2 * @file monster-process.c
3 * @brief モンスターの特殊技能と移動処理/ Monster spells and movement
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
12 * This file has several additions to it by Keldon Jones (keldon@umr.edu)
13 * to improve the general quality of the AI (version 0.1.1).
18 #include "monster-hook.h"
22 * @brief モンスターが敵に接近するための方向を決める /
23 * Calculate the direction to the next enemy
24 * @param m_idx モンスターの参照ID
25 * @param mm 移動するべき方角IDを返す参照ポインタ
26 * @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
28 static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
31 POSITION x = 0, y = 0;
36 monster_type *m_ptr = &m_list[m_idx];
37 monster_race *r_ptr = &r_info[m_ptr->r_idx];
41 if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
43 y = m_list[riding_t_m_idx].fy;
44 x = m_list[riding_t_m_idx].fx;
46 else if (is_pet(m_ptr) && pet_t_m_idx)
48 y = m_list[pet_t_m_idx].fy;
49 x = m_list[pet_t_m_idx].fx;
53 if (p_ptr->inside_battle)
55 start = randint1(m_max-1)+m_max;
56 if(randint0(2)) plus = -1;
58 else start = m_max + 1;
60 /* Scan thru all monsters */
61 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
63 IDX dummy = (i % m_max);
68 t_ptr = &m_list[t_idx];
70 /* The monster itself isn't a target */
71 if (t_ptr == m_ptr) continue;
73 /* Paranoia -- Skip dead monsters */
74 if (!t_ptr->r_idx) continue;
78 /* Hack -- only fight away from player */
79 if (p_ptr->pet_follow_distance < 0)
81 /* No fighting near player */
82 if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
87 /* Hack -- no fighting away from player */
88 else if ((m_ptr->cdis < t_ptr->cdis) &&
89 (t_ptr->cdis > p_ptr->pet_follow_distance))
94 if (r_ptr->aaf < t_ptr->cdis) continue;
97 /* Monster must be 'an enemy' */
98 if (!are_enemies(m_ptr, t_ptr)) continue;
100 /* Monster must be projectable if we can't pass through walls */
101 if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
102 ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
104 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
108 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
111 /* OK -- we've got a target */
117 if (!x && !y) return FALSE;
120 /* Extract the direction */
125 if ((y < 0) && (x == 0))
132 else if ((y > 0) && (x == 0))
139 else if ((x > 0) && (y == 0))
146 else if ((x < 0) && (y == 0))
153 else if ((y < 0) && (x < 0))
160 else if ((y < 0) && (x > 0))
167 else if ((y > 0) && (x < 0))
174 else if ((y > 0) && (x > 0))
181 /* Found a monster */
187 * @brief モンスターが敵モンスターに行う打撃処理 /
188 * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
189 * @param m_idx 目標となるモンスターの参照ID
191 * @param fear 目標となるモンスターの恐慌状態を返す参照ポインタ
192 * @param note 目標モンスターが死亡した場合の特別メッセージ(NULLならば標準表示を行う)
193 * @param who 打撃を行ったモンスターの参照ID
196 void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note, IDX who)
198 monster_type *m_ptr = &m_list[m_idx];
199 monster_race *r_ptr = &r_info[m_ptr->r_idx];
201 bool seen = is_seen(m_ptr);
203 /* Can the player be aware of this attack? */
204 bool known = (m_ptr->cdis <= MAX_SIGHT);
206 /* Extract monster name */
207 monster_desc(m_name, m_ptr, 0);
209 /* Redraw (later) if needed */
212 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
213 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
216 (void)set_monster_csleep(m_idx, 0);
218 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
220 if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
224 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
230 if (r_ptr->flagsr & RFR_RES_ALL)
235 if((dam == 0) && one_in_(3)) dam = 1;
241 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
248 m_ptr->hp -= (s16b)dam;
250 /* It is dead now... or is it? */
253 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
254 (r_ptr->flags7 & RF7_NAZGUL)) &&
255 !p_ptr->inside_battle)
262 if (!monster_living(r_ptr))
273 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
274 /* Unseen death by normal attack */
279 /* Death by special attack */
282 msg_format(_("%^s%s", "%^s%s"), m_name, note);
284 /* Death by normal attack -- nonliving monster */
285 else if (!monster_living(r_ptr))
287 msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
289 /* Death by normal attack -- living monster */
292 msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
296 monster_gain_exp(who, m_ptr->r_idx);
298 /* Generate treasure */
299 monster_death(m_idx, FALSE);
302 delete_monster_idx(m_idx);
307 /* Monster is dead */
314 /* Mega-Hack -- Pain cancels fear */
315 if (MON_MONFEAR(m_ptr) && (dam > 0))
318 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
325 /* Sometimes a monster gets scared by damage */
326 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
328 /* Percentage of fully healthy */
329 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
332 * Run (sometimes) if at 10% or less of max hit points,
333 * or (usually) when hit for half its current hit points
335 if (((percentage <= 10) && (randint0(10) < percentage)) ||
336 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
338 /* Hack -- note fear */
341 /* Hack -- Add some timed fear */
342 (void)set_monster_monfear(m_idx, (randint1(10) +
343 (((dam >= m_ptr->hp) && (percentage > 7)) ?
344 20 : ((11 - percentage) * 5))));
348 #endif /* ALLOW_FEAR */
350 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
352 if (is_pet(&m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
354 set_target(m_ptr, m_list[who].fy, m_list[who].fx);
358 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
360 /* Extract monster name */
361 monster_desc(m_name, m_ptr, 0);
363 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
364 if (rakuba((dam > 200) ? 200 : dam, FALSE))
366 msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);
376 * @brief モンスターがプレイヤーから逃走するかどうかを返す /
377 * Returns whether a given monster will try to run from the player.
378 * @param m_idx 逃走するモンスターの参照ID
379 * @return モンスターがプレイヤーから逃走するならばTRUEを返す。
381 * Monsters will attempt to avoid very powerful players. See below.\n
383 * Because this function is called so often, little details are important\n
384 * for efficiency. Like not using "mod" or "div" when possible. And\n
385 * attempting to check the conditions in an optimal order. Note that\n
386 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
388 * Note that this function is responsible for about one to five percent\n
389 * of the processor use in normal conditions...\n
391 static bool mon_will_run(MONSTER_IDX m_idx)
393 monster_type *m_ptr = &m_list[m_idx];
397 monster_race *r_ptr = &r_info[m_ptr->r_idx];
400 HIT_POINT p_chp, p_mhp;
401 HIT_POINT m_chp, m_mhp;
406 /* Friends can be commanded to avoid the player */
409 /* Are we trying to avoid the player? */
410 return ((p_ptr->pet_follow_distance < 0) &&
411 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
414 /* Keep monsters from running too far away */
415 if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
417 /* All "afraid" monsters will run away */
418 if (MON_MONFEAR(m_ptr)) return (TRUE);
422 /* Nearby monsters will not become terrified */
423 if (m_ptr->cdis <= 5) return (FALSE);
425 /* Examine player power (level) */
428 /* Examine monster power (level plus morale) */
429 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
431 /* Optimize extreme cases below */
432 if (m_lev > p_lev + 4) return (FALSE);
433 if (m_lev + 4 <= p_lev) return (TRUE);
435 /* Examine player health */
439 /* Examine monster health */
441 m_mhp = m_ptr->maxhp;
443 /* Prepare to optimize the calculation */
444 p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
445 m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
447 /* Strong players scare strong monsters */
448 if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
452 /* Assume no terror */
458 * @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 /
459 * Search spell castable grid
460 * @param m_idx モンスターの参照ID
461 * @param yp 適したマスのY座標を返す参照ポインタ
462 * @param xp 適したマスのX座標を返す参照ポインタ
463 * @return 有効なマスがあった場合TRUEを返す
465 static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
468 POSITION y, x, y1, x1;
471 bool can_open_door = FALSE;
474 monster_type *m_ptr = &m_list[m_idx];
475 monster_race *r_ptr = &r_info[m_ptr->r_idx];
477 /* Monster location */
481 /* Monster can already cast spell to player */
482 if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
484 /* Set current grid cost */
485 now_cost = cave[y1][x1].cost;
486 if (now_cost == 0) now_cost = 999;
488 /* Can monster bash or open doors? */
489 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
491 can_open_door = TRUE;
494 /* Check nearby grids, diagonals first */
495 for (i = 7; i >= 0; i--)
499 /* Get the location */
503 /* Ignore locations off of edge */
504 if (!in_bounds2(y, x)) continue;
506 /* Simply move to player */
507 if (player_bold(y, x)) return (FALSE);
513 /* Monster cannot kill or pass walls */
514 if (!(((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) || ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding))))
516 if (cost == 0) continue;
517 if (!can_open_door && is_closed_door(c_ptr->feat)) continue;
520 /* Hack -- for kill or pass wall monster.. */
521 if (cost == 0) cost = 998;
523 if (now_cost < cost) continue;
525 if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
527 /* Accept louder sounds */
528 if (best < cost) continue;
531 (*yp) = y1 + ddy_ddd[i];
532 (*xp) = x1 + ddx_ddd[i];
535 /* No legal move (?) */
536 if (best == 999) return (FALSE);
544 * @brief モンスターがプレイヤーに向けて接近することが可能なマスを走査する /
545 * Choose the "best" direction for "flowing"
546 * @param m_idx モンスターの参照ID
547 * @param yp 移動先のマスのY座標を返す参照ポインタ
548 * @param xp 移動先のマスのX座標を返す参照ポインタ
549 * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
550 * @return 有効なマスがあった場合TRUEを返す
552 * Note that ghosts and rock-eaters are never allowed to "flow",\n
553 * since they should move directly towards the player.\n
555 * Prefer "non-diagonal" directions, but twiddle them a little\n
556 * to angle slightly towards the player's actual location.\n
558 * Allow very perceptive monsters to track old "spoor" left by\n
559 * previous locations occupied by the player. This will tend\n
560 * to have monsters end up either near the player or on a grid\n
561 * recently occupied by the player (and left via "teleport").\n
563 * Note that if "smell" is turned on, all monsters get vicious.\n
565 * Also note that teleporting away from a location will cause\n
566 * the monsters who were chasing you to converge on that location\n
567 * as long as you are still near enough to "annoy" them without\n
568 * being close enough to chase directly. I have no idea what will\n
569 * happen if you combine "smell" with low "aaf" values.\n
571 static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
574 POSITION y, x, y1, x1;
577 bool use_scent = FALSE;
579 monster_type *m_ptr = &m_list[m_idx];
580 monster_race *r_ptr = &r_info[m_ptr->r_idx];
582 /* Can monster cast attack spell? */
583 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
584 r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
585 r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
587 /* Can move spell castable grid? */
588 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
591 /* Monster can't flow */
592 if (no_flow) return (FALSE);
594 /* Monster can go through rocks */
595 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
596 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
598 /* Monster location */
602 /* Hack -- Player can see us, run towards him */
603 if (player_has_los_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)) return (FALSE);
606 c_ptr = &cave[y1][x1];
608 /* If we can hear noises, advance towards them */
614 /* Otherwise, try to follow a scent trail */
615 else if (c_ptr->when)
618 if (cave[p_ptr->y][p_ptr->x].when - c_ptr->when > 127) return (FALSE);
624 /* Otherwise, advance blindly */
630 /* Check nearby grids, diagonals first */
631 for (i = 7; i >= 0; i--)
633 /* Get the location */
637 /* Ignore locations off of edge */
638 if (!in_bounds2(y, x)) continue;
642 /* We're following a scent trail */
645 int when = c_ptr->when;
647 /* Accept younger scent */
648 if (best > when) continue;
652 /* We're using sound */
657 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
659 else cost = c_ptr->cost;
661 /* Accept louder sounds */
662 if ((cost == 0) || (best < cost)) continue;
666 /* Hack -- Save the "twiddled" location */
667 (*yp) = p_ptr->y + 16 * ddy_ddd[i];
668 (*xp) = p_ptr->x + 16 * ddx_ddd[i];
671 /* No legal move (?) */
672 if (best == 999 || best == 0) return (FALSE);
680 * @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 /
681 * Provide a location to flee to, but give the player a wide berth.
682 * @param m_idx モンスターの参照ID
683 * @param yp 移動先のマスのY座標を返す参照ポインタ
684 * @param xp 移動先のマスのX座標を返す参照ポインタ
685 * @return 有効なマスがあった場合TRUEを返す
687 * A monster may wish to flee to a location that is behind the player,\n
688 * but instead of heading directly for it, the monster should "swerve"\n
689 * around the player so that he has a smaller chance of getting hit.\n
691 static bool get_fear_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
693 POSITION y, x, y1, x1, fy, fx, gy = 0, gx = 0;
697 monster_type *m_ptr = &m_list[m_idx];
699 /* Monster location */
703 /* Desired destination */
707 /* Check nearby grids, diagonals first */
708 for (i = 7; i >= 0; i--)
712 /* Get the location */
716 /* Ignore locations off of edge */
717 if (!in_bounds2(y, x)) continue;
719 /* Don't move toward player */
720 /* if (cave[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
722 /* Calculate distance of this grid from our destination */
723 dis = distance(y, x, y1, x1);
725 /* Score this grid */
726 s = 5000 / (dis + 3) - 500 / (cave[y][x].dist + 1);
728 /* No negative scores */
731 /* Ignore lower scores */
732 if (s < score) continue;
734 /* Save the score and time */
737 /* Save the location */
742 /* No legal move (?) */
743 if (score == -1) return (FALSE);
754 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
757 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
758 * offsets of all the locations with a distance of n from a central point,
759 * with an offset of (0,0) indicating no more offsets at this distance.
761 * This is, of course, fairly unreadable, but it eliminates multiple loops
762 * from the previous version.
764 * It is probably better to replace these arrays with code to compute
765 * the relevant arrays, even if the storage is pre-allocated in hard
766 * coded sizes. At the very least, code should be included which is
767 * able to generate and dump these arrays (ala "los()").
769 * Also, the storage needs could be halved by using bytes.
771 * These arrays could be combined into two big arrays, using sub-arrays
772 * to hold the offsets and lengths of each portion of the sub-arrays, and
773 * this could perhaps also be used somehow in the "look" code.
777 static sint d_off_y_0[] = { 0 };
778 static sint d_off_x_0[] = { 0 };
780 static sint d_off_y_1[] = { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
781 static sint d_off_x_1[] = { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
783 static sint d_off_y_2[] = { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
784 static sint d_off_x_2[] = { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
786 static sint d_off_y_3[] = { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2, 3, 3, 3, 0 };
787 static sint d_off_x_3[] = { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2, -1, 0, 1, 0 };
789 static sint 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 };
790 static sint 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 };
793 static sint d_off_y_5[] =
794 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
795 -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
798 static sint d_off_x_5[] =
799 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
800 -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
804 static sint d_off_y_6[] =
805 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
806 -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
809 static sint d_off_x_6[] =
810 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
811 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
812 -3, 2, 3, -1, 0, 1, 0 };
815 static sint d_off_y_7[] =
816 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
817 -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
818 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
820 static sint d_off_x_7[] =
821 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
822 -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
823 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
827 static sint d_off_y_8[] =
828 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
829 -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
830 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
833 static sint d_off_x_8[] =
834 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
835 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
836 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
840 static sint d_off_y_9[] =
841 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
842 -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
843 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
844 7, 8, 8, 8, 8, 9, 9, 9, 0 };
846 static sint d_off_x_9[] =
847 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
848 -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
849 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
850 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
853 static sint *dist_offsets_y[10] =
855 d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
856 d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
859 static sint *dist_offsets_x[10] =
861 d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
862 d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
866 * @brief モンスターが逃げ込める安全な地点を返す /
867 * Choose a "safe" location near a monster for it to run toward.
868 * @param m_idx モンスターの参照ID
869 * @param yp 移動先のマスのY座標を返す参照ポインタ
870 * @param xp 移動先のマスのX座標を返す参照ポインタ
871 * @return 有効なマスがあった場合TRUEを返す
873 * A location is "safe" if it can be reached quickly and the player\n
874 * is not able to fire into it (it isn't a "clean shot"). So, this will\n
875 * cause monsters to "duck" behind walls. Hopefully, monsters will also\n
876 * try to run towards corridor openings if they are in a room.\n
878 * This function may take lots of CPU time if lots of monsters are\n
881 * Return TRUE if a safe location is available.\n
883 static bool find_safety(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
885 monster_type *m_ptr = &m_list[m_idx];
887 POSITION fy = m_ptr->fy;
888 POSITION fx = m_ptr->fx;
890 POSITION y, x, dy, dx, d, dis, i;
891 POSITION gy = 0, gx = 0, gdis = 0;
898 /* Start with adjacent locations, spread further */
899 for (d = 1; d < 10; d++)
901 /* Get the lists of points with a distance d from (fx, fy) */
902 y_offsets = dist_offsets_y[d];
903 x_offsets = dist_offsets_x[d];
905 /* Check the locations */
906 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
908 i++, dx = x_offsets[i], dy = y_offsets[i])
913 /* Skip illegal locations */
914 if (!in_bounds(y, x)) continue;
918 /* Skip locations in a wall */
919 if (!monster_can_cross_terrain(c_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
921 /* Check for "availability" (if monsters can flow) */
922 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
924 /* Ignore grids very far from the player */
925 if (c_ptr->dist == 0) continue;
927 /* Ignore too-distant grids */
928 if (c_ptr->dist > cave[fy][fx].dist + 2 * d) continue;
931 /* Check for absence of shot (more or less) */
932 if (!projectable(p_ptr->y, p_ptr->x, y, x))
934 /* Calculate distance from player */
935 dis = distance(y, x, p_ptr->y, p_ptr->x);
937 /* Remember if further than previous */
947 /* Check for success */
954 /* Found safe place */
965 * @brief モンスターが隠れ潜める地点を返す /
966 * Choose a good hiding place near a monster for it to run toward.
967 * @param m_idx モンスターの参照ID
968 * @param yp 移動先のマスのY座標を返す参照ポインタ
969 * @param xp 移動先のマスのX座標を返す参照ポインタ
970 * @return 有効なマスがあった場合TRUEを返す
972 * Pack monsters will use this to "ambush" the player and lure him out\n
973 * of corridors into open space so they can swarm him.\n
975 * Return TRUE if a good location is available.\n
977 static bool find_hiding(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
979 monster_type *m_ptr = &m_list[m_idx];
980 monster_race *r_ptr = &r_info[m_ptr->r_idx];
982 POSITION fy = m_ptr->fy;
983 POSITION fx = m_ptr->fx;
985 POSITION y, x, dy, dx, d, dis, i;
986 POSITION gy = 0, gx = 0, gdis = 999;
988 sint *y_offsets, *x_offsets;
990 /* Start with adjacent locations, spread further */
991 for (d = 1; d < 10; d++)
993 /* Get the lists of points with a distance d from (fx, fy) */
994 y_offsets = dist_offsets_y[d];
995 x_offsets = dist_offsets_x[d];
997 /* Check the locations */
998 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
1000 i++, dx = x_offsets[i], dy = y_offsets[i])
1005 /* Skip illegal locations */
1006 if (!in_bounds(y, x)) continue;
1008 /* Skip occupied locations */
1009 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
1011 /* Check for hidden, available grid */
1012 if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
1014 /* Calculate distance from player */
1015 dis = distance(y, x, p_ptr->y, p_ptr->x);
1017 /* Remember if closer than previous */
1018 if (dis < gdis && dis >= 2)
1027 /* Check for success */
1034 /* Found good place */
1045 * @brief モンスターの移動方向を返す /
1046 * Choose "logical" directions for monster movement
1047 * @param m_idx モンスターの参照ID
1048 * @param mm 移動方向を返す方向IDの参照ポインタ
1049 * @return 有効方向があった場合TRUEを返す
1051 static bool get_moves(MONSTER_IDX m_idx, int *mm)
1053 monster_type *m_ptr = &m_list[m_idx];
1054 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1055 POSITION y = 0, ay, x = 0, ax;
1057 POSITION y2 = p_ptr->y;
1058 POSITION x2 = p_ptr->x;
1060 bool will_run = mon_will_run(m_idx);
1062 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (cave[m_ptr->fy][m_ptr->fx].cost > 2));
1063 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
1065 /* Counter attack to an enemy monster */
1066 if (!will_run && m_ptr->target_y)
1068 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
1070 /* The monster must be an enemy, and in LOS */
1072 are_enemies(m_ptr, &m_list[t_m_idx]) &&
1073 los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
1074 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1076 /* Extract the "pseudo-direction" */
1077 y = m_ptr->fy - m_ptr->target_y;
1078 x = m_ptr->fx - m_ptr->target_x;
1083 if (!done && !will_run && is_hostile(m_ptr) &&
1084 (r_ptr->flags1 & RF1_FRIENDS) &&
1085 ((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)) ||
1086 (cave[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1089 * Animal packs try to get the player out of corridors
1090 * (...unless they can move through walls -- TY)
1092 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1093 !(r_ptr->flags2 & RF2_KILL_WALL))
1097 /* Count room grids next to player */
1098 for (i = 0; i < 8; i++)
1100 int xx = p_ptr->x + ddx_ddd[i];
1101 int yy = p_ptr->y + ddy_ddd[i];
1103 if (!in_bounds2(yy, xx)) continue;
1105 c_ptr = &cave[yy][xx];
1108 if (monster_can_cross_terrain(c_ptr->feat, r_ptr, 0))
1110 /* One more room grid */
1114 if (cave[p_ptr->y][p_ptr->x].info & CAVE_ROOM) room -= 2;
1115 if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
1117 /* Not in a room and strong player */
1118 if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1119 (p_ptr->mhp + p_ptr->msp))
1121 /* Find hiding place */
1122 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1126 /* Monster groups try to surround the player */
1127 if (!done && (cave[m_ptr->fy][m_ptr->fx].dist < 3))
1131 /* Find an empty square near the player to fill */
1132 for (i = 0; i < 8; i++)
1134 /* Pick squares near player (semi-randomly) */
1135 y2 = p_ptr->y + ddy_ddd[(m_idx + i) & 7];
1136 x2 = p_ptr->x + ddx_ddd[(m_idx + i) & 7];
1138 /* Already there? */
1139 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1141 /* Attack the player */
1148 if (!in_bounds2(y2, x2)) continue;
1150 /* Ignore filled grids */
1151 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
1153 /* Try to fill this hole */
1157 /* Extract the new "pseudo-direction" */
1167 /* Flow towards the player */
1168 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1170 /* Extract the "pseudo-direction" */
1177 /* Apply fear if possible and necessary */
1178 if (is_pet(m_ptr) && will_run)
1180 /* XXX XXX Not very "smart" */
1185 if (!done && will_run)
1190 /* Try to find safe place */
1191 if (find_safety(m_idx, &y, &x))
1193 /* Attempt to avoid the player */
1196 /* Adjust movement */
1197 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1203 /* This is not a very "smart" method XXX XXX */
1211 /* Check for no move */
1212 if (!x && !y) return (FALSE);
1215 /* Extract the "absolute distances" */
1219 /* Do something weird */
1220 if (y < 0) move_val += 8;
1221 if (x > 0) move_val += 4;
1223 /* Prevent the diamond maneuvre */
1224 if (ay > (ax << 1)) move_val += 2;
1225 else if (ax > (ay << 1)) move_val++;
1227 /* Extract some directions */
1372 /* Wants to move... */
1378 * @brief モンスターから敵モンスターへの命中判定
1379 * @param power 打撃属性による基本命中値
1380 * @param level 攻撃側モンスターのレベル
1381 * @param ac 目標モンスターのAC
1382 * @param stun 攻撃側モンスターが朦朧状態ならTRUEを返す
1383 * @return 命中ならばTRUEを返す
1385 static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
1389 /* Percentile dice */
1392 if (stun && one_in_(2)) return FALSE;
1394 /* Hack -- Always miss or hit */
1395 if (k < 10) return (k < 5);
1397 /* Calculate the "attack quality" */
1398 i = (power + (level * 3));
1400 /* Power and Level compete against Armor */
1401 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1408 #define BLOW_EFFECT_TYPE_NONE 0
1409 #define BLOW_EFFECT_TYPE_FEAR 1
1410 #define BLOW_EFFECT_TYPE_SLEEP 2
1411 #define BLOW_EFFECT_TYPE_HEAL 3
1415 * @brief モンスターから敵モンスターへの打撃攻撃処理
1416 * @param m_idx 攻撃側モンスターの参照ID
1417 * @param t_idx 目標側モンスターの参照ID
1418 * @return 実際に打撃処理が行われた場合TRUEを返す
1420 static bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
1422 monster_type *m_ptr = &m_list[m_idx];
1423 monster_type *t_ptr = &m_list[t_idx];
1425 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1426 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1428 ARMOUR_CLASS ap_cnt;
1432 char m_name[80], t_name[80];
1433 char temp[MAX_NLEN];
1435 bool explode = FALSE, touched = FALSE, fear = FALSE;
1436 int y_saver = t_ptr->fy;
1437 int x_saver = t_ptr->fx;
1440 bool see_m = is_seen(m_ptr);
1441 bool see_t = is_seen(t_ptr);
1442 bool see_either = see_m || see_t;
1444 /* Can the player be aware of this attack? */
1445 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1446 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1448 /* Cannot attack self */
1449 if (m_idx == t_idx) return FALSE;
1451 /* Not allowed to attack */
1452 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1454 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1459 /* Extract the effective monster level */
1460 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1462 /* Get the monster name (or "it") */
1463 monster_desc(m_name, m_ptr, 0);
1465 /* Get the monster name (or "it") */
1466 monster_desc(t_name, t_ptr, 0);
1468 /* Assume no blink */
1471 if (!see_either && known)
1476 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
1478 /* Scan through all four blows */
1479 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1481 bool obvious = FALSE;
1483 HIT_POINT power = 0;
1484 HIT_POINT damage = 0;
1488 /* Extract the attack infomation */
1489 int effect = r_ptr->blow[ap_cnt].effect;
1490 int method = r_ptr->blow[ap_cnt].method;
1491 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1492 int d_side = r_ptr->blow[ap_cnt].d_side;
1494 if (!m_ptr->r_idx) break;
1496 /* Stop attacking if the target dies! */
1497 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1500 /* Hack -- no more attacks */
1503 if (method == RBM_SHOOT) continue;
1505 /* Extract the attack "power" */
1506 power = mbe_info[effect].power;
1509 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1511 (void)set_monster_csleep(t_idx, 0);
1515 /* Redraw the health bar */
1516 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
1517 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
1520 /* Describe the attack method */
1525 act = _("%sを殴った。", "hits %s.");
1532 act = _("%sを触った。", "touches %s.");
1539 act = _("%sをパンチした。", "punches %s.");
1546 act = _("%sを蹴った。", "kicks %s.");
1553 act = _("%sをひっかいた。", "claws %s.");
1560 act = _("%sを噛んだ。", "bites %s.");
1567 act = _("%sを刺した。", "stings %s.");
1574 act = _("%sを斬った。", "slashes %s.");
1580 act = _("%sを角で突いた。", "butts %s.");
1587 act = _("%sに体当りした。", "crushes %s.");
1594 act = _("%sを飲み込んだ。", "engulfs %s.");
1601 act = _("%sに請求書をよこした。", "charges %s.");
1608 act = _("%sの体の上を這い回った。", "crawls on %s.");
1615 act = _("%sによだれをたらした。", "drools on %s.");
1622 act = _("%sに唾を吐いた。", "spits on %s.");
1629 if (see_either) disturb(TRUE, TRUE);
1630 act = _("爆発した。", "explodes.");
1638 act = _("%sをにらんだ。", "gazes at %s.");
1645 act = _("%sに泣きついた。", "wails at %s.");
1652 act = _("%sに胞子を飛ばした。", "releases spores at %s.");
1659 act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
1666 act = _("%sに金をせがんだ。", "begs %s for money.");
1673 act = _("%sを侮辱した。", "insults %s.");
1680 act = _("%sにむかってうめいた。", "moans at %s.");
1687 act = _("%sにむかって歌った。", "sings to %s.");
1693 if (act && see_either)
1696 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1697 strfmt(temp, act, t_name);
1698 msg_format("%^sは%s", m_name, temp);
1700 if (do_silly_attack)
1702 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1703 strfmt(temp, "%s %s.", act, t_name);
1705 else strfmt(temp, act, t_name);
1706 msg_format("%^s %s", m_name, temp);
1710 /* Hack -- assume all attacks are obvious */
1713 /* Roll out the damage */
1714 damage = damroll(d_dice, d_side);
1716 /* Assume no effect */
1717 effect_type = BLOW_EFFECT_TYPE_NONE;
1721 /* Apply appropriate damage */
1730 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1732 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1733 damage = MAX(damage, tmp_damage * 2);
1740 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1755 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1791 effect_type = BLOW_EFFECT_TYPE_FEAR;
1795 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1799 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1800 if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1815 pt = GF_HYPODYNAMIA;
1816 effect_type = BLOW_EFFECT_TYPE_HEAL;
1834 /* Do damage if not exploding */
1837 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1838 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1841 switch (effect_type)
1843 case BLOW_EFFECT_TYPE_FEAR:
1844 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1845 damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1848 case BLOW_EFFECT_TYPE_SLEEP:
1849 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1850 r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1853 case BLOW_EFFECT_TYPE_HEAL:
1854 if ((monster_living(tr_ptr)) && (damage > 2))
1856 bool did_heal = FALSE;
1858 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1861 m_ptr->hp += damroll(4, damage / 6);
1862 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1864 /* Redraw (later) if needed */
1865 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1866 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1868 /* Special message */
1869 if (see_m && did_heal)
1871 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1880 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
1882 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1886 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
1888 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
1889 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1890 damroll (1 + ((tr_ptr->level) / 26),
1891 1 + ((tr_ptr->level) / 17)),
1892 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1896 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1901 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
1903 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1907 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
1909 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
1910 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1911 damroll (1 + ((tr_ptr->level) / 26),
1912 1 + ((tr_ptr->level) / 17)),
1913 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1917 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1922 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
1924 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1928 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
1930 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
1931 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1932 damroll (1 + ((tr_ptr->level) / 26),
1933 1 + ((tr_ptr->level) / 17)),
1934 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1938 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1945 /* Monster missed player */
1948 /* Analyze failed attacks */
1964 (void)set_monster_csleep(t_idx, 0);
1966 /* Visible monsters */
1970 msg_format("%sは%^sの攻撃をかわした。", t_name, m_name);
1972 msg_format("%^s misses %s.", m_name, t_name);
1982 /* Analyze "visible" monsters only */
1983 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
1985 /* Count "obvious" attacks (and ones that cause damage) */
1986 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
1988 /* Count attacks of this type */
1989 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
1991 r_ptr->r_blows[ap_cnt]++;
1999 sound(SOUND_EXPLODE);
2001 /* Cancel Invulnerability */
2002 (void)set_monster_invulner(m_idx, 0, FALSE);
2003 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
2008 if (blinked && m_ptr->r_idx)
2010 if (teleport_barrier(m_idx))
2014 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."));
2025 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
2032 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
2040 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
2042 return !have_flag(f_ptr->flags, FF_GLASS) ||
2043 (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
2044 (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
2049 * @brief モンスター単体の1ターン行動処理メインルーチン /
2051 * @param m_idx 行動モンスターの参照ID
2054 * The monster is known to be within 100 grids of the player\n
2056 * In several cases, we directly update the monster lore\n
2058 * Note that a monster is only allowed to "reproduce" if there\n
2059 * are a limited number of "reproducing" monsters on the current\n
2060 * level. This should prevent the level from being "swamped" by\n
2061 * reproducing monsters. It also allows a large mass of mice to\n
2062 * prevent a louse from multiplying, but this is a small price to\n
2063 * pay for a simple multiplication method.\n
2065 * XXX Monster fear is slightly odd, in particular, monsters will\n
2066 * fixate on opening a door even if they cannot open it. Actually,\n
2067 * the same thing happens to normal monsters when they hit a door\n
2069 * In addition, monsters which *cannot* open or bash\n
2070 * down a door will still stand there trying to open it...\n
2072 * XXX Technically, need to check for monster in the way\n
2073 * combined with that monster being in a wall (or door?)\n
2075 * A "direction" of "5" means "pick a random direction".\n
2077 void process_monster(MONSTER_IDX m_idx)
2079 monster_type *m_ptr = &m_list[m_idx];
2080 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2081 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2084 POSITION oy, ox, ny, nx;
2089 feature_type *f_ptr;
2091 monster_type *y_ptr;
2096 bool must_alter_to_move;
2105 bool gets_angry = FALSE;
2111 bool is_riding_mon = (m_idx == p_ptr->riding);
2113 bool see_m = is_seen(m_ptr);
2115 if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
2117 if (rakuba(0, TRUE))
2120 msg_print("地面に落とされた。");
2123 monster_desc(m_name, &m_list[p_ptr->riding], 0);
2124 msg_format("You have fallen from %s.", m_name);
2129 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
2131 choose_new_monster(m_idx, FALSE, 0);
2132 r_ptr = &r_info[m_ptr->r_idx];
2135 /* Players hidden in shadow are almost imperceptable. -LM- */
2136 if (p_ptr->special_defense & NINJA_S_STEALTH)
2138 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2139 if (p_ptr->monlite) tmp /= 3;
2140 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2141 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2142 /* Low-level monsters will find it difficult to locate the player. */
2143 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
2146 /* Are there its parent? */
2147 if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
2149 /* Its parent have gone, it also goes away. */
2155 /* Acquire the monster name */
2156 monster_desc(m_name, m_ptr, 0);
2157 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2160 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2164 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2165 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
2169 delete_monster_idx(m_idx);
2174 /* Quantum monsters are odd */
2175 if (r_ptr->flags2 & (RF2_QUANTUM))
2177 /* Sometimes skip move */
2178 if (!randint0(2)) return;
2181 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2185 if (is_pet(m_ptr) && !(m_ptr->ml))
2192 /* Acquire the monster name */
2193 monster_desc(m_name, m_ptr, 0);
2195 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2198 /* Generate treasure, etc */
2199 monster_death(m_idx, FALSE);
2202 delete_monster_idx(m_idx);
2206 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2213 if (m_ptr->r_idx == MON_SHURYUUDAN)
2215 mon_take_hit_mon(m_idx, 1, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
2218 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2220 static int riding_pinch = 0;
2222 if (m_ptr->hp < m_ptr->maxhp/3)
2225 monster_desc(m_name, m_ptr, 0);
2227 if (is_riding_mon && riding_pinch < 2)
2229 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。",
2230 "%^s seems to be in so much pain, and trying to escape from your restriction."), m_name);
2232 disturb(TRUE, TRUE);
2238 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);
2239 if (rakuba(-1, FALSE))
2241 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2247 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) &&
2248 player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))
2250 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);
2252 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);
2253 msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
2256 if (is_riding_mon && rakuba(-1, FALSE))
2258 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2261 /* Check for quest completion */
2262 check_quest_completion(m_ptr);
2264 delete_monster_idx(m_idx);
2271 /* Reset the counter */
2272 if (is_riding_mon) riding_pinch = 0;
2276 /* Handle "sleep" */
2277 if (MON_CSLEEP(m_ptr))
2279 /* Handle non-aggravation - Still sleeping */
2280 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2282 /* Handle aggravation */
2284 /* Reset sleep counter */
2285 (void)set_monster_csleep(m_idx, 0);
2287 /* Notice the "waking up" */
2292 /* Acquire the monster name */
2293 monster_desc(m_name, m_ptr, 0);
2295 /* Dump a message */
2296 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2299 /* Hack -- Count the wakings */
2300 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2307 if (MON_STUNNED(m_ptr))
2309 /* Sometimes skip move */
2310 if (one_in_(2)) return;
2315 p_ptr->update |= (PU_BONUS);
2318 /* No one wants to be your friend if you're aggravating */
2319 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2322 /* Paranoia... no pet uniques outside wizard mode -- TY */
2323 if (is_pet(m_ptr) &&
2324 ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2325 monster_has_hostile_align(NULL, 10, -10, r_ptr))
2326 || (r_ptr->flagsr & RFR_RES_ALL)))
2331 if (p_ptr->inside_battle) gets_angry = FALSE;
2335 if (is_pet(m_ptr) || see_m)
2338 monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
2339 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
2345 /* Get the origin */
2350 /* Attempt to "multiply" if able and allowed */
2351 if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2355 /* Count the adjacent monsters */
2356 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2358 for (x = ox - 1; x <= ox + 1; x++)
2360 /* Ignore locations off of edge */
2361 if (!in_bounds2(y, x)) continue;
2363 if (cave[y][x].m_idx) k++;
2368 if (multiply_barrier(m_idx)) k = 8;
2370 /* Hack -- multiply slower in crowded areas */
2371 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2373 /* Try to multiply */
2374 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2376 /* Take note if visible */
2377 if (m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2379 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2382 /* Multiplying takes energy */
2389 if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
2391 /* Hack -- Ohmu scatters molds! */
2392 if (m_ptr->r_idx == MON_OHMU)
2394 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2396 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2399 int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2400 u32b p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2402 for (k = 0; k < 6; k++)
2404 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
2406 if (m_list[hack_m_idx_ii].ml) count++;
2410 if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2417 if (!p_ptr->inside_battle)
2419 /* Hack! "Cyber" monster makes noise... */
2420 if (m_ptr->ap_r_idx == MON_CYBER &&
2421 one_in_(CYBERNOISE) &&
2422 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2424 if (disturb_minor) disturb(FALSE, FALSE);
2425 msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
2428 /* Some monsters can speak */
2429 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2430 one_in_(SPEAK_CHANCE) &&
2431 player_has_los_bold(oy, ox) &&
2432 projectable(oy, ox, p_ptr->y, p_ptr->x))
2435 char monmessage[1024];
2438 /* Acquire the monster name/poss */
2440 monster_desc(m_name, m_ptr, 0);
2442 strcpy(m_name, _("それ", "It"));
2444 /* Select the file for monster quotes */
2445 if (MON_MONFEAR(m_ptr))
2446 filename = _("monfear_j.txt", "monfear.txt");
2447 else if (is_pet(m_ptr))
2448 filename = _("monpet_j.txt", "monpet.txt");
2449 else if (is_friendly(m_ptr))
2450 filename = _("monfrien_j.txt", "monfrien.txt");
2452 filename = _("monspeak_j.txt", "monspeak.txt");
2453 /* Get the monster line */
2454 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2457 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2462 /* Try to cast spell occasionally */
2463 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2465 bool counterattack = FALSE;
2467 /* Give priority to counter attack? */
2468 if (m_ptr->target_y)
2470 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
2472 /* The monster must be an enemy, and projectable */
2474 are_enemies(m_ptr, &m_list[t_m_idx]) &&
2475 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2477 counterattack = TRUE;
2483 /* Attempt to cast a spell */
2484 if (aware && make_attack_spell(m_idx)) return;
2487 * Attempt to cast a spell at an enemy other than the player
2488 * (may slow the game a smidgeon, but I haven't noticed.)
2490 if (monst_spell_monst(m_idx)) return;
2494 /* Attempt to do counter attack at first */
2495 if (monst_spell_monst(m_idx)) return;
2497 if (aware && make_attack_spell(m_idx)) return;
2501 /* Hack -- Assume no movement */
2502 mm[0] = mm[1] = mm[2] = mm[3] = 0;
2503 mm[4] = mm[5] = mm[6] = mm[7] = 0;
2506 /* Confused -- 100% random */
2507 if (MON_CONFUSED(m_ptr) || !aware)
2509 /* Try four "random" directions */
2510 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2513 /* 75% random movement */
2514 else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2515 (randint0(100) < 75))
2517 /* Memorize flags */
2518 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2520 /* Try four "random" directions */
2521 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2524 /* 50% random movement */
2525 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2526 (randint0(100) < 50))
2528 /* Memorize flags */
2529 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2531 /* Try four "random" directions */
2532 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2535 /* 25% random movement */
2536 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2537 (randint0(100) < 25))
2539 /* Memorize flags */
2540 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2542 /* Try four "random" directions */
2543 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2546 /* Can't reach player - find something else to hit */
2547 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2549 /* Try four "random" directions */
2550 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2552 /* Look for an enemy */
2553 #if 0 /* Hack - Too slow. Mimic pits are horrible with this on. */
2554 get_enemy_dir(m_idx, mm);
2558 /* Pets will follow the player */
2559 else if (is_pet(m_ptr))
2561 /* Are we trying to avoid the player? */
2562 bool avoid = ((p_ptr->pet_follow_distance < 0) &&
2563 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2565 /* Do we want to find the player? */
2566 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2568 /* Should we find the player if we can't find a monster? */
2569 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2571 /* by default, move randomly */
2572 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2574 /* Look for an enemy */
2575 if (!get_enemy_dir(m_idx, mm))
2577 /* Find the player if necessary */
2578 if (avoid || lonely || distant)
2580 /* Remember the leash length */
2581 POSITION dis = p_ptr->pet_follow_distance;
2583 /* Hack -- adjust follow distance temporarily */
2584 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2586 p_ptr->pet_follow_distance = PET_SEEK_DIST;
2589 /* Find the player */
2590 (void)get_moves(m_idx, mm);
2592 /* Restore the leash */
2593 p_ptr->pet_follow_distance = (s16b)dis;
2598 /* Friendly monster movement */
2599 else if (!is_hostile(m_ptr))
2601 /* by default, move randomly */
2602 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2604 /* Look for an enemy */
2605 get_enemy_dir(m_idx, mm);
2607 /* Normal movement */
2610 /* Logical moves, may do nothing */
2611 if (!get_moves(m_idx, mm)) return;
2614 /* Assume nothing */
2618 must_alter_to_move = FALSE;
2620 /* Assume nothing */
2621 did_open_door = FALSE;
2622 did_bash_door = FALSE;
2623 did_take_item = FALSE;
2624 did_kill_item = FALSE;
2625 did_move_body = FALSE;
2626 did_pass_wall = FALSE;
2627 did_kill_wall = FALSE;
2630 /* Take a zero-terminated array of "directions" */
2631 for (i = 0; mm[i]; i++)
2633 /* Get the direction */
2636 /* Hack -- allow "randomized" motion */
2637 if (d == 5) d = ddd[randint0(8)];
2639 /* Get the destination */
2643 /* Ignore locations off of edge */
2644 if (!in_bounds2(ny, nx)) continue;
2646 /* Access that cave grid */
2647 c_ptr = &cave[ny][nx];
2648 f_ptr = &f_info[c_ptr->feat];
2649 can_cross = monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2651 /* Access that cave grid's contents */
2652 y_ptr = &m_list[c_ptr->m_idx];
2654 /* Hack -- player 'in' wall */
2655 if (player_bold(ny, nx))
2660 /* Possibly a monster to attack */
2661 else if (c_ptr->m_idx)
2666 /* Monster destroys walls (and doors) */
2667 else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
2668 (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
2669 have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
2670 check_hp_for_feat_destruction(f_ptr, m_ptr))
2672 /* Eat through walls/doors/rubble */
2674 if (!can_cross) must_alter_to_move = TRUE;
2676 /* Monster destroyed a wall (later) */
2677 did_kill_wall = TRUE;
2680 /* Floor is open? */
2683 /* Go ahead and move */
2686 /* Monster moves through walls (and doors) */
2687 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2688 have_flag(f_ptr->flags, FF_CAN_PASS))
2690 /* Monster went through a wall */
2691 did_pass_wall = TRUE;
2695 /* Handle doors and secret doors */
2696 else if (is_closed_door(c_ptr->feat))
2698 bool may_bash = TRUE;
2700 /* Assume no move allowed */
2703 /* Creature can open doors. */
2704 if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2705 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2710 /* The door is open */
2711 did_open_door = TRUE;
2713 /* Do not bash the door */
2719 /* Locked doors (not jammed) */
2722 /* Try to unlock it */
2723 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2725 /* Unlock the door */
2726 cave_alter_feat(ny, nx, FF_DISARM);
2728 /* Do not bash the door */
2736 /* Stuck doors -- attempt to bash them down if allowed */
2737 if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2738 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2740 /* Attempt to Bash */
2741 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
2743 if (have_flag(f_ptr->flags, FF_GLASS))
2744 msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
2746 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2748 /* Disturb (sometimes) */
2749 if (disturb_minor) disturb(FALSE, FALSE);
2751 /* The door was bashed open */
2752 did_bash_door = TRUE;
2754 /* Hack -- fall into doorway */
2756 must_alter_to_move = TRUE;
2761 /* Deal with doors in the way */
2762 if (did_open_door || did_bash_door)
2764 /* Break down the door */
2765 if (did_bash_door && ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
2767 cave_alter_feat(ny, nx, FF_BASH);
2769 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2771 /* Update some things */
2772 p_ptr->update |= (PU_FLOW);
2773 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2774 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2783 cave_alter_feat(ny, nx, FF_OPEN);
2786 f_ptr = &f_info[c_ptr->feat];
2788 /* Handle viewable doors */
2793 /* Hack -- check for Glyph of Warding */
2794 if (do_move && is_glyph_grid(c_ptr) &&
2795 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2797 /* Assume no move allowed */
2800 /* Break the ward */
2801 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2803 /* Describe observable breakage */
2804 if (c_ptr->info & CAVE_MARK)
2806 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2809 /* Forget the rune */
2810 c_ptr->info &= ~(CAVE_MARK);
2812 /* Break the rune */
2813 c_ptr->info &= ~(CAVE_OBJECT);
2816 /* Allow movement */
2822 else if (do_move && is_explosive_rune_grid(c_ptr) &&
2823 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2825 /* Assume no move allowed */
2828 /* Break the ward */
2831 /* Break the ward */
2832 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2834 /* Describe observable breakage */
2835 if (c_ptr->info & CAVE_MARK)
2837 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2838 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);
2843 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2846 /* Forget the rune */
2847 c_ptr->info &= ~(CAVE_MARK);
2849 /* Break the rune */
2850 c_ptr->info &= ~(CAVE_OBJECT);
2856 if (!m_ptr->r_idx) return;
2857 /* Allow movement */
2862 /* The player is in the way */
2863 if (do_move && player_bold(ny, nx))
2865 /* Some monsters never attack */
2866 if (r_ptr->flags1 & RF1_NEVER_BLOW)
2868 /* Hack -- memorize lack of attacks */
2869 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
2875 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2876 if (do_move && (d_info[dungeon_type].flags1 & DF1_NO_MELEE))
2878 if (!MON_CONFUSED(m_ptr))
2880 if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2883 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2888 /* The player is in the way. Attack him. */
2891 if (!p_ptr->riding || one_in_(2))
2894 (void)make_attack_normal(m_idx);
2905 /* A monster is in the way */
2906 if (do_move && c_ptr->m_idx)
2908 monster_race *z_ptr = &r_info[y_ptr->r_idx];
2910 /* Assume no movement */
2913 /* Attack 'enemies' */
2914 if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
2915 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
2916 can_cross && (c_ptr->m_idx != p_ptr->riding)) ||
2917 are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
2919 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2921 if (r_ptr->flags2 & RF2_KILL_BODY)
2923 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2927 if (y_ptr->r_idx && (y_ptr->hp >= 0))
2929 if (monst_attack_monst(m_idx, c_ptr->m_idx)) return;
2931 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2932 else if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2934 if (MON_CONFUSED(m_ptr)) return;
2935 else if (r_ptr->flags2 & RF2_STUPID)
2937 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2945 /* Push past weaker monsters (unless leaving a wall) */
2946 else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
2947 (r_ptr->mexp > z_ptr->mexp) &&
2948 can_cross && (c_ptr->m_idx != p_ptr->riding) &&
2949 monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
2951 /* Allow movement */
2954 /* Monster pushed past another monster */
2955 did_move_body = TRUE;
2957 /* Wake up the moved monster */
2958 (void)set_monster_csleep(c_ptr->m_idx, 0);
2966 if (!p_ptr->riding_ryoute && !MON_MONFEAR(&m_list[p_ptr->riding])) do_move = FALSE;
2969 if (did_kill_wall && do_move)
2971 if (one_in_(GRINDNOISE))
2973 if (have_flag(f_ptr->flags, FF_GLASS))
2974 msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
2976 msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
2979 cave_alter_feat(ny, nx, FF_HURT_DISI);
2981 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2983 /* Update some things */
2984 p_ptr->update |= (PU_FLOW);
2985 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2986 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
2991 f_ptr = &f_info[c_ptr->feat];
2993 /* Note changes to viewable region */
2999 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
3001 if (!monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
3003 /* Assume no move allowed */
3009 * Check if monster can cross terrain
3010 * This is checked after the normal attacks
3011 * to allow monsters to attack an enemy,
3012 * even if it can't enter the terrain.
3014 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
3016 /* Assume no move allowed */
3020 /* Some monsters never move */
3021 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
3023 /* Hack -- memorize lack of moves */
3024 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3030 /* Creature has been allowed move */
3035 if (have_flag(f_ptr->flags, FF_TREE))
3037 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3039 m_ptr->energy_need += ENERGY_NEED();
3045 /* Hack -- Update the old location */
3046 cave[oy][ox].m_idx = c_ptr->m_idx;
3048 /* Mega-Hack -- move the old monster, if any */
3051 /* Move the old monster */
3055 /* Update the old monster */
3056 update_monster(c_ptr->m_idx, TRUE);
3059 /* Hack -- Update the new location */
3060 c_ptr->m_idx = (s16b)m_idx;
3062 /* Move the monster */
3065 update_monster(m_idx, TRUE);
3067 /* Redraw the old grid */
3070 /* Redraw the new grid */
3075 /* sound(SOUND_WALK); */
3077 /* Move the player */
3078 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
3081 /* Possible disturb */
3084 (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
3085 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3087 if (is_hostile(m_ptr))
3088 disturb(FALSE, TRUE);
3091 /* Take or Kill objects on the floor */
3092 if (c_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3093 (!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
3095 OBJECT_IDX this_o_idx, next_o_idx;
3096 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
3098 /* Scan all objects in the grid */
3099 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3101 BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
3102 char m_name[80], o_name[MAX_NLEN];
3103 object_type *o_ptr = &o_list[this_o_idx];
3105 /* Acquire next object */
3106 next_o_idx = o_ptr->next_o_idx;
3111 if (o_ptr->tval == TV_GOLD) continue;
3114 * Skip "real" corpses and statues, to avoid extreme
3115 * silliness like a novice rogue pockets full of statues
3118 if ((o_ptr->tval == TV_CORPSE) ||
3119 (o_ptr->tval == TV_STATUE)) continue;
3122 /* Extract some flags */
3123 object_flags(o_ptr, flgs);
3125 /* Acquire the object name */
3126 object_desc(o_name, o_ptr, 0);
3128 /* Acquire the monster name */
3129 monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
3131 /* React to objects that hurt the monster */
3132 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3133 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3134 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
3135 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
3136 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
3137 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
3138 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
3139 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
3140 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
3141 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
3142 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3143 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3144 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3145 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3146 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
3147 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
3148 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
3149 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
3150 if (have_flag(flgs, TR_BRAND_ACID)) flgr |= (RFR_IM_ACID);
3151 if (have_flag(flgs, TR_BRAND_ELEC)) flgr |= (RFR_IM_ELEC);
3152 if (have_flag(flgs, TR_BRAND_FIRE)) flgr |= (RFR_IM_FIRE);
3153 if (have_flag(flgs, TR_BRAND_COLD)) flgr |= (RFR_IM_COLD);
3154 if (have_flag(flgs, TR_BRAND_POIS)) flgr |= (RFR_IM_POIS);
3156 /* The object cannot be picked up by the monster */
3157 if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
3158 ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
3160 /* Only give a message for "take_item" */
3161 if (do_take && (r_ptr->flags2 & RF2_STUPID))
3164 did_take_item = TRUE;
3166 /* Describe observable situations */
3167 if (m_ptr->ml && player_can_see_bold(ny, nx))
3169 /* Dump a message */
3170 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);
3175 /* Pick up the item */
3179 did_take_item = TRUE;
3181 /* Describe observable situations */
3182 if (player_can_see_bold(ny, nx))
3184 /* Dump a message */
3185 msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
3188 /* Excise the object */
3189 excise_object_idx(this_o_idx);
3192 o_ptr->marked &= OM_TOUCHED;
3194 /* Forget location */
3195 o_ptr->iy = o_ptr->ix = 0;
3197 /* Memorize monster */
3198 o_ptr->held_m_idx = (s16b)m_idx;
3201 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3204 m_ptr->hold_o_idx = this_o_idx;
3207 /* Destroy the item if not a pet */
3208 else if (!is_pet(m_ptr))
3211 did_kill_item = TRUE;
3213 /* Describe observable situations */
3214 if (player_has_los_bold(ny, nx))
3216 /* Dump a message */
3217 msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
3220 delete_object_idx(this_o_idx);
3226 /* Stop when done */
3231 * Forward movements failed, but now received LOS attack!
3232 * Try to flow by smell.
3234 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3235 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3237 /* If we haven't done anything, try casting a spell again */
3238 if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
3240 /* Try to cast spell again */
3241 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3243 if (make_attack_spell(m_idx)) return;
3248 /* Notice changes in view */
3251 /* Update some things */
3252 p_ptr->update |= (PU_FLOW);
3254 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3257 /* Notice changes in view */
3258 if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3259 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3261 /* Update some things */
3262 p_ptr->update |= (PU_MON_LITE);
3265 /* Learn things from observable monster */
3266 if (is_original_ap_and_seen(m_ptr))
3268 /* Monster opened a door */
3269 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3271 /* Monster bashed a door */
3272 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3274 /* Monster tried to pick something up */
3275 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3277 /* Monster tried to crush something */
3278 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3280 /* Monster pushed past another monster */
3281 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3283 /* Monster passed through a wall */
3284 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3286 /* Monster destroyed a wall */
3287 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3291 /* Hack -- get "bold" if out of options */
3292 if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3294 /* No longer afraid */
3295 (void)set_monster_monfear(m_idx, 0);
3297 /* Message if seen */
3302 /* Acquire the monster name */
3303 monster_desc(m_name, m_ptr, 0);
3305 /* Dump a message */
3306 msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
3309 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3311 /* Actually do something now (?) */
3316 * @brief 全モンスターのターン管理メインルーチン /
3317 * Process all the "live" monsters, once per game turn.
3320 * During each game turn, we scan through the list of all the "live" monsters,\n
3321 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
3322 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
3324 * Note that monsters can never move in the monster array (except when the\n
3325 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
3327 * This function is responsible for at least half of the processor time\n
3328 * on a normal system with a "normal" amount of monsters and a player doing\n
3331 * When the player is resting, virtually 90% of the processor time is spent\n
3332 * in this function, and its children, "process_monster()" and "make_move()".\n
3334 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
3335 * especially when the player is running.\n
3337 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
3338 * monsters while they are still being "born". A monster is "fresh" only\n
3339 * during the turn in which it is created, and we use the "hack_m_idx" to\n
3340 * determine if the monster is yet to be processed during the current turn.\n
3342 * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
3343 * move before any "nasty" monsters get to use their spell attacks.\n
3345 * Note that when the "knowledge" about the currently tracked monster\n
3346 * changes (flags, attacks, spells), we induce a redraw of the monster\n
3349 void process_monsters(void)
3356 monster_type *m_ptr;
3357 monster_race *r_ptr;
3359 MONRACE_IDX old_monster_race_idx;
3361 BIT_FLAGS old_r_flags1 = 0L;
3362 BIT_FLAGS old_r_flags2 = 0L;
3363 BIT_FLAGS old_r_flags3 = 0L;
3364 BIT_FLAGS old_r_flags4 = 0L;
3365 BIT_FLAGS old_r_flags5 = 0L;
3366 BIT_FLAGS old_r_flags6 = 0L;
3367 BIT_FLAGS old_r_flagsr = 0L;
3369 byte old_r_blows0 = 0;
3370 byte old_r_blows1 = 0;
3371 byte old_r_blows2 = 0;
3372 byte old_r_blows3 = 0;
3374 byte old_r_cast_spell = 0;
3378 /* Clear monster fighting indicator */
3381 /* Memorize old race */
3382 old_monster_race_idx = p_ptr->monster_race_idx;
3384 /* Acquire knowledge */
3385 if (p_ptr->monster_race_idx)
3387 /* Acquire current monster */
3388 r_ptr = &r_info[p_ptr->monster_race_idx];
3390 /* Memorize flags */
3391 old_r_flags1 = r_ptr->r_flags1;
3392 old_r_flags2 = r_ptr->r_flags2;
3393 old_r_flags3 = r_ptr->r_flags3;
3394 old_r_flags4 = r_ptr->r_flags4;
3395 old_r_flags5 = r_ptr->r_flags5;
3396 old_r_flags6 = r_ptr->r_flags6;
3397 old_r_flagsr = r_ptr->r_flagsr;
3399 /* Memorize blows */
3400 old_r_blows0 = r_ptr->r_blows[0];
3401 old_r_blows1 = r_ptr->r_blows[1];
3402 old_r_blows2 = r_ptr->r_blows[2];
3403 old_r_blows3 = r_ptr->r_blows[3];
3405 /* Memorize castings */
3406 old_r_cast_spell = r_ptr->r_cast_spell;
3410 /* Process the monsters (backwards) */
3411 for (i = m_max - 1; i >= 1; i--)
3413 /* Access the monster */
3415 r_ptr = &r_info[m_ptr->r_idx];
3417 /* Handle "leaving" */
3418 if (p_ptr->leaving) break;
3420 /* Ignore "dead" monsters */
3421 if (!m_ptr->r_idx) continue;
3423 if (p_ptr->wild_mode) continue;
3426 /* Handle "fresh" monsters */
3427 if (m_ptr->mflag & MFLAG_BORN)
3429 /* No longer "fresh" */
3430 m_ptr->mflag &= ~(MFLAG_BORN);
3436 /* Hack -- Require proximity */
3437 if (m_ptr->cdis >= AAF_LIMIT) continue;
3440 /* Access the location */
3444 /* Flow by smell is allowed */
3445 if (!p_ptr->no_flowed)
3447 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3450 /* Assume no move */
3453 /* Handle "sensing radius" */
3454 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3456 /* We can "sense" the player */
3460 /* Handle "sight" and "aggravation" */
3461 else if ((m_ptr->cdis <= MAX_SIGHT || p_ptr->inside_battle) &&
3462 (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3464 /* We can "see" or "feel" the player */
3468 #if 0 /* (cave[p_ptr->y][p_ptr->x].when == cave[fy][fx].when) is always FALSE... */
3469 /* Hack -- Monsters can "smell" the player from far away */
3470 /* Note that most monsters have "aaf" of "20" or so */
3471 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3472 cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_MOVE) &&
3473 (cave[p_ptr->y][p_ptr->x].when == cave[fy][fx].when) &&
3474 (cave[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3475 (cave[fy][fx].dist < r_ptr->aaf))
3477 /* We can "smell" the player */
3481 else if (m_ptr->target_y) test = TRUE;
3484 if (!test) continue;
3487 if (p_ptr->riding == i)
3488 speed = p_ptr->pspeed;
3491 speed = m_ptr->mspeed;
3493 /* Monsters move quickly in Nightmare mode */
3494 if (ironman_nightmare) speed += 5;
3496 if (MON_FAST(m_ptr)) speed += 10;
3497 if (MON_SLOW(m_ptr)) speed -= 10;
3500 /* Give this monster some energy */
3501 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3503 /* Not enough energy to move */
3504 if (m_ptr->energy_need > 0) continue;
3506 /* Use up "some" energy */
3507 m_ptr->energy_need += ENERGY_NEED();
3510 /* Save global index */
3513 /* Process the monster */
3516 reset_target(m_ptr);
3518 /* Give up flow_by_smell when it might useless */
3519 if (p_ptr->no_flowed && one_in_(3))
3520 m_ptr->mflag2 |= MFLAG2_NOFLOW;
3522 /* Hack -- notice death or departure */
3523 if (!p_ptr->playing || p_ptr->is_dead) break;
3525 /* Notice leaving */
3526 if (p_ptr->leaving) break;
3529 /* Reset global index */
3533 /* Tracking a monster race (the same one we were before) */
3534 if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3536 /* Acquire monster race */
3537 r_ptr = &r_info[p_ptr->monster_race_idx];
3539 /* Check for knowledge change */
3540 if ((old_r_flags1 != r_ptr->r_flags1) ||
3541 (old_r_flags2 != r_ptr->r_flags2) ||
3542 (old_r_flags3 != r_ptr->r_flags3) ||
3543 (old_r_flags4 != r_ptr->r_flags4) ||
3544 (old_r_flags5 != r_ptr->r_flags5) ||
3545 (old_r_flags6 != r_ptr->r_flags6) ||
3546 (old_r_flagsr != r_ptr->r_flagsr) ||
3547 (old_r_blows0 != r_ptr->r_blows[0]) ||
3548 (old_r_blows1 != r_ptr->r_blows[1]) ||
3549 (old_r_blows2 != r_ptr->r_blows[2]) ||
3550 (old_r_blows3 != r_ptr->r_blows[3]) ||
3551 (old_r_cast_spell != r_ptr->r_cast_spell))
3553 p_ptr->window |= (PW_MONSTER);