y, &x))
1018 /* Attempt to avoid the player */
1021 /* Adjust movement */
1022 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1028 /* This is not a very "smart" method XXX XXX */
1036 /* Check for no move */
1037 if (!x && !y) return (FALSE);
1040 /* Extract the "absolute distances" */
1044 /* Do something weird */
1045 if (y < 0) move_val += 8;
1046 if (x > 0) move_val += 4;
1048 /* Prevent the diamond maneuvre */
1049 if (ay > (ax << 1)) move_val += 2;
1050 else if (ax > (ay << 1)) move_val++;
1052 /* Extract some directions */
1197 /* Wants to move... */
1203 * @brief モンスターから敵モンスターへの命中判定
1204 * @param power 打撃属性による基本命中値
1205 * @param level 攻撃側モンスターのレベル
1206 * @param ac 目標モンスターのAC
1207 * @param stun 攻撃側モンスターが朦朧状態ならTRUEを返す
1208 * @return 命中ならばTRUEを返す
1210 static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
1214 /* Percentile dice */
1217 if (stun && one_in_(2)) return FALSE;
1219 /* Hack -- Always miss or hit */
1220 if (k < 10) return (k < 5);
1222 /* Calculate the "attack quality" */
1223 i = (power + (level * 3));
1225 /* Power and Level compete against Armor */
1226 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1233 #define BLOW_EFFECT_TYPE_NONE 0
1234 #define BLOW_EFFECT_TYPE_FEAR 1
1235 #define BLOW_EFFECT_TYPE_SLEEP 2
1236 #define BLOW_EFFECT_TYPE_HEAL 3
1240 * @brief モンスターから敵モンスターへの打撃攻撃処理
1241 * @param m_idx 攻撃側モンスターの参照ID
1242 * @param t_idx 目標側モンスターの参照ID
1243 * @return 実際に打撃処理が行われた場合TRUEを返す
1245 static bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
1247 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1248 monster_type *t_ptr = ¤t_floor_ptr->m_list[t_idx];
1250 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1251 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1253 ARMOUR_CLASS ap_cnt;
1257 GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
1258 char temp[MAX_NLEN];
1260 bool explode = FALSE, touched = FALSE, fear = FALSE, dead = FALSE;
1261 POSITION y_saver = t_ptr->fy;
1262 POSITION x_saver = t_ptr->fx;
1265 bool see_m = is_seen(m_ptr);
1266 bool see_t = is_seen(t_ptr);
1267 bool see_either = see_m || see_t;
1269 /* Can the player be aware of this attack? */
1270 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1271 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1273 /* Cannot attack self */
1274 if (m_idx == t_idx) return FALSE;
1276 /* Not allowed to attack */
1277 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1279 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
1284 /* Extract the effective monster level */
1285 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1287 monster_desc(m_name, m_ptr, 0);
1288 monster_desc(t_name, t_ptr, 0);
1290 /* Assume no blink */
1293 if (!see_either && known)
1298 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
1300 /* Scan through all four blows */
1301 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1303 bool obvious = FALSE;
1305 HIT_POINT power = 0;
1306 HIT_POINT damage = 0;
1310 /* Extract the attack infomation */
1311 int effect = r_ptr->blow[ap_cnt].effect;
1312 int method = r_ptr->blow[ap_cnt].method;
1313 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1314 int d_side = r_ptr->blow[ap_cnt].d_side;
1316 if (!monster_is_valid(m_ptr)) break;
1318 /* Stop attacking if the target dies! */
1319 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1322 /* Hack -- no more attacks */
1325 if (method == RBM_SHOOT) continue;
1327 /* Extract the attack "power" */
1328 power = mbe_info[effect].power;
1331 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1333 (void)set_monster_csleep(t_idx, 0);
1337 /* Redraw the health bar */
1338 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
1339 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
1342 /* Describe the attack method */
1347 act = _("%sを殴った。", "hits %s.");
1354 act = _("%sを触った。", "touches %s.");
1361 act = _("%sをパンチした。", "punches %s.");
1368 act = _("%sを蹴った。", "kicks %s.");
1375 act = _("%sをひっかいた。", "claws %s.");
1382 act = _("%sを噛んだ。", "bites %s.");
1389 act = _("%sを刺した。", "stings %s.");
1396 act = _("%sを斬った。", "slashes %s.");
1402 act = _("%sを角で突いた。", "butts %s.");
1409 act = _("%sに体当りした。", "crushes %s.");
1416 act = _("%sを飲み込んだ。", "engulfs %s.");
1423 act = _("%sに請求書をよこした。", "charges %s.");
1430 act = _("%sの体の上を這い回った。", "crawls on %s.");
1437 act = _("%sによだれをたらした。", "drools on %s.");
1444 act = _("%sに唾を吐いた。", "spits on %s.");
1451 if (see_either) disturb(TRUE, TRUE);
1452 act = _("爆発した。", "explodes.");
1460 act = _("%sをにらんだ。", "gazes at %s.");
1467 act = _("%sに泣きついた。", "wails at %s.");
1474 act = _("%sに胞子を飛ばした。", "releases spores at %s.");
1481 act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
1488 act = _("%sに金をせがんだ。", "begs %s for money.");
1495 act = _("%sを侮辱した。", "insults %s.");
1502 act = _("%sにむかってうめいた。", "moans at %s.");
1509 act = _("%sにむかって歌った。", "sings to %s.");
1515 if (act && see_either)
1518 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1519 strfmt(temp, act, t_name);
1520 msg_format("%^sは%s", m_name, temp);
1522 if (do_silly_attack)
1524 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1525 strfmt(temp, "%s %s.", act, t_name);
1527 else strfmt(temp, act, t_name);
1528 msg_format("%^s %s", m_name, temp);
1532 /* Hack -- assume all attacks are obvious */
1535 /* Roll out the damage */
1536 damage = damroll(d_dice, d_side);
1538 /* Assume no effect */
1539 effect_type = BLOW_EFFECT_TYPE_NONE;
1543 /* Apply appropriate damage */
1552 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1554 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1555 damage = MAX(damage, tmp_damage * 2);
1562 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1577 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1613 effect_type = BLOW_EFFECT_TYPE_FEAR;
1617 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1621 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1622 if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1637 pt = GF_HYPODYNAMIA;
1638 effect_type = BLOW_EFFECT_TYPE_HEAL;
1656 /* Do damage if not exploding */
1659 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1660 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1663 switch (effect_type)
1665 case BLOW_EFFECT_TYPE_FEAR:
1666 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1667 damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1670 case BLOW_EFFECT_TYPE_SLEEP:
1671 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1672 r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1675 case BLOW_EFFECT_TYPE_HEAL:
1676 if ((monster_living(m_idx)) && (damage > 2))
1678 bool did_heal = FALSE;
1680 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1683 m_ptr->hp += damroll(4, damage / 6);
1684 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1686 /* Redraw (later) if needed */
1687 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1688 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1690 /* Special message */
1691 if (see_m && did_heal)
1693 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1702 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
1704 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1708 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
1710 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
1711 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1712 damroll (1 + ((tr_ptr->level) / 26),
1713 1 + ((tr_ptr->level) / 17)),
1714 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1718 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1723 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
1725 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1729 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
1731 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
1732 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1733 damroll (1 + ((tr_ptr->level) / 26),
1734 1 + ((tr_ptr->level) / 17)),
1735 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1739 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1744 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
1746 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1750 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
1752 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
1753 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1754 damroll (1 + ((tr_ptr->level) / 26),
1755 1 + ((tr_ptr->level) / 17)),
1756 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1760 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1767 /* Monster missed player */
1770 /* Analyze failed attacks */
1786 (void)set_monster_csleep(t_idx, 0);
1788 /* Visible monsters */
1792 msg_format("%sは%^sの攻撃をかわした。", t_name, m_name);
1794 msg_format("%^s misses %s.", m_name, t_name);
1804 /* Analyze "visible" monsters only */
1805 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
1807 /* Count "obvious" attacks (and ones that cause damage) */
1808 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
1810 /* Count attacks of this type */
1811 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
1813 r_ptr->r_blows[ap_cnt]++;
1821 sound(SOUND_EXPLODE);
1823 /* Cancel Invulnerability */
1824 (void)set_monster_invulner(m_idx, 0, FALSE);
1825 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);
1830 if (blinked && m_ptr->r_idx)
1832 if (teleport_barrier(m_idx))
1836 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."));
1847 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
1854 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
1862 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
1864 return !have_flag(f_ptr->flags, FF_GLASS) ||
1865 (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
1866 (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
1871 * @brief モンスター単体の1ターン行動処理メインルーチン /
1873 * @param m_idx 行動モンスターの参照ID
1876 * The monster is known to be within 100 grids of the player\n
1878 * In several cases, we directly update the monster lore\n
1880 * Note that a monster is only allowed to "reproduce" if there\n
1881 * are a limited number of "reproducing" monsters on the current\n
1882 * level. This should prevent the level from being "swamped" by\n
1883 * reproducing monsters. It also allows a large mass of mice to\n
1884 * prevent a louse from multiplying, but this is a small price to\n
1885 * pay for a simple multiplication method.\n
1887 * XXX Monster fear is slightly odd, in particular, monsters will\n
1888 * fixate on opening a door even if they cannot open it. Actually,\n
1889 * the same thing happens to normal monsters when they hit a door\n
1891 * In addition, monsters which *cannot* open or bash\n
1892 * down a door will still stand there trying to open it...\n
1894 * XXX Technically, need to check for monster in the way\n
1895 * combined with that monster being in a wall (or door?)\n
1897 * A "direction" of "5" means "pick a random direction".\n
1899 void process_monster(MONSTER_IDX m_idx)
1901 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
1902 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1903 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
1906 POSITION oy, ox, ny, nx;
1911 feature_type *f_ptr;
1913 monster_type *y_ptr;
1918 bool must_alter_to_move;
1927 bool gets_angry = FALSE;
1932 bool is_riding_mon = (m_idx == p_ptr->riding);
1933 bool see_m = is_seen(m_ptr);
1935 if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
1937 if (rakuba(0, TRUE))
1940 msg_print("地面に落とされた。");
1942 GAME_TEXT m_name[MAX_NLEN];
1943 monster_desc(m_name, ¤t_floor_ptr->m_list[p_ptr->riding], 0);
1944 msg_format("You have fallen from %s.", m_name);
1949 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
1951 choose_new_monster(m_idx, FALSE, 0);
1952 r_ptr = &r_info[m_ptr->r_idx];
1955 /* Players hidden in shadow are almost imperceptable. -LM- */
1956 if (p_ptr->special_defense & NINJA_S_STEALTH)
1958 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
1959 if (p_ptr->monlite) tmp /= 3;
1960 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1961 if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
1962 /* Low-level monsters will find it difficult to locate the player. */
1963 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
1966 /* Are there its parent? */
1967 if (m_ptr->parent_m_idx && !current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx)
1969 /* Its parent have gone, it also goes away. */
1973 GAME_TEXT m_name[MAX_NLEN];
1974 monster_desc(m_name, m_ptr, 0);
1975 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
1978 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1980 GAME_TEXT m_name[MAX_NLEN];
1981 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1982 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
1985 delete_monster_idx(m_idx);
1990 /* Quantum monsters are odd */
1991 if (r_ptr->flags2 & (RF2_QUANTUM))
1993 /* Sometimes skip move */
1994 if (!randint0(2)) return;
1997 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2001 if (is_pet(m_ptr) && !(m_ptr->ml)) sad = TRUE;
2005 GAME_TEXT m_name[MAX_NLEN];
2006 monster_desc(m_name, m_ptr, 0);
2008 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2011 /* Generate treasure, etc */
2012 monster_death(m_idx, FALSE);
2014 delete_monster_idx(m_idx);
2017 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2024 if (m_ptr->r_idx == MON_SHURYUUDAN)
2026 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);
2030 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2032 static int riding_pinch = 0;
2034 if (m_ptr->hp < m_ptr->maxhp/3)
2036 GAME_TEXT m_name[MAX_NLEN];
2037 monster_desc(m_name, m_ptr, 0);
2039 if (is_riding_mon && riding_pinch < 2)
2041 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。",
2042 "%^s seems to be in so much pain, and trying to escape from your restriction."), m_name);
2044 disturb(TRUE, TRUE);
2050 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);
2051 if (rakuba(-1, FALSE))
2053 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2059 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) &&
2060 player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))
2062 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);
2064 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);
2065 msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
2068 if (is_riding_mon && rakuba(-1, FALSE))
2070 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2073 check_quest_completion(m_ptr);
2074 delete_monster_idx(m_idx);
2080 /* Reset the counter */
2081 if (is_riding_mon) riding_pinch = 0;
2085 /* Handle "sleep" */
2086 if (MON_CSLEEP(m_ptr))
2088 /* Handle non-aggravation - Still sleeping */
2089 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2091 (void)set_monster_csleep(m_idx, 0);
2093 /* Notice the "waking up" */
2096 GAME_TEXT m_name[MAX_NLEN];
2097 monster_desc(m_name, m_ptr, 0);
2098 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2101 /* Hack -- Count the wakings */
2102 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2109 if (MON_STUNNED(m_ptr))
2111 /* Sometimes skip move */
2112 if (one_in_(2)) return;
2117 p_ptr->update |= (PU_BONUS);
2120 /* No one wants to be your friend if you're aggravating */
2121 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2124 /* Paranoia... no pet uniques outside wizard mode -- TY */
2125 if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2126 monster_has_hostile_align(NULL, 10, -10, r_ptr)) || (r_ptr->flagsr & RFR_RES_ALL)))
2131 if (p_ptr->inside_battle) gets_angry = FALSE;
2135 if (is_pet(m_ptr) || see_m)
2137 GAME_TEXT m_name[MAX_NLEN];
2138 monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
2139 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
2145 /* Get the origin */
2149 /* Attempt to "multiply" if able and allowed */
2150 if ((r_ptr->flags2 & RF2_MULTIPLY) && (current_floor_ptr->num_repro < MAX_REPRO))
2155 /* Count the adjacent monsters */
2156 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2158 for (x = ox - 1; x <= ox + 1; x++)
2160 /* Ignore locations off of edge */
2161 if (!in_bounds2(y, x)) continue;
2162 if (current_floor_ptr->grid_array[y][x].m_idx) k++;
2167 if (multiply_barrier(m_idx)) k = 8;
2169 /* Hack -- multiply slower in crowded areas */
2170 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2172 /* Try to multiply */
2173 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2175 /* Take note if visible */
2176 if (current_floor_ptr->m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2178 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2181 /* Multiplying takes energy */
2187 if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
2189 /* Hack -- Ohmu scatters molds! */
2190 if (m_ptr->r_idx == MON_OHMU)
2192 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2194 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2197 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2198 BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2200 for (k = 0; k < A_MAX; k++)
2202 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode), '\0'))
2204 if (current_floor_ptr->m_list[hack_m_idx_ii].ml) count++;
2208 if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2214 if (!p_ptr->inside_battle)
2216 /* Hack! "Cyber" monster makes noise... */
2217 if (m_ptr->ap_r_idx == MON_CYBER &&
2218 one_in_(CYBERNOISE) &&
2219 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2221 if (disturb_minor) disturb(FALSE, FALSE);
2222 msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
2225 /* Some monsters can speak */
2226 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2227 one_in_(SPEAK_CHANCE) &&
2228 player_has_los_bold(oy, ox) &&
2229 projectable(oy, ox, p_ptr->y, p_ptr->x))
2231 GAME_TEXT m_name[MAX_NLEN];
2232 char monmessage[1024];
2235 /* Acquire the monster name/poss */
2237 monster_desc(m_name, m_ptr, 0);
2239 strcpy(m_name, _("それ", "It"));
2241 /* Select the file for monster quotes */
2242 if (MON_MONFEAR(m_ptr))
2243 filename = _("monfear_j.txt", "monfear.txt");
2244 else if (is_pet(m_ptr))
2245 filename = _("monpet_j.txt", "monpet.txt");
2246 else if (is_friendly(m_ptr))
2247 filename = _("monfrien_j.txt", "monfrien.txt");
2249 filename = _("monspeak_j.txt", "monspeak.txt");
2250 /* Get the monster line */
2251 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2254 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2259 /* Try to cast spell occasionally */
2260 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2262 bool counterattack = FALSE;
2264 /* Give priority to counter attack? */
2265 if (m_ptr->target_y)
2267 MONSTER_IDX t_m_idx = current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
2269 /* The monster must be an enemy, and projectable */
2270 if (t_m_idx && are_enemies(m_ptr, ¤t_floor_ptr->m_list[t_m_idx]) &&
2271 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2273 counterattack = TRUE;
2279 /* Attempt to cast a spell */
2280 if (aware && make_attack_spell(m_idx)) return;
2283 * Attempt to cast a spell at an enemy other than the player
2284 * (may slow the game a smidgeon, but I haven't noticed.)
2286 if (monst_spell_monst(m_idx)) return;
2290 /* Attempt to do counter attack at first */
2291 if (monst_spell_monst(m_idx)) return;
2293 if (aware && make_attack_spell(m_idx)) return;
2297 /* Hack -- Assume no movement */
2298 mm[0] = mm[1] = mm[2] = mm[3] = 0;
2299 mm[4] = mm[5] = mm[6] = mm[7] = 0;
2302 /* Confused -- 100% random */
2303 if (MON_CONFUSED(m_ptr) || !aware)
2305 /* Try four "random" directions */
2306 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2309 /* 75% random movement */
2310 else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2311 (randint0(100) < 75))
2313 /* Memorize flags */
2314 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2316 /* Try four "random" directions */
2317 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2320 /* 50% random movement */
2321 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2322 (randint0(100) < 50))
2324 /* Memorize flags */
2325 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2327 /* Try four "random" directions */
2328 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2331 /* 25% random movement */
2332 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2333 (randint0(100) < 25))
2335 /* Memorize flags */
2336 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2338 /* Try four "random" directions */
2339 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2342 /* Can't reach player - find something else to hit */
2343 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2345 /* Try four "random" directions */
2346 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2348 /* Look for an enemy */
2349 #if 0 /* Hack - Too slow. Mimic pits are horrible with this on. */
2350 get_enemy_dir(m_idx, mm);
2354 /* Pets will follow the player */
2355 else if (is_pet(m_ptr))
2357 /* Are we trying to avoid the player? */
2358 bool avoid = ((p_ptr->pet_follow_distance < 0) && (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2360 /* Do we want to find the player? */
2361 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2363 /* Should we find the player if we can't find a monster? */
2364 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2366 /* by default, move randomly */
2367 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2369 /* Look for an enemy */
2370 if (!get_enemy_dir(m_idx, mm))
2372 /* Find the player if necessary */
2373 if (avoid || lonely || distant)
2375 /* Remember the leash length */
2376 POSITION dis = p_ptr->pet_follow_distance;
2378 /* Hack -- adjust follow distance temporarily */
2379 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2381 p_ptr->pet_follow_distance = PET_SEEK_DIST;
2384 /* Find the player */
2385 (void)get_moves(m_idx, mm);
2387 /* Restore the leash */
2388 p_ptr->pet_follow_distance = (s16b)dis;
2393 /* Friendly monster movement */
2394 else if (!is_hostile(m_ptr))
2396 /* by default, move randomly */
2397 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2399 /* Look for an enemy */
2400 get_enemy_dir(m_idx, mm);
2402 /* Normal movement */
2405 /* Logical moves, may do nothing */
2406 if (!get_moves(m_idx, mm)) return;
2409 /* Assume nothing */
2413 must_alter_to_move = FALSE;
2415 /* Assume nothing */
2416 did_open_door = FALSE;
2417 did_bash_door = FALSE;
2418 did_take_item = FALSE;
2419 did_kill_item = FALSE;
2420 did_move_body = FALSE;
2421 did_pass_wall = FALSE;
2422 did_kill_wall = FALSE;
2424 /* Take a zero-terminated array of "directions" */
2425 for (i = 0; mm[i]; i++)
2427 /* Get the direction */
2430 /* Hack -- allow "randomized" motion */
2431 if (d == 5) d = ddd[randint0(8)];
2433 /* Get the destination */
2437 /* Ignore locations off of edge */
2438 if (!in_bounds2(ny, nx)) continue;
2440 /* Access that grid */
2441 g_ptr = ¤t_floor_ptr->grid_array[ny][nx];
2442 f_ptr = &f_info[g_ptr->feat];
2443 can_cross = monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2445 /* Access that grid's contents */
2446 y_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
2448 /* Hack -- player 'in' wall */
2449 if (player_bold(ny, nx))
2454 /* Possibly a monster to attack */
2455 else if (g_ptr->m_idx)
2460 /* Monster destroys walls (and doors) */
2461 else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
2462 (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
2463 have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
2464 check_hp_for_feat_destruction(f_ptr, m_ptr))
2466 /* Eat through walls/doors/rubble */
2468 if (!can_cross) must_alter_to_move = TRUE;
2470 /* Monster destroyed a wall (later) */
2471 did_kill_wall = TRUE;
2474 /* Floor is open? */
2477 /* Go ahead and move */
2480 /* Monster moves through walls (and doors) */
2481 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2482 have_flag(f_ptr->flags, FF_CAN_PASS))
2484 /* Monster went through a wall */
2485 did_pass_wall = TRUE;
2489 /* Handle doors and secret doors */
2490 else if (is_closed_door(g_ptr->feat))
2492 bool may_bash = TRUE;
2494 /* Assume no move allowed */
2497 /* Creature can open doors. */
2498 if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2499 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2504 /* The door is open */
2505 did_open_door = TRUE;
2507 /* Do not bash the door */
2513 /* Locked doors (not jammed) */
2516 /* Try to unlock it */
2517 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2519 /* Unlock the door */
2520 cave_alter_feat(ny, nx, FF_DISARM);
2522 /* Do not bash the door */
2530 /* Stuck doors -- attempt to bash them down if allowed */
2531 if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2532 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2534 /* Attempt to Bash */
2535 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
2537 if (have_flag(f_ptr->flags, FF_GLASS))
2538 msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
2540 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2542 /* Disturb (sometimes) */
2543 if (disturb_minor) disturb(FALSE, FALSE);
2545 /* The door was bashed open */
2546 did_bash_door = TRUE;
2548 /* Hack -- fall into doorway */
2550 must_alter_to_move = TRUE;
2555 /* Deal with doors in the way */
2556 if (did_open_door || did_bash_door)
2558 /* Break down the door */
2559 if (did_bash_door && ((randint0(100) < 50) || (feat_state(g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
2561 cave_alter_feat(ny, nx, FF_BASH);
2563 if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */
2565 p_ptr->update |= (PU_FLOW);
2566 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2567 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2576 cave_alter_feat(ny, nx, FF_OPEN);
2579 f_ptr = &f_info[g_ptr->feat];
2581 /* Handle viewable doors */
2586 /* Hack -- check for Glyph of Warding */
2587 if (do_move && is_glyph_grid(g_ptr) &&
2588 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2590 /* Assume no move allowed */
2593 /* Break the ward */
2594 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2596 /* Describe observable breakage */
2597 if (g_ptr->info & CAVE_MARK)
2599 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2602 /* Forget the rune */
2603 g_ptr->info &= ~(CAVE_MARK);
2605 /* Break the rune */
2606 g_ptr->info &= ~(CAVE_OBJECT);
2609 /* Allow movement */
2615 else if (do_move && is_explosive_rune_grid(g_ptr) &&
2616 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2618 /* Assume no move allowed */
2621 /* Break the ward */
2624 /* Break the ward */
2625 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2627 /* Describe observable breakage */
2628 if (g_ptr->info & CAVE_MARK)
2630 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2631 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);
2636 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2639 /* Forget the rune */
2640 g_ptr->info &= ~(CAVE_MARK);
2642 /* Break the rune */
2643 g_ptr->info &= ~(CAVE_OBJECT);
2649 if (!monster_is_valid(m_ptr)) return;
2650 /* Allow movement */
2655 /* The player is in the way */
2656 if (do_move && player_bold(ny, nx))
2658 /* Some monsters never attack */
2659 if (r_ptr->flags1 & RF1_NEVER_BLOW)
2661 /* Hack -- memorize lack of attacks */
2662 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
2668 /* In anti-melee dungeon, stupid or confused monster takes useless current_world_ptr->game_turn */
2669 if (do_move && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
2671 if (!MON_CONFUSED(m_ptr))
2673 if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2676 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2681 /* The player is in the way. Attack him. */
2684 if (!p_ptr->riding || one_in_(2))
2687 (void)make_attack_normal(m_idx);
2692 /* Took a current_world_ptr->game_turn */
2698 /* A monster is in the way */
2699 if (do_move && g_ptr->m_idx)
2701 monster_race *z_ptr = &r_info[y_ptr->r_idx];
2703 /* Assume no movement */
2706 /* Attack 'enemies' */
2707 if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
2708 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
2709 can_cross && (g_ptr->m_idx != p_ptr->riding)) ||
2710 are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
2712 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2714 if (r_ptr->flags2 & RF2_KILL_BODY)
2716 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2720 if (y_ptr->r_idx && (y_ptr->hp >= 0))
2722 if (monst_attack_monst(m_idx, g_ptr->m_idx)) return;
2724 /* In anti-melee dungeon, stupid or confused monster takes useless current_world_ptr->game_turn */
2725 else if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
2727 if (MON_CONFUSED(m_ptr)) return;
2728 else if (r_ptr->flags2 & RF2_STUPID)
2730 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2738 /* Push past weaker monsters (unless leaving a wall) */
2739 else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
2740 (r_ptr->mexp > z_ptr->mexp) &&
2741 can_cross && (g_ptr->m_idx != p_ptr->riding) &&
2742 monster_can_cross_terrain(current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
2744 /* Allow movement */
2747 /* Monster pushed past another monster */
2748 did_move_body = TRUE;
2750 /* Wake up the moved monster */
2751 (void)set_monster_csleep(g_ptr->m_idx, 0);
2759 if (!p_ptr->riding_ryoute && !MON_MONFEAR(¤t_floor_ptr->m_list[p_ptr->riding])) do_move = FALSE;
2762 if (did_kill_wall && do_move)
2764 if (one_in_(GRINDNOISE))
2766 if (have_flag(f_ptr->flags, FF_GLASS))
2767 msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
2769 msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
2772 cave_alter_feat(ny, nx, FF_HURT_DISI);
2774 if (!monster_is_valid(m_ptr)) /* Killed by shards of glass, etc. */
2776 p_ptr->update |= (PU_FLOW);
2777 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2778 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
2783 f_ptr = &f_info[g_ptr->feat];
2785 /* Note changes to viewable region */
2790 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
2792 if (!monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
2794 /* Assume no move allowed */
2800 * Check if monster can cross terrain
2801 * This is checked after the normal attacks
2802 * to allow monsters to attack an enemy,
2803 * even if it can't enter the terrain.
2805 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
2807 /* Assume no move allowed */
2811 /* Some monsters never move */
2812 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
2814 /* Hack -- memorize lack of moves */
2815 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
2821 /* Creature has been allowed move */
2826 if (have_flag(f_ptr->flags, FF_TREE))
2828 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
2830 m_ptr->energy_need += ENERGY_NEED();
2836 /* Hack -- Update the old location */
2837 current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
2839 /* Mega-Hack -- move the old monster, if any */
2842 /* Move the old monster */
2846 /* Update the old monster */
2847 update_monster(g_ptr->m_idx, TRUE);
2850 /* Hack -- Update the new location */
2851 g_ptr->m_idx = m_idx;
2853 /* Move the monster */
2856 update_monster(m_idx, TRUE);
2863 /* sound(SOUND_WALK); */
2864 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
2867 /* Possible disturb */
2870 (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
2871 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
2873 if (is_hostile(m_ptr))
2874 disturb(FALSE, TRUE);
2877 /* Take or Kill objects on the floor */
2878 if (g_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
2879 (!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
2881 OBJECT_IDX this_o_idx, next_o_idx;
2882 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
2884 /* Scan all objects in the grid */
2885 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
2887 BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
2888 GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
2889 object_type *o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
2890 next_o_idx = o_ptr->next_o_idx;
2895 if (o_ptr->tval == TV_GOLD) continue;
2898 * Skip "real" corpses and statues, to avoid extreme
2899 * silliness like a novice rogue pockets full of statues
2902 if ((o_ptr->tval == TV_CORPSE) ||
2903 (o_ptr->tval == TV_STATUE)) continue;
2906 /* Extract some flags */
2907 object_flags(o_ptr, flgs);
2909 /* Acquire the object name */
2910 object_desc(o_name, o_ptr, 0);
2911 monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
2913 /* React to objects that hurt the monster */
2914 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
2915 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
2916 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
2917 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
2918 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
2919 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
2920 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
2921 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
2922 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
2923 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
2924 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
2925 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
2926 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
2927 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
2928 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
2929 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
2930 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
2931 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
2932 if (have_flag(flgs, TR_BRAND_ACID)) flgr |= (RFR_IM_ACID);
2933 if (have_flag(flgs, TR_BRAND_ELEC)) flgr |= (RFR_IM_ELEC);
2934 if (have_flag(flgs, TR_BRAND_FIRE)) flgr |= (RFR_IM_FIRE);
2935 if (have_flag(flgs, TR_BRAND_COLD)) flgr |= (RFR_IM_COLD);
2936 if (have_flag(flgs, TR_BRAND_POIS)) flgr |= (RFR_IM_POIS);
2938 /* The object cannot be picked up by the monster */
2939 if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
2940 ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
2942 /* Only give a message for "take_item" */
2943 if (do_take && (r_ptr->flags2 & RF2_STUPID))
2945 did_take_item = TRUE;
2947 /* Describe observable situations */
2948 if (m_ptr->ml && player_can_see_bold(ny, nx))
2950 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);
2955 /* Pick up the item */
2958 did_take_item = TRUE;
2960 /* Describe observable situations */
2961 if (player_can_see_bold(ny, nx))
2963 msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
2966 /* Excise the object */
2967 excise_object_idx(this_o_idx);
2970 o_ptr->marked &= OM_TOUCHED;
2972 /* Forget location */
2973 o_ptr->iy = o_ptr->ix = 0;
2975 /* Memorize monster */
2976 o_ptr->held_m_idx = m_idx;
2979 o_ptr->next_o_idx = m_ptr->hold_o_idx;
2982 m_ptr->hold_o_idx = this_o_idx;
2985 /* Destroy the item if not a pet */
2986 else if (!is_pet(m_ptr))
2988 did_kill_item = TRUE;
2990 /* Describe observable situations */
2991 if (player_has_los_bold(ny, nx))
2993 msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
2996 delete_object_idx(this_o_idx);
3002 /* Stop when done */
3007 * Forward movements failed, but now received LOS attack!
3008 * Try to flow by smell.
3010 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3011 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3013 /* If we haven't done anything, try casting a spell again */
3014 if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
3016 /* Try to cast spell again */
3017 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3019 if (make_attack_spell(m_idx)) return;
3024 /* Notice changes in view */
3027 p_ptr->update |= (PU_FLOW);
3028 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3031 /* Notice changes in view */
3032 if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3033 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3035 p_ptr->update |= (PU_MON_LITE);
3038 /* Learn things from observable monster */
3039 if (is_original_ap_and_seen(m_ptr))
3041 /* Monster opened a door */
3042 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3044 /* Monster bashed a door */
3045 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3047 /* Monster tried to pick something up */
3048 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3050 /* Monster tried to crush something */
3051 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3053 /* Monster pushed past another monster */
3054 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3056 /* Monster passed through a wall */
3057 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3059 /* Monster destroyed a wall */
3060 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3064 /* Hack -- get "bold" if out of options */
3065 if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3067 /* No longer afraid */
3068 (void)set_monster_monfear(m_idx, 0);
3070 /* Message if seen */
3073 GAME_TEXT m_name[MAX_NLEN];
3074 monster_desc(m_name, m_ptr, 0);
3075 msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
3078 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3080 /* Actually do something now (?) */
3085 * @brief 全モンスターのターン管理メインルーチン /
3086 * Process all the "live" monsters, once per game current_world_ptr->game_turn.
3089 * During each game current_world_ptr->game_turn, we scan through the list of all the "live" monsters,\n
3090 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
3091 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
3093 * Note that monsters can never move in the monster array (except when the\n
3094 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
3096 * This function is responsible for at least half of the processor time\n
3097 * on a normal system with a "normal" amount of monsters and a player doing\n
3100 * When the player is resting, virtually 90% of the processor time is spent\n
3101 * in this function, and its children, "process_monster()" and "make_move()".\n
3103 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
3104 * especially when the player is running.\n
3106 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
3107 * monsters while they are still being "born". A monster is "fresh" only\n
3108 * during the current_world_ptr->game_turn in which it is created, and we use the "hack_m_idx" to\n
3109 * determine if the monster is yet to be processed during the current current_world_ptr->game_turn.\n
3111 * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
3112 * move before any "nasty" monsters get to use their spell attacks.\n
3114 * Note that when the "knowledge" about the currently tracked monster\n
3115 * changes (flags, attacks, spells), we induce a redraw of the monster\n
3118 void process_monsters(void)
3125 monster_type *m_ptr;
3126 monster_race *r_ptr;
3128 MONRACE_IDX old_monster_race_idx;
3130 BIT_FLAGS old_r_flags1 = 0L;
3131 BIT_FLAGS old_r_flags2 = 0L;
3132 BIT_FLAGS old_r_flags3 = 0L;
3133 BIT_FLAGS old_r_flags4 = 0L;
3134 BIT_FLAGS old_r_flags5 = 0L;
3135 BIT_FLAGS old_r_flags6 = 0L;
3136 BIT_FLAGS old_r_flagsr = 0L;
3138 byte old_r_blows0 = 0;
3139 byte old_r_blows1 = 0;
3140 byte old_r_blows2 = 0;
3141 byte old_r_blows3 = 0;
3143 byte old_r_cast_spell = 0;
3147 /* Clear monster fighting indicator */
3150 /* Memorize old race */
3151 old_monster_race_idx = p_ptr->monster_race_idx;
3153 /* Acquire knowledge */
3154 if (p_ptr->monster_race_idx)
3156 /* Acquire current monster */
3157 r_ptr = &r_info[p_ptr->monster_race_idx];
3159 /* Memorize flags */
3160 old_r_flags1 = r_ptr->r_flags1;
3161 old_r_flags2 = r_ptr->r_flags2;
3162 old_r_flags3 = r_ptr->r_flags3;
3163 old_r_flags4 = r_ptr->r_flags4;
3164 old_r_flags5 = r_ptr->r_flags5;
3165 old_r_flags6 = r_ptr->r_flags6;
3166 old_r_flagsr = r_ptr->r_flagsr;
3168 /* Memorize blows */
3169 old_r_blows0 = r_ptr->r_blows[0];
3170 old_r_blows1 = r_ptr->r_blows[1];
3171 old_r_blows2 = r_ptr->r_blows[2];
3172 old_r_blows3 = r_ptr->r_blows[3];
3174 /* Memorize castings */
3175 old_r_cast_spell = r_ptr->r_cast_spell;
3179 /* Process the monsters (backwards) */
3180 for (i = current_floor_ptr->m_max - 1; i >= 1; i--)
3182 /* Access the monster */
3183 m_ptr = ¤t_floor_ptr->m_list[i];
3184 r_ptr = &r_info[m_ptr->r_idx];
3186 /* Handle "leaving" */
3187 if (p_ptr->leaving) break;
3189 /* Ignore "dead" monsters */
3190 if (!monster_is_valid(m_ptr)) continue;
3192 if (p_ptr->wild_mode) continue;
3195 /* Handle "fresh" monsters */
3196 if (m_ptr->mflag & MFLAG_BORN)
3198 /* No longer "fresh" */
3199 m_ptr->mflag &= ~(MFLAG_BORN);
3205 /* Hack -- Require proximity */
3206 if (m_ptr->cdis >= AAF_LIMIT) continue;
3211 /* Flow by smell is allowed */
3212 if (!p_ptr->no_flowed)
3214 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3217 /* Assume no move */
3220 /* Handle "sensing radius" */
3221 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3223 /* We can "sense" the player */
3227 /* Handle "sight" and "aggravation" */
3228 else if ((m_ptr->cdis <= MAX_SIGHT || p_ptr->inside_battle) &&
3229 (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3231 /* We can "see" or "feel" the player */
3235 #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... */
3236 /* Hack -- Monsters can "smell" the player from far away */
3237 /* Note that most monsters have "aaf" of "20" or so */
3238 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3239 cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_MOVE) &&
3240 (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].when == current_floor_ptr->grid_array[fy][fx].when) &&
3241 (current_floor_ptr->grid_array[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3242 (current_floor_ptr->grid_array[fy][fx].dist < r_ptr->aaf))
3244 /* We can "smell" the player */
3248 else if (m_ptr->target_y) test = TRUE;
3251 if (!test) continue;
3254 if (p_ptr->riding == i)
3255 speed = p_ptr->pspeed;
3258 speed = m_ptr->mspeed;
3260 /* Monsters move quickly in Nightmare mode */
3261 if (ironman_nightmare) speed += 5;
3263 if (MON_FAST(m_ptr)) speed += 10;
3264 if (MON_SLOW(m_ptr)) speed -= 10;
3267 /* Give this monster some energy */
3268 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3270 /* Not enough energy to move */
3271 if (m_ptr->energy_need > 0) continue;
3273 /* Use up "some" energy */
3274 m_ptr->energy_need += ENERGY_NEED();
3277 /* Save global index */
3280 /* Process the monster */
3283 reset_target(m_ptr);
3285 /* Give up flow_by_smell when it might useless */
3286 if (p_ptr->no_flowed && one_in_(3))
3287 m_ptr->mflag2 |= MFLAG2_NOFLOW;
3289 /* Hack -- notice death or departure */
3290 if (!p_ptr->playing || p_ptr->is_dead) break;
3292 /* Notice leaving */
3293 if (p_ptr->leaving) break;
3296 /* Reset global index */
3300 /* Tracking a monster race (the same one we were before) */
3301 if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3303 /* Acquire monster race */
3304 r_ptr = &r_info[p_ptr->monster_race_idx];
3306 /* Check for knowledge change */
3307 if ((old_r_flags1 != r_ptr->r_flags1) ||
3308 (old_r_flags2 != r_ptr->r_flags2) ||
3309 (old_r_flags3 != r_ptr->r_flags3) ||
3310 (old_r_flags4 != r_ptr->r_flags4) ||
3311 (old_r_flags5 != r_ptr->r_flags5) ||
3312 (old_r_flags6 != r_ptr->r_flags6) ||
3313 (old_r_flagsr != r_ptr->r_flagsr) ||
3314 (old_r_blows0 != r_ptr->r_blows[0]) ||
3315 (old_r_blows1 != r_ptr->r_blows[1]) ||
3316 (old_r_blows2 != r_ptr->r_blows[2]) ||
3317 (old_r_blows3 != r_ptr->r_blows[3]) ||
3318 (old_r_cast_spell != r_ptr->r_cast_spell))
3320 p_ptr->window |= (PW_MONSTER);