2 * @file monster-process.c
3 * @brief モンスターの特殊技能と移動処理/ Monster spells and movement
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
12 * This file has several additions to it by Keldon Jones (keldon@umr.edu)
13 * to improve the general quality of the AI (version 0.1.1).
18 #include "monsterrace-hook.h"
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) && (t_ptr->cdis > p_ptr->pet_follow_distance))
93 if (r_ptr->aaf < t_ptr->cdis) continue;
96 /* Monster must be 'an enemy' */
97 if (!are_enemies(m_ptr, t_ptr)) continue;
99 /* Monster must be projectable if we can't pass through walls */
100 if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
101 ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
103 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
107 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
110 /* OK -- we've got a target */
116 if (!x && !y) return FALSE;
119 /* Extract the direction */
124 if ((y < 0) && (x == 0))
131 else if ((y > 0) && (x == 0))
138 else if ((x > 0) && (y == 0))
145 else if ((x < 0) && (y == 0))
152 else if ((y < 0) && (x < 0))
159 else if ((y < 0) && (x > 0))
166 else if ((y > 0) && (x < 0))
173 else if ((y > 0) && (x > 0))
180 /* Found a monster */
186 * @brief モンスターが敵モンスターに行う打撃処理 /
187 * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
188 * @param m_idx 目標となるモンスターの参照ID
190 * @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
191 * @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)
192 * @param who 打撃を行ったモンスターの参照ID
195 void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note, IDX who)
197 monster_type *m_ptr = &m_list[m_idx];
198 monster_race *r_ptr = &r_info[m_ptr->r_idx];
200 bool seen = is_seen(m_ptr);
202 /* Can the player be aware of this attack? */
203 bool known = (m_ptr->cdis <= MAX_SIGHT);
205 /* Extract monster name */
206 monster_desc(m_name, m_ptr, 0);
208 /* Redraw (later) if needed */
211 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
212 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
215 (void)set_monster_csleep(m_idx, 0);
217 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
219 if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
223 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
228 if (r_ptr->flagsr & RFR_RES_ALL)
233 if((dam == 0) && one_in_(3)) dam = 1;
239 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
248 /* It is dead now... or is it? */
251 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
252 (r_ptr->flags7 & RF7_NAZGUL)) &&
253 !p_ptr->inside_battle)
260 if (!monster_living(m_ptr->r_idx))
271 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
272 /* Unseen death by normal attack */
277 /* Death by special attack */
280 msg_format(_("%^s%s", "%^s%s"), m_name, note);
282 /* Death by normal attack -- nonliving monster */
283 else if (!monster_living(m_ptr->r_idx))
285 msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
287 /* Death by normal attack -- living monster */
290 msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
294 monster_gain_exp(who, m_ptr->r_idx);
295 monster_death(m_idx, FALSE);
296 delete_monster_idx(m_idx);
301 /* Monster is dead */
308 /* Mega-Hack -- Pain cancels fear */
309 if (MON_MONFEAR(m_ptr) && (dam > 0))
312 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
319 /* Sometimes a monster gets scared by damage */
320 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
322 /* Percentage of fully healthy */
323 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
326 * Run (sometimes) if at 10% or less of max hit points,
327 * or (usually) when hit for half its current hit points
329 if (((percentage <= 10) && (randint0(10) < percentage)) ||
330 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
332 /* Hack -- note fear */
335 /* Hack -- Add some timed fear */
336 (void)set_monster_monfear(m_idx, (randint1(10) +
337 (((dam >= m_ptr->hp) && (percentage > 7)) ?
338 20 : ((11 - percentage) * 5))));
342 #endif /* ALLOW_FEAR */
344 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
346 if (is_pet(&m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
348 set_target(m_ptr, m_list[who].fy, m_list[who].fx);
352 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
354 /* Extract monster name */
355 monster_desc(m_name, m_ptr, 0);
357 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
358 if (rakuba((dam > 200) ? 200 : dam, FALSE))
360 msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);
370 * @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 /
371 * Returns whether a given monster will try to run from the player.
372 * @param m_idx 逃走するモンスターの参照ID
373 * @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。
375 * Monsters will attempt to avoid very powerful players. See below.\n
377 * Because this function is called so often, little details are important\n
378 * for efficiency. Like not using "mod" or "div" when possible. And\n
379 * attempting to check the conditions in an optimal order. Note that\n
380 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
382 * Note that this function is responsible for about one to five percent\n
383 * of the processor use in normal conditions...\n
385 static bool mon_will_run(MONSTER_IDX m_idx)
387 monster_type *m_ptr = &m_list[m_idx];
391 monster_race *r_ptr = &r_info[m_ptr->r_idx];
395 HIT_POINT p_chp, p_mhp;
396 HIT_POINT m_chp, m_mhp;
401 /* Friends can be commanded to avoid the player */
404 /* Are we trying to avoid the player? */
405 return ((p_ptr->pet_follow_distance < 0) &&
406 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
409 /* Keep monsters from running too far away */
410 if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
412 /* All "afraid" monsters will run away */
413 if (MON_MONFEAR(m_ptr)) return (TRUE);
417 /* Nearby monsters will not become terrified */
418 if (m_ptr->cdis <= 5) return (FALSE);
420 /* Examine player power (level) */
423 /* Examine monster power (level plus morale) */
424 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
426 /* Optimize extreme cases below */
427 if (m_lev > p_lev + 4) return (FALSE);
428 if (m_lev + 4 <= p_lev) return (TRUE);
430 /* Examine player health */
434 /* Examine monster health */
436 m_mhp = m_ptr->maxhp;
438 /* Prepare to optimize the calculation */
439 p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
440 m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
442 /* Strong players scare strong monsters */
443 if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
447 /* Assume no terror */
453 * @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 /
454 * Search spell castable grid
455 * @param m_idx モンスターの参照ID
456 * @param yp 適したマスのY座標を返す参照ポインタ
457 * @param xp 適したマスのX座標を返す参照ポインタ
458 * @return 有効なマスがあった場合TRUEを返す
460 static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
463 POSITION y, x, y1, x1;
466 bool can_open_door = FALSE;
469 monster_type *m_ptr = &m_list[m_idx];
470 monster_race *r_ptr = &r_info[m_ptr->r_idx];
472 /* Monster location */
476 /* Monster can already cast spell to player */
477 if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
479 /* Set current grid cost */
480 now_cost = cave[y1][x1].cost;
481 if (now_cost == 0) now_cost = 999;
483 /* Can monster bash or open doors? */
484 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
486 can_open_door = TRUE;
489 /* Check nearby grids, diagonals first */
490 for (i = 7; i >= 0; i--)
497 /* Ignore locations off of edge */
498 if (!in_bounds2(y, x)) continue;
500 /* Simply move to player */
501 if (player_bold(y, x)) return (FALSE);
507 /* Monster cannot kill or pass walls */
508 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))))
510 if (cost == 0) continue;
511 if (!can_open_door && is_closed_door(c_ptr->feat)) continue;
514 /* Hack -- for kill or pass wall monster.. */
515 if (cost == 0) cost = 998;
517 if (now_cost < cost) continue;
519 if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
521 /* Accept louder sounds */
522 if (best < cost) continue;
525 (*yp) = y1 + ddy_ddd[i];
526 (*xp) = x1 + ddx_ddd[i];
529 /* No legal move (?) */
530 if (best == 999) return (FALSE);
538 * @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 /
539 * Choose the "best" direction for "flowing"
540 * @param m_idx モンスターの参照ID
541 * @param yp 移動先のマスのY座標を返す参照ポインタ
542 * @param xp 移動先のマスのX座標を返す参照ポインタ
543 * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
544 * @return 有効なマスがあった場合TRUEを返す
546 * Note that ghosts and rock-eaters are never allowed to "flow",\n
547 * since they should move directly towards the player.\n
549 * Prefer "non-diagonal" directions, but twiddle them a little\n
550 * to angle slightly towards the player's actual location.\n
552 * Allow very perceptive monsters to track old "spoor" left by\n
553 * previous locations occupied by the player. This will tend\n
554 * to have monsters end up either near the player or on a grid\n
555 * recently occupied by the player (and left via "teleport").\n
557 * Note that if "smell" is turned on, all monsters get vicious.\n
559 * Also note that teleporting away from a location will cause\n
560 * the monsters who were chasing you to converge on that location\n
561 * as long as you are still near enough to "annoy" them without\n
562 * being close enough to chase directly. I have no idea what will\n
563 * happen if you combine "smell" with low "aaf" values.\n
565 static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
568 POSITION y, x, y1, x1;
571 bool use_scent = FALSE;
573 monster_type *m_ptr = &m_list[m_idx];
574 monster_race *r_ptr = &r_info[m_ptr->r_idx];
576 /* Can monster cast attack spell? */
577 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
578 r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
579 r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
581 /* Can move spell castable grid? */
582 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
585 /* Monster can't flow */
586 if (no_flow) return (FALSE);
588 /* Monster can go through rocks */
589 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
590 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
592 /* Monster location */
596 /* Hack -- Player can see us, run towards him */
597 if (player_has_los_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)) return (FALSE);
600 c_ptr = &cave[y1][x1];
602 /* If we can hear noises, advance towards them */
608 /* Otherwise, try to follow a scent trail */
609 else if (c_ptr->when)
612 if (cave[p_ptr->y][p_ptr->x].when - c_ptr->when > 127) return (FALSE);
618 /* Otherwise, advance blindly */
624 /* Check nearby grids, diagonals first */
625 for (i = 7; i >= 0; i--)
630 /* Ignore locations off of edge */
631 if (!in_bounds2(y, x)) continue;
635 /* We're following a scent trail */
638 int when = c_ptr->when;
640 /* Accept younger scent */
641 if (best > when) continue;
645 /* We're using sound */
650 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
652 else cost = c_ptr->cost;
654 /* Accept louder sounds */
655 if ((cost == 0) || (best < cost)) continue;
659 /* Hack -- Save the "twiddled" location */
660 (*yp) = p_ptr->y + 16 * ddy_ddd[i];
661 (*xp) = p_ptr->x + 16 * ddx_ddd[i];
664 /* No legal move (?) */
665 if (best == 999 || best == 0) return (FALSE);
673 * @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 /
674 * Provide a location to flee to, but give the player a wide berth.
675 * @param m_idx モンスターの参照ID
676 * @param yp 移動先のマスのY座標を返す参照ポインタ
677 * @param xp 移動先のマスのX座標を返す参照ポインタ
678 * @return 有効なマスがあった場合TRUEを返す
680 * A monster may wish to flee to a location that is behind the player,\n
681 * but instead of heading directly for it, the monster should "swerve"\n
682 * around the player so that he has a smaller chance of getting hit.\n
684 static bool get_fear_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
686 POSITION y, x, y1, x1, fy, fx, gy = 0, gx = 0;
690 monster_type *m_ptr = &m_list[m_idx];
692 /* Monster location */
696 /* Desired destination */
700 /* Check nearby grids, diagonals first */
701 for (i = 7; i >= 0; i--)
708 /* Ignore locations off of edge */
709 if (!in_bounds2(y, x)) continue;
711 /* Don't move toward player */
712 /* if (cave[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
714 /* Calculate distance of this grid from our destination */
715 dis = distance(y, x, y1, x1);
717 /* Score this grid */
718 s = 5000 / (dis + 3) - 500 / (cave[y][x].dist + 1);
720 /* No negative scores */
723 /* Ignore lower scores */
724 if (s < score) continue;
726 /* Save the score and time */
729 /* Save the location */
734 /* No legal move (?) */
735 if (score == -1) return (FALSE);
746 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
749 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
750 * offsets of all the locations with a distance of n from a central point,
751 * with an offset of (0,0) indicating no more offsets at this distance.
753 * This is, of course, fairly unreadable, but it eliminates multiple loops
754 * from the previous version.
756 * It is probably better to replace these arrays with code to compute
757 * the relevant arrays, even if the storage is pre-allocated in hard
758 * coded sizes. At the very least, code should be included which is
759 * able to generate and dump these arrays (ala "los()").
761 * Also, the storage needs could be halved by using bytes.
763 * These arrays could be combined into two big arrays, using sub-arrays
764 * to hold the offsets and lengths of each portion of the sub-arrays, and
765 * this could perhaps also be used somehow in the "look" code.
769 static sint d_off_y_0[] = { 0 };
770 static sint d_off_x_0[] = { 0 };
772 static sint d_off_y_1[] = { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
773 static sint d_off_x_1[] = { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
775 static sint d_off_y_2[] = { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
776 static sint d_off_x_2[] = { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
778 static sint d_off_y_3[] = { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2, 3, 3, 3, 0 };
779 static sint d_off_x_3[] = { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2, -1, 0, 1, 0 };
781 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 };
782 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 };
785 static sint d_off_y_5[] =
786 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
787 -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
790 static sint d_off_x_5[] =
791 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
792 -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
796 static sint d_off_y_6[] =
797 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
798 -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
801 static sint d_off_x_6[] =
802 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
803 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
804 -3, 2, 3, -1, 0, 1, 0 };
807 static sint d_off_y_7[] =
808 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
809 -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
810 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
812 static sint d_off_x_7[] =
813 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
814 -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
815 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
819 static sint d_off_y_8[] =
820 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
821 -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
822 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
825 static sint d_off_x_8[] =
826 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
827 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
828 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
832 static sint d_off_y_9[] =
833 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
834 -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
835 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
836 7, 8, 8, 8, 8, 9, 9, 9, 0 };
838 static sint d_off_x_9[] =
839 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
840 -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
841 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
842 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
845 static sint *dist_offsets_y[10] =
847 d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
848 d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
851 static sint *dist_offsets_x[10] =
853 d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
854 d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
858 * @brief モンスターが逃げ込める安全な地点を返す /
859 * Choose a "safe" location near a monster for it to run toward.
860 * @param m_idx モンスターの参照ID
861 * @param yp 移動先のマスのY座標を返す参照ポインタ
862 * @param xp 移動先のマスのX座標を返す参照ポインタ
863 * @return 有効なマスがあった場合TRUEを返す
865 * A location is "safe" if it can be reached quickly and the player\n
866 * is not able to fire into it (it isn't a "clean shot"). So, this will\n
867 * cause monsters to "duck" behind walls. Hopefully, monsters will also\n
868 * try to run towards corridor openings if they are in a room.\n
870 * This function may take lots of CPU time if lots of monsters are\n
873 * Return TRUE if a safe location is available.\n
875 static bool find_safety(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
877 monster_type *m_ptr = &m_list[m_idx];
879 POSITION fy = m_ptr->fy;
880 POSITION fx = m_ptr->fx;
882 POSITION y, x, dy, dx, d, dis, i;
883 POSITION gy = 0, gx = 0, gdis = 0;
890 /* Start with adjacent locations, spread further */
891 for (d = 1; d < 10; d++)
893 /* Get the lists of points with a distance d from (fx, fy) */
894 y_offsets = dist_offsets_y[d];
895 x_offsets = dist_offsets_x[d];
897 /* Check the locations */
898 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
900 i++, dx = x_offsets[i], dy = y_offsets[i])
905 /* Skip illegal locations */
906 if (!in_bounds(y, x)) continue;
910 /* Skip locations in a wall */
911 if (!monster_can_cross_terrain(c_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
913 /* Check for "availability" (if monsters can flow) */
914 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
916 /* Ignore grids very far from the player */
917 if (c_ptr->dist == 0) continue;
919 /* Ignore too-distant grids */
920 if (c_ptr->dist > cave[fy][fx].dist + 2 * d) continue;
923 /* Check for absence of shot (more or less) */
924 if (!projectable(p_ptr->y, p_ptr->x, y, x))
926 /* Calculate distance from player */
927 dis = distance(y, x, p_ptr->y, p_ptr->x);
929 /* Remember if further than previous */
939 /* Check for success */
946 /* Found safe place */
957 * @brief モンスターが隠れ潜める地点を返す /
958 * Choose a good hiding place near a monster for it to run toward.
959 * @param m_idx モンスターの参照ID
960 * @param yp 移動先のマスのY座標を返す参照ポインタ
961 * @param xp 移動先のマスのX座標を返す参照ポインタ
962 * @return 有効なマスがあった場合TRUEを返す
964 * Pack monsters will use this to "ambush" the player and lure him out\n
965 * of corridors into open space so they can swarm him.\n
967 * Return TRUE if a good location is available.\n
969 static bool find_hiding(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
971 monster_type *m_ptr = &m_list[m_idx];
972 monster_race *r_ptr = &r_info[m_ptr->r_idx];
974 POSITION fy = m_ptr->fy;
975 POSITION fx = m_ptr->fx;
977 POSITION y, x, dy, dx, d, dis, i;
978 POSITION gy = 0, gx = 0, gdis = 999;
980 sint *y_offsets, *x_offsets;
982 /* Start with adjacent locations, spread further */
983 for (d = 1; d < 10; d++)
985 /* Get the lists of points with a distance d from (fx, fy) */
986 y_offsets = dist_offsets_y[d];
987 x_offsets = dist_offsets_x[d];
989 /* Check the locations */
990 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
992 i++, dx = x_offsets[i], dy = y_offsets[i])
997 /* Skip illegal locations */
998 if (!in_bounds(y, x)) continue;
1000 /* Skip occupied locations */
1001 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
1003 /* Check for hidden, available grid */
1004 if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
1006 /* Calculate distance from player */
1007 dis = distance(y, x, p_ptr->y, p_ptr->x);
1009 /* Remember if closer than previous */
1010 if (dis < gdis && dis >= 2)
1019 /* Check for success */
1026 /* Found good place */
1037 * @brief モンスターの移動方向を返す /
1038 * Choose "logical" directions for monster movement
1039 * @param m_idx モンスターの参照ID
1040 * @param mm 移動方向を返す方向IDの参照ポインタ
1041 * @return 有効方向があった場合TRUEを返す
1043 static bool get_moves(MONSTER_IDX m_idx, DIRECTION *mm)
1045 monster_type *m_ptr = &m_list[m_idx];
1046 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1047 POSITION y = 0, ay, x = 0, ax;
1049 POSITION y2 = p_ptr->y;
1050 POSITION x2 = p_ptr->x;
1052 bool will_run = mon_will_run(m_idx);
1054 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (cave[m_ptr->fy][m_ptr->fx].cost > 2));
1055 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
1057 /* Counter attack to an enemy monster */
1058 if (!will_run && m_ptr->target_y)
1060 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
1062 /* The monster must be an enemy, and in LOS */
1064 are_enemies(m_ptr, &m_list[t_m_idx]) &&
1065 los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
1066 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1068 /* Extract the "pseudo-direction" */
1069 y = m_ptr->fy - m_ptr->target_y;
1070 x = m_ptr->fx - m_ptr->target_x;
1075 if (!done && !will_run && is_hostile(m_ptr) &&
1076 (r_ptr->flags1 & RF1_FRIENDS) &&
1077 ((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)) ||
1078 (cave[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1081 * Animal packs try to get the player out of corridors
1082 * (...unless they can move through walls -- TY)
1084 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1085 !(r_ptr->flags2 & RF2_KILL_WALL))
1089 /* Count room grids next to player */
1090 for (i = 0; i < 8; i++)
1092 int xx = p_ptr->x + ddx_ddd[i];
1093 int yy = p_ptr->y + ddy_ddd[i];
1095 if (!in_bounds2(yy, xx)) continue;
1097 c_ptr = &cave[yy][xx];
1100 if (monster_can_cross_terrain(c_ptr->feat, r_ptr, 0))
1102 /* One more room grid */
1106 if (cave[p_ptr->y][p_ptr->x].info & CAVE_ROOM) room -= 2;
1107 if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
1109 /* Not in a room and strong player */
1110 if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1111 (p_ptr->mhp + p_ptr->msp))
1113 /* Find hiding place */
1114 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1118 /* Monster groups try to surround the player */
1119 if (!done && (cave[m_ptr->fy][m_ptr->fx].dist < 3))
1123 /* Find an empty square near the player to fill */
1124 for (i = 0; i < 8; i++)
1126 /* Pick squares near player (semi-randomly) */
1127 y2 = p_ptr->y + ddy_ddd[(m_idx + i) & 7];
1128 x2 = p_ptr->x + ddx_ddd[(m_idx + i) & 7];
1130 /* Already there? */
1131 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1133 /* Attack the player */
1140 if (!in_bounds2(y2, x2)) continue;
1142 /* Ignore filled grids */
1143 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
1145 /* Try to fill this hole */
1149 /* Extract the new "pseudo-direction" */
1159 /* Flow towards the player */
1160 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1162 /* Extract the "pseudo-direction" */
1169 /* Apply fear if possible and necessary */
1170 if (is_pet(m_ptr) && will_run)
1172 /* XXX XXX Not very "smart" */
1177 if (!done && will_run)
1182 /* Try to find safe place */
1183 if (find_safety(m_idx, &y, &x))
1185 /* Attempt to avoid the player */
1188 /* Adjust movement */
1189 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1195 /* This is not a very "smart" method XXX XXX */
1203 /* Check for no move */
1204 if (!x && !y) return (FALSE);
1207 /* Extract the "absolute distances" */
1211 /* Do something weird */
1212 if (y < 0) move_val += 8;
1213 if (x > 0) move_val += 4;
1215 /* Prevent the diamond maneuvre */
1216 if (ay > (ax << 1)) move_val += 2;
1217 else if (ax > (ay << 1)) move_val++;
1219 /* Extract some directions */
1364 /* Wants to move... */
1370 * @brief モンスターから敵モンスターへの命中判定
1371 * @param power 打撃属性による基本命中値
1372 * @param level 攻撃側モンスターのレベル
1373 * @param ac 目標モンスターのAC
1374 * @param stun 攻撃側モンスターが朦朧状態ならTRUEを返す
1375 * @return 命中ならばTRUEを返す
1377 static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
1381 /* Percentile dice */
1384 if (stun && one_in_(2)) return FALSE;
1386 /* Hack -- Always miss or hit */
1387 if (k < 10) return (k < 5);
1389 /* Calculate the "attack quality" */
1390 i = (power + (level * 3));
1392 /* Power and Level compete against Armor */
1393 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1400 #define BLOW_EFFECT_TYPE_NONE 0
1401 #define BLOW_EFFECT_TYPE_FEAR 1
1402 #define BLOW_EFFECT_TYPE_SLEEP 2
1403 #define BLOW_EFFECT_TYPE_HEAL 3
1407 * @brief モンスターから敵モンスターへの打撃攻撃処理
1408 * @param m_idx 攻撃側モンスターの参照ID
1409 * @param t_idx 目標側モンスターの参照ID
1410 * @return 実際に打撃処理が行われた場合TRUEを返す
1412 static bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
1414 monster_type *m_ptr = &m_list[m_idx];
1415 monster_type *t_ptr = &m_list[t_idx];
1417 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1418 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1420 ARMOUR_CLASS ap_cnt;
1424 char m_name[80], t_name[80];
1425 char temp[MAX_NLEN];
1427 bool explode = FALSE, touched = FALSE, fear = FALSE;
1428 int y_saver = t_ptr->fy;
1429 int x_saver = t_ptr->fx;
1432 bool see_m = is_seen(m_ptr);
1433 bool see_t = is_seen(t_ptr);
1434 bool see_either = see_m || see_t;
1436 /* Can the player be aware of this attack? */
1437 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1438 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1440 /* Cannot attack self */
1441 if (m_idx == t_idx) return FALSE;
1443 /* Not allowed to attack */
1444 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1446 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1451 /* Extract the effective monster level */
1452 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1454 /* Get the monster name (or "it") */
1455 monster_desc(m_name, m_ptr, 0);
1457 /* Get the monster name (or "it") */
1458 monster_desc(t_name, t_ptr, 0);
1460 /* Assume no blink */
1463 if (!see_either && known)
1468 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
1470 /* Scan through all four blows */
1471 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1473 bool obvious = FALSE;
1475 HIT_POINT power = 0;
1476 HIT_POINT damage = 0;
1480 /* Extract the attack infomation */
1481 int effect = r_ptr->blow[ap_cnt].effect;
1482 int method = r_ptr->blow[ap_cnt].method;
1483 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1484 int d_side = r_ptr->blow[ap_cnt].d_side;
1486 if (!m_ptr->r_idx) break;
1488 /* Stop attacking if the target dies! */
1489 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1492 /* Hack -- no more attacks */
1495 if (method == RBM_SHOOT) continue;
1497 /* Extract the attack "power" */
1498 power = mbe_info[effect].power;
1501 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1503 (void)set_monster_csleep(t_idx, 0);
1507 /* Redraw the health bar */
1508 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
1509 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
1512 /* Describe the attack method */
1517 act = _("%sを殴った。", "hits %s.");
1524 act = _("%sを触った。", "touches %s.");
1531 act = _("%sをパンチした。", "punches %s.");
1538 act = _("%sを蹴った。", "kicks %s.");
1545 act = _("%sをひっかいた。", "claws %s.");
1552 act = _("%sを噛んだ。", "bites %s.");
1559 act = _("%sを刺した。", "stings %s.");
1566 act = _("%sを斬った。", "slashes %s.");
1572 act = _("%sを角で突いた。", "butts %s.");
1579 act = _("%sに体当りした。", "crushes %s.");
1586 act = _("%sを飲み込んだ。", "engulfs %s.");
1593 act = _("%sに請求書をよこした。", "charges %s.");
1600 act = _("%sの体の上を這い回った。", "crawls on %s.");
1607 act = _("%sによだれをたらした。", "drools on %s.");
1614 act = _("%sに唾を吐いた。", "spits on %s.");
1621 if (see_either) disturb(TRUE, TRUE);
1622 act = _("爆発した。", "explodes.");
1630 act = _("%sをにらんだ。", "gazes at %s.");
1637 act = _("%sに泣きついた。", "wails at %s.");
1644 act = _("%sに胞子を飛ばした。", "releases spores at %s.");
1651 act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
1658 act = _("%sに金をせがんだ。", "begs %s for money.");
1665 act = _("%sを侮辱した。", "insults %s.");
1672 act = _("%sにむかってうめいた。", "moans at %s.");
1679 act = _("%sにむかって歌った。", "sings to %s.");
1685 if (act && see_either)
1688 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1689 strfmt(temp, act, t_name);
1690 msg_format("%^sは%s", m_name, temp);
1692 if (do_silly_attack)
1694 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1695 strfmt(temp, "%s %s.", act, t_name);
1697 else strfmt(temp, act, t_name);
1698 msg_format("%^s %s", m_name, temp);
1702 /* Hack -- assume all attacks are obvious */
1705 /* Roll out the damage */
1706 damage = damroll(d_dice, d_side);
1708 /* Assume no effect */
1709 effect_type = BLOW_EFFECT_TYPE_NONE;
1713 /* Apply appropriate damage */
1722 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1724 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1725 damage = MAX(damage, tmp_damage * 2);
1732 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1747 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1783 effect_type = BLOW_EFFECT_TYPE_FEAR;
1787 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1791 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1792 if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1807 pt = GF_HYPODYNAMIA;
1808 effect_type = BLOW_EFFECT_TYPE_HEAL;
1826 /* Do damage if not exploding */
1829 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1830 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1833 switch (effect_type)
1835 case BLOW_EFFECT_TYPE_FEAR:
1836 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1837 damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1840 case BLOW_EFFECT_TYPE_SLEEP:
1841 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1842 r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1845 case BLOW_EFFECT_TYPE_HEAL:
1846 if ((monster_living(m_idx)) && (damage > 2))
1848 bool did_heal = FALSE;
1850 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1853 m_ptr->hp += damroll(4, damage / 6);
1854 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1856 /* Redraw (later) if needed */
1857 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1858 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1860 /* Special message */
1861 if (see_m && did_heal)
1863 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1872 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
1874 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1878 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
1880 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
1881 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1882 damroll (1 + ((tr_ptr->level) / 26),
1883 1 + ((tr_ptr->level) / 17)),
1884 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1888 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1893 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
1895 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1899 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
1901 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
1902 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1903 damroll (1 + ((tr_ptr->level) / 26),
1904 1 + ((tr_ptr->level) / 17)),
1905 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1909 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1914 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
1916 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1920 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
1922 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
1923 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1924 damroll (1 + ((tr_ptr->level) / 26),
1925 1 + ((tr_ptr->level) / 17)),
1926 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1930 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1937 /* Monster missed player */
1940 /* Analyze failed attacks */
1956 (void)set_monster_csleep(t_idx, 0);
1958 /* Visible monsters */
1962 msg_format("%sは%^sの攻撃をかわした。", t_name, m_name);
1964 msg_format("%^s misses %s.", m_name, t_name);
1974 /* Analyze "visible" monsters only */
1975 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
1977 /* Count "obvious" attacks (and ones that cause damage) */
1978 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
1980 /* Count attacks of this type */
1981 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
1983 r_ptr->r_blows[ap_cnt]++;
1991 sound(SOUND_EXPLODE);
1993 /* Cancel Invulnerability */
1994 (void)set_monster_invulner(m_idx, 0, FALSE);
1995 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);
2000 if (blinked && m_ptr->r_idx)
2002 if (teleport_barrier(m_idx))
2006 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."));
2017 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
2024 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
2032 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
2034 return !have_flag(f_ptr->flags, FF_GLASS) ||
2035 (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
2036 (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
2041 * @brief モンスター単体の1ターン行動処理メインルーチン /
2043 * @param m_idx 行動モンスターの参照ID
2046 * The monster is known to be within 100 grids of the player\n
2048 * In several cases, we directly update the monster lore\n
2050 * Note that a monster is only allowed to "reproduce" if there\n
2051 * are a limited number of "reproducing" monsters on the current\n
2052 * level. This should prevent the level from being "swamped" by\n
2053 * reproducing monsters. It also allows a large mass of mice to\n
2054 * prevent a louse from multiplying, but this is a small price to\n
2055 * pay for a simple multiplication method.\n
2057 * XXX Monster fear is slightly odd, in particular, monsters will\n
2058 * fixate on opening a door even if they cannot open it. Actually,\n
2059 * the same thing happens to normal monsters when they hit a door\n
2061 * In addition, monsters which *cannot* open or bash\n
2062 * down a door will still stand there trying to open it...\n
2064 * XXX Technically, need to check for monster in the way\n
2065 * combined with that monster being in a wall (or door?)\n
2067 * A "direction" of "5" means "pick a random direction".\n
2069 void process_monster(MONSTER_IDX m_idx)
2071 monster_type *m_ptr = &m_list[m_idx];
2072 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2073 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2076 POSITION oy, ox, ny, nx;
2081 feature_type *f_ptr;
2083 monster_type *y_ptr;
2088 bool must_alter_to_move;
2097 bool gets_angry = FALSE;
2103 bool is_riding_mon = (m_idx == p_ptr->riding);
2105 bool see_m = is_seen(m_ptr);
2107 if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
2109 if (rakuba(0, TRUE))
2112 msg_print("地面に落とされた。");
2115 monster_desc(m_name, &m_list[p_ptr->riding], 0);
2116 msg_format("You have fallen from %s.", m_name);
2121 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
2123 choose_new_monster(m_idx, FALSE, 0);
2124 r_ptr = &r_info[m_ptr->r_idx];
2127 /* Players hidden in shadow are almost imperceptable. -LM- */
2128 if (p_ptr->special_defense & NINJA_S_STEALTH)
2130 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2131 if (p_ptr->monlite) tmp /= 3;
2132 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2133 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2134 /* Low-level monsters will find it difficult to locate the player. */
2135 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
2138 /* Are there its parent? */
2139 if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
2141 /* Its parent have gone, it also goes away. */
2146 monster_desc(m_name, m_ptr, 0);
2147 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2150 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2154 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2155 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
2159 delete_monster_idx(m_idx);
2164 /* Quantum monsters are odd */
2165 if (r_ptr->flags2 & (RF2_QUANTUM))
2167 /* Sometimes skip move */
2168 if (!randint0(2)) return;
2171 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2175 if (is_pet(m_ptr) && !(m_ptr->ml)) sad = TRUE;
2180 monster_desc(m_name, m_ptr, 0);
2182 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2185 /* Generate treasure, etc */
2186 monster_death(m_idx, FALSE);
2189 delete_monster_idx(m_idx);
2192 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2199 if (m_ptr->r_idx == MON_SHURYUUDAN)
2201 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);
2204 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2206 static int riding_pinch = 0;
2208 if (m_ptr->hp < m_ptr->maxhp/3)
2211 monster_desc(m_name, m_ptr, 0);
2213 if (is_riding_mon && riding_pinch < 2)
2215 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。",
2216 "%^s seems to be in so much pain, and trying to escape from your restriction."), m_name);
2218 disturb(TRUE, TRUE);
2224 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);
2225 if (rakuba(-1, FALSE))
2227 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2233 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) &&
2234 player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))
2236 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);
2238 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);
2239 msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
2242 if (is_riding_mon && rakuba(-1, FALSE))
2244 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2247 /* Check for quest completion */
2248 check_quest_completion(m_ptr);
2250 delete_monster_idx(m_idx);
2257 /* Reset the counter */
2258 if (is_riding_mon) riding_pinch = 0;
2262 /* Handle "sleep" */
2263 if (MON_CSLEEP(m_ptr))
2265 /* Handle non-aggravation - Still sleeping */
2266 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2268 /* Handle aggravation */
2270 /* Reset sleep counter */
2271 (void)set_monster_csleep(m_idx, 0);
2273 /* Notice the "waking up" */
2277 monster_desc(m_name, m_ptr, 0);
2279 /* Dump a message */
2280 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2283 /* Hack -- Count the wakings */
2284 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2291 if (MON_STUNNED(m_ptr))
2293 /* Sometimes skip move */
2294 if (one_in_(2)) return;
2299 p_ptr->update |= (PU_BONUS);
2302 /* No one wants to be your friend if you're aggravating */
2303 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2306 /* Paranoia... no pet uniques outside wizard mode -- TY */
2307 if (is_pet(m_ptr) &&
2308 ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2309 monster_has_hostile_align(NULL, 10, -10, r_ptr))
2310 || (r_ptr->flagsr & RFR_RES_ALL)))
2315 if (p_ptr->inside_battle) gets_angry = FALSE;
2319 if (is_pet(m_ptr) || see_m)
2322 monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
2323 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
2329 /* Get the origin */
2334 /* Attempt to "multiply" if able and allowed */
2335 if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2339 /* Count the adjacent monsters */
2340 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2342 for (x = ox - 1; x <= ox + 1; x++)
2344 /* Ignore locations off of edge */
2345 if (!in_bounds2(y, x)) continue;
2347 if (cave[y][x].m_idx) k++;
2352 if (multiply_barrier(m_idx)) k = 8;
2354 /* Hack -- multiply slower in crowded areas */
2355 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2357 /* Try to multiply */
2358 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2360 /* Take note if visible */
2361 if (m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2363 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2366 /* Multiplying takes energy */
2373 if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
2375 /* Hack -- Ohmu scatters molds! */
2376 if (m_ptr->r_idx == MON_OHMU)
2378 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2380 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2383 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2384 BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2386 for (k = 0; k < 6; k++)
2388 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
2390 if (m_list[hack_m_idx_ii].ml) count++;
2394 if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2401 if (!p_ptr->inside_battle)
2403 /* Hack! "Cyber" monster makes noise... */
2404 if (m_ptr->ap_r_idx == MON_CYBER &&
2405 one_in_(CYBERNOISE) &&
2406 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2408 if (disturb_minor) disturb(FALSE, FALSE);
2409 msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
2412 /* Some monsters can speak */
2413 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2414 one_in_(SPEAK_CHANCE) &&
2415 player_has_los_bold(oy, ox) &&
2416 projectable(oy, ox, p_ptr->y, p_ptr->x))
2419 char monmessage[1024];
2422 /* Acquire the monster name/poss */
2424 monster_desc(m_name, m_ptr, 0);
2426 strcpy(m_name, _("それ", "It"));
2428 /* Select the file for monster quotes */
2429 if (MON_MONFEAR(m_ptr))
2430 filename = _("monfear_j.txt", "monfear.txt");
2431 else if (is_pet(m_ptr))
2432 filename = _("monpet_j.txt", "monpet.txt");
2433 else if (is_friendly(m_ptr))
2434 filename = _("monfrien_j.txt", "monfrien.txt");
2436 filename = _("monspeak_j.txt", "monspeak.txt");
2437 /* Get the monster line */
2438 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2441 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2446 /* Try to cast spell occasionally */
2447 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2449 bool counterattack = FALSE;
2451 /* Give priority to counter attack? */
2452 if (m_ptr->target_y)
2454 MONSTER_IDX t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
2456 /* The monster must be an enemy, and projectable */
2457 if (t_m_idx && are_enemies(m_ptr, &m_list[t_m_idx]) &&
2458 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2460 counterattack = TRUE;
2466 /* Attempt to cast a spell */
2467 if (aware && make_attack_spell(m_idx)) return;
2470 * Attempt to cast a spell at an enemy other than the player
2471 * (may slow the game a smidgeon, but I haven't noticed.)
2473 if (monst_spell_monst(m_idx)) return;
2477 /* Attempt to do counter attack at first */
2478 if (monst_spell_monst(m_idx)) return;
2480 if (aware && make_attack_spell(m_idx)) return;
2484 /* Hack -- Assume no movement */
2485 mm[0] = mm[1] = mm[2] = mm[3] = 0;
2486 mm[4] = mm[5] = mm[6] = mm[7] = 0;
2489 /* Confused -- 100% random */
2490 if (MON_CONFUSED(m_ptr) || !aware)
2492 /* Try four "random" directions */
2493 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2496 /* 75% random movement */
2497 else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2498 (randint0(100) < 75))
2500 /* Memorize flags */
2501 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2503 /* Try four "random" directions */
2504 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2507 /* 50% random movement */
2508 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2509 (randint0(100) < 50))
2511 /* Memorize flags */
2512 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2514 /* Try four "random" directions */
2515 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2518 /* 25% random movement */
2519 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2520 (randint0(100) < 25))
2522 /* Memorize flags */
2523 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2525 /* Try four "random" directions */
2526 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2529 /* Can't reach player - find something else to hit */
2530 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2532 /* Try four "random" directions */
2533 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2535 /* Look for an enemy */
2536 #if 0 /* Hack - Too slow. Mimic pits are horrible with this on. */
2537 get_enemy_dir(m_idx, mm);
2541 /* Pets will follow the player */
2542 else if (is_pet(m_ptr))
2544 /* Are we trying to avoid the player? */
2545 bool avoid = ((p_ptr->pet_follow_distance < 0) &&
2546 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2548 /* Do we want to find the player? */
2549 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2551 /* Should we find the player if we can't find a monster? */
2552 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2554 /* by default, move randomly */
2555 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2557 /* Look for an enemy */
2558 if (!get_enemy_dir(m_idx, mm))
2560 /* Find the player if necessary */
2561 if (avoid || lonely || distant)
2563 /* Remember the leash length */
2564 POSITION dis = p_ptr->pet_follow_distance;
2566 /* Hack -- adjust follow distance temporarily */
2567 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2569 p_ptr->pet_follow_distance = PET_SEEK_DIST;
2572 /* Find the player */
2573 (void)get_moves(m_idx, mm);
2575 /* Restore the leash */
2576 p_ptr->pet_follow_distance = (s16b)dis;
2581 /* Friendly monster movement */
2582 else if (!is_hostile(m_ptr))
2584 /* by default, move randomly */
2585 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2587 /* Look for an enemy */
2588 get_enemy_dir(m_idx, mm);
2590 /* Normal movement */
2593 /* Logical moves, may do nothing */
2594 if (!get_moves(m_idx, mm)) return;
2597 /* Assume nothing */
2601 must_alter_to_move = FALSE;
2603 /* Assume nothing */
2604 did_open_door = FALSE;
2605 did_bash_door = FALSE;
2606 did_take_item = FALSE;
2607 did_kill_item = FALSE;
2608 did_move_body = FALSE;
2609 did_pass_wall = FALSE;
2610 did_kill_wall = FALSE;
2613 /* Take a zero-terminated array of "directions" */
2614 for (i = 0; mm[i]; i++)
2616 /* Get the direction */
2619 /* Hack -- allow "randomized" motion */
2620 if (d == 5) d = ddd[randint0(8)];
2622 /* Get the destination */
2626 /* Ignore locations off of edge */
2627 if (!in_bounds2(ny, nx)) continue;
2629 /* Access that cave grid */
2630 c_ptr = &cave[ny][nx];
2631 f_ptr = &f_info[c_ptr->feat];
2632 can_cross = monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2634 /* Access that cave grid's contents */
2635 y_ptr = &m_list[c_ptr->m_idx];
2637 /* Hack -- player 'in' wall */
2638 if (player_bold(ny, nx))
2643 /* Possibly a monster to attack */
2644 else if (c_ptr->m_idx)
2649 /* Monster destroys walls (and doors) */
2650 else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
2651 (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
2652 have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
2653 check_hp_for_feat_destruction(f_ptr, m_ptr))
2655 /* Eat through walls/doors/rubble */
2657 if (!can_cross) must_alter_to_move = TRUE;
2659 /* Monster destroyed a wall (later) */
2660 did_kill_wall = TRUE;
2663 /* Floor is open? */
2666 /* Go ahead and move */
2669 /* Monster moves through walls (and doors) */
2670 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2671 have_flag(f_ptr->flags, FF_CAN_PASS))
2673 /* Monster went through a wall */
2674 did_pass_wall = TRUE;
2678 /* Handle doors and secret doors */
2679 else if (is_closed_door(c_ptr->feat))
2681 bool may_bash = TRUE;
2683 /* Assume no move allowed */
2686 /* Creature can open doors. */
2687 if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2688 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2693 /* The door is open */
2694 did_open_door = TRUE;
2696 /* Do not bash the door */
2702 /* Locked doors (not jammed) */
2705 /* Try to unlock it */
2706 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2708 /* Unlock the door */
2709 cave_alter_feat(ny, nx, FF_DISARM);
2711 /* Do not bash the door */
2719 /* Stuck doors -- attempt to bash them down if allowed */
2720 if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2721 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2723 /* Attempt to Bash */
2724 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
2726 if (have_flag(f_ptr->flags, FF_GLASS))
2727 msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
2729 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2731 /* Disturb (sometimes) */
2732 if (disturb_minor) disturb(FALSE, FALSE);
2734 /* The door was bashed open */
2735 did_bash_door = TRUE;
2737 /* Hack -- fall into doorway */
2739 must_alter_to_move = TRUE;
2744 /* Deal with doors in the way */
2745 if (did_open_door || did_bash_door)
2747 /* Break down the door */
2748 if (did_bash_door && ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
2750 cave_alter_feat(ny, nx, FF_BASH);
2752 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2754 /* Update some things */
2755 p_ptr->update |= (PU_FLOW);
2756 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2757 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2766 cave_alter_feat(ny, nx, FF_OPEN);
2769 f_ptr = &f_info[c_ptr->feat];
2771 /* Handle viewable doors */
2776 /* Hack -- check for Glyph of Warding */
2777 if (do_move && is_glyph_grid(c_ptr) &&
2778 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2780 /* Assume no move allowed */
2783 /* Break the ward */
2784 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2786 /* Describe observable breakage */
2787 if (c_ptr->info & CAVE_MARK)
2789 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2792 /* Forget the rune */
2793 c_ptr->info &= ~(CAVE_MARK);
2795 /* Break the rune */
2796 c_ptr->info &= ~(CAVE_OBJECT);
2799 /* Allow movement */
2805 else if (do_move && is_explosive_rune_grid(c_ptr) &&
2806 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2808 /* Assume no move allowed */
2811 /* Break the ward */
2814 /* Break the ward */
2815 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2817 /* Describe observable breakage */
2818 if (c_ptr->info & CAVE_MARK)
2820 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2821 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);
2826 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2829 /* Forget the rune */
2830 c_ptr->info &= ~(CAVE_MARK);
2832 /* Break the rune */
2833 c_ptr->info &= ~(CAVE_OBJECT);
2839 if (!m_ptr->r_idx) return;
2840 /* Allow movement */
2845 /* The player is in the way */
2846 if (do_move && player_bold(ny, nx))
2848 /* Some monsters never attack */
2849 if (r_ptr->flags1 & RF1_NEVER_BLOW)
2851 /* Hack -- memorize lack of attacks */
2852 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
2858 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2859 if (do_move && (d_info[dungeon_type].flags1 & DF1_NO_MELEE))
2861 if (!MON_CONFUSED(m_ptr))
2863 if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2866 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2871 /* The player is in the way. Attack him. */
2874 if (!p_ptr->riding || one_in_(2))
2877 (void)make_attack_normal(m_idx);
2888 /* A monster is in the way */
2889 if (do_move && c_ptr->m_idx)
2891 monster_race *z_ptr = &r_info[y_ptr->r_idx];
2893 /* Assume no movement */
2896 /* Attack 'enemies' */
2897 if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
2898 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
2899 can_cross && (c_ptr->m_idx != p_ptr->riding)) ||
2900 are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
2902 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2904 if (r_ptr->flags2 & RF2_KILL_BODY)
2906 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2910 if (y_ptr->r_idx && (y_ptr->hp >= 0))
2912 if (monst_attack_monst(m_idx, c_ptr->m_idx)) return;
2914 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2915 else if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2917 if (MON_CONFUSED(m_ptr)) return;
2918 else if (r_ptr->flags2 & RF2_STUPID)
2920 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2928 /* Push past weaker monsters (unless leaving a wall) */
2929 else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
2930 (r_ptr->mexp > z_ptr->mexp) &&
2931 can_cross && (c_ptr->m_idx != p_ptr->riding) &&
2932 monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
2934 /* Allow movement */
2937 /* Monster pushed past another monster */
2938 did_move_body = TRUE;
2940 /* Wake up the moved monster */
2941 (void)set_monster_csleep(c_ptr->m_idx, 0);
2949 if (!p_ptr->riding_ryoute && !MON_MONFEAR(&m_list[p_ptr->riding])) do_move = FALSE;
2952 if (did_kill_wall && do_move)
2954 if (one_in_(GRINDNOISE))
2956 if (have_flag(f_ptr->flags, FF_GLASS))
2957 msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
2959 msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
2962 cave_alter_feat(ny, nx, FF_HURT_DISI);
2964 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2966 /* Update some things */
2967 p_ptr->update |= (PU_FLOW);
2968 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2969 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
2974 f_ptr = &f_info[c_ptr->feat];
2976 /* Note changes to viewable region */
2982 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
2984 if (!monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
2986 /* Assume no move allowed */
2992 * Check if monster can cross terrain
2993 * This is checked after the normal attacks
2994 * to allow monsters to attack an enemy,
2995 * even if it can't enter the terrain.
2997 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
2999 /* Assume no move allowed */
3003 /* Some monsters never move */
3004 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
3006 /* Hack -- memorize lack of moves */
3007 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3013 /* Creature has been allowed move */
3018 if (have_flag(f_ptr->flags, FF_TREE))
3020 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3022 m_ptr->energy_need += ENERGY_NEED();
3028 /* Hack -- Update the old location */
3029 cave[oy][ox].m_idx = c_ptr->m_idx;
3031 /* Mega-Hack -- move the old monster, if any */
3034 /* Move the old monster */
3038 /* Update the old monster */
3039 update_monster(c_ptr->m_idx, TRUE);
3042 /* Hack -- Update the new location */
3043 c_ptr->m_idx = (s16b)m_idx;
3045 /* Move the monster */
3048 update_monster(m_idx, TRUE);
3050 /* Redraw the old grid */
3053 /* Redraw the new grid */
3058 /* sound(SOUND_WALK); */
3060 /* Move the player */
3061 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
3064 /* Possible disturb */
3067 (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
3068 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3070 if (is_hostile(m_ptr))
3071 disturb(FALSE, TRUE);
3074 /* Take or Kill objects on the floor */
3075 if (c_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3076 (!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
3078 OBJECT_IDX this_o_idx, next_o_idx;
3079 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
3081 /* Scan all objects in the grid */
3082 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3084 BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
3085 char m_name[80], o_name[MAX_NLEN];
3086 object_type *o_ptr = &o_list[this_o_idx];
3088 /* Acquire next object */
3089 next_o_idx = o_ptr->next_o_idx;
3094 if (o_ptr->tval == TV_GOLD) continue;
3097 * Skip "real" corpses and statues, to avoid extreme
3098 * silliness like a novice rogue pockets full of statues
3101 if ((o_ptr->tval == TV_CORPSE) ||
3102 (o_ptr->tval == TV_STATUE)) continue;
3105 /* Extract some flags */
3106 object_flags(o_ptr, flgs);
3108 /* Acquire the object name */
3109 object_desc(o_name, o_ptr, 0);
3110 monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
3112 /* React to objects that hurt the monster */
3113 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3114 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3115 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
3116 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
3117 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
3118 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
3119 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
3120 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
3121 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
3122 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
3123 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3124 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3125 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3126 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3127 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
3128 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
3129 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
3130 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
3131 if (have_flag(flgs, TR_BRAND_ACID)) flgr |= (RFR_IM_ACID);
3132 if (have_flag(flgs, TR_BRAND_ELEC)) flgr |= (RFR_IM_ELEC);
3133 if (have_flag(flgs, TR_BRAND_FIRE)) flgr |= (RFR_IM_FIRE);
3134 if (have_flag(flgs, TR_BRAND_COLD)) flgr |= (RFR_IM_COLD);
3135 if (have_flag(flgs, TR_BRAND_POIS)) flgr |= (RFR_IM_POIS);
3137 /* The object cannot be picked up by the monster */
3138 if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
3139 ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
3141 /* Only give a message for "take_item" */
3142 if (do_take && (r_ptr->flags2 & RF2_STUPID))
3145 did_take_item = TRUE;
3147 /* Describe observable situations */
3148 if (m_ptr->ml && player_can_see_bold(ny, nx))
3150 /* Dump a message */
3151 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);
3156 /* Pick up the item */
3160 did_take_item = TRUE;
3162 /* Describe observable situations */
3163 if (player_can_see_bold(ny, nx))
3165 /* Dump a message */
3166 msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
3169 /* Excise the object */
3170 excise_object_idx(this_o_idx);
3173 o_ptr->marked &= OM_TOUCHED;
3175 /* Forget location */
3176 o_ptr->iy = o_ptr->ix = 0;
3178 /* Memorize monster */
3179 o_ptr->held_m_idx = (s16b)m_idx;
3182 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3185 m_ptr->hold_o_idx = this_o_idx;
3188 /* Destroy the item if not a pet */
3189 else if (!is_pet(m_ptr))
3192 did_kill_item = TRUE;
3194 /* Describe observable situations */
3195 if (player_has_los_bold(ny, nx))
3197 /* Dump a message */
3198 msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
3201 delete_object_idx(this_o_idx);
3207 /* Stop when done */
3212 * Forward movements failed, but now received LOS attack!
3213 * Try to flow by smell.
3215 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3216 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3218 /* If we haven't done anything, try casting a spell again */
3219 if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
3221 /* Try to cast spell again */
3222 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3224 if (make_attack_spell(m_idx)) return;
3229 /* Notice changes in view */
3232 /* Update some things */
3233 p_ptr->update |= (PU_FLOW);
3235 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3238 /* Notice changes in view */
3239 if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3240 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3242 /* Update some things */
3243 p_ptr->update |= (PU_MON_LITE);
3246 /* Learn things from observable monster */
3247 if (is_original_ap_and_seen(m_ptr))
3249 /* Monster opened a door */
3250 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3252 /* Monster bashed a door */
3253 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3255 /* Monster tried to pick something up */
3256 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3258 /* Monster tried to crush something */
3259 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3261 /* Monster pushed past another monster */
3262 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3264 /* Monster passed through a wall */
3265 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3267 /* Monster destroyed a wall */
3268 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3272 /* Hack -- get "bold" if out of options */
3273 if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3275 /* No longer afraid */
3276 (void)set_monster_monfear(m_idx, 0);
3278 /* Message if seen */
3282 monster_desc(m_name, m_ptr, 0);
3284 /* Dump a message */
3285 msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
3288 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3290 /* Actually do something now (?) */
3295 * @brief 全モンスターのターン管理メインルーチン /
3296 * Process all the "live" monsters, once per game turn.
3299 * During each game turn, we scan through the list of all the "live" monsters,\n
3300 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
3301 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
3303 * Note that monsters can never move in the monster array (except when the\n
3304 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
3306 * This function is responsible for at least half of the processor time\n
3307 * on a normal system with a "normal" amount of monsters and a player doing\n
3310 * When the player is resting, virtually 90% of the processor time is spent\n
3311 * in this function, and its children, "process_monster()" and "make_move()".\n
3313 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
3314 * especially when the player is running.\n
3316 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
3317 * monsters while they are still being "born". A monster is "fresh" only\n
3318 * during the turn in which it is created, and we use the "hack_m_idx" to\n
3319 * determine if the monster is yet to be processed during the current turn.\n
3321 * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
3322 * move before any "nasty" monsters get to use their spell attacks.\n
3324 * Note that when the "knowledge" about the currently tracked monster\n
3325 * changes (flags, attacks, spells), we induce a redraw of the monster\n
3328 void process_monsters(void)
3335 monster_type *m_ptr;
3336 monster_race *r_ptr;
3338 MONRACE_IDX old_monster_race_idx;
3340 BIT_FLAGS old_r_flags1 = 0L;
3341 BIT_FLAGS old_r_flags2 = 0L;
3342 BIT_FLAGS old_r_flags3 = 0L;
3343 BIT_FLAGS old_r_flags4 = 0L;
3344 BIT_FLAGS old_r_flags5 = 0L;
3345 BIT_FLAGS old_r_flags6 = 0L;
3346 BIT_FLAGS old_r_flagsr = 0L;
3348 byte old_r_blows0 = 0;
3349 byte old_r_blows1 = 0;
3350 byte old_r_blows2 = 0;
3351 byte old_r_blows3 = 0;
3353 byte old_r_cast_spell = 0;
3357 /* Clear monster fighting indicator */
3360 /* Memorize old race */
3361 old_monster_race_idx = p_ptr->monster_race_idx;
3363 /* Acquire knowledge */
3364 if (p_ptr->monster_race_idx)
3366 /* Acquire current monster */
3367 r_ptr = &r_info[p_ptr->monster_race_idx];
3369 /* Memorize flags */
3370 old_r_flags1 = r_ptr->r_flags1;
3371 old_r_flags2 = r_ptr->r_flags2;
3372 old_r_flags3 = r_ptr->r_flags3;
3373 old_r_flags4 = r_ptr->r_flags4;
3374 old_r_flags5 = r_ptr->r_flags5;
3375 old_r_flags6 = r_ptr->r_flags6;
3376 old_r_flagsr = r_ptr->r_flagsr;
3378 /* Memorize blows */
3379 old_r_blows0 = r_ptr->r_blows[0];
3380 old_r_blows1 = r_ptr->r_blows[1];
3381 old_r_blows2 = r_ptr->r_blows[2];
3382 old_r_blows3 = r_ptr->r_blows[3];
3384 /* Memorize castings */
3385 old_r_cast_spell = r_ptr->r_cast_spell;
3389 /* Process the monsters (backwards) */
3390 for (i = m_max - 1; i >= 1; i--)
3392 /* Access the monster */
3394 r_ptr = &r_info[m_ptr->r_idx];
3396 /* Handle "leaving" */
3397 if (p_ptr->leaving) break;
3399 /* Ignore "dead" monsters */
3400 if (!m_ptr->r_idx) continue;
3402 if (p_ptr->wild_mode) continue;
3405 /* Handle "fresh" monsters */
3406 if (m_ptr->mflag & MFLAG_BORN)
3408 /* No longer "fresh" */
3409 m_ptr->mflag &= ~(MFLAG_BORN);
3415 /* Hack -- Require proximity */
3416 if (m_ptr->cdis >= AAF_LIMIT) continue;
3419 /* Access the location */
3423 /* Flow by smell is allowed */
3424 if (!p_ptr->no_flowed)
3426 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3429 /* Assume no move */
3432 /* Handle "sensing radius" */
3433 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3435 /* We can "sense" the player */
3439 /* Handle "sight" and "aggravation" */
3440 else if ((m_ptr->cdis <= MAX_SIGHT || p_ptr->inside_battle) &&
3441 (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3443 /* We can "see" or "feel" the player */
3447 #if 0 /* (cave[p_ptr->y][p_ptr->x].when == cave[fy][fx].when) is always FALSE... */
3448 /* Hack -- Monsters can "smell" the player from far away */
3449 /* Note that most monsters have "aaf" of "20" or so */
3450 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3451 cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_MOVE) &&
3452 (cave[p_ptr->y][p_ptr->x].when == cave[fy][fx].when) &&
3453 (cave[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3454 (cave[fy][fx].dist < r_ptr->aaf))
3456 /* We can "smell" the player */
3460 else if (m_ptr->target_y) test = TRUE;
3463 if (!test) continue;
3466 if (p_ptr->riding == i)
3467 speed = p_ptr->pspeed;
3470 speed = m_ptr->mspeed;
3472 /* Monsters move quickly in Nightmare mode */
3473 if (ironman_nightmare) speed += 5;
3475 if (MON_FAST(m_ptr)) speed += 10;
3476 if (MON_SLOW(m_ptr)) speed -= 10;
3479 /* Give this monster some energy */
3480 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3482 /* Not enough energy to move */
3483 if (m_ptr->energy_need > 0) continue;
3485 /* Use up "some" energy */
3486 m_ptr->energy_need += ENERGY_NEED();
3489 /* Save global index */
3492 /* Process the monster */
3495 reset_target(m_ptr);
3497 /* Give up flow_by_smell when it might useless */
3498 if (p_ptr->no_flowed && one_in_(3))
3499 m_ptr->mflag2 |= MFLAG2_NOFLOW;
3501 /* Hack -- notice death or departure */
3502 if (!p_ptr->playing || p_ptr->is_dead) break;
3504 /* Notice leaving */
3505 if (p_ptr->leaving) break;
3508 /* Reset global index */
3512 /* Tracking a monster race (the same one we were before) */
3513 if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3515 /* Acquire monster race */
3516 r_ptr = &r_info[p_ptr->monster_race_idx];
3518 /* Check for knowledge change */
3519 if ((old_r_flags1 != r_ptr->r_flags1) ||
3520 (old_r_flags2 != r_ptr->r_flags2) ||
3521 (old_r_flags3 != r_ptr->r_flags3) ||
3522 (old_r_flags4 != r_ptr->r_flags4) ||
3523 (old_r_flags5 != r_ptr->r_flags5) ||
3524 (old_r_flags6 != r_ptr->r_flags6) ||
3525 (old_r_flagsr != r_ptr->r_flagsr) ||
3526 (old_r_blows0 != r_ptr->r_blows[0]) ||
3527 (old_r_blows1 != r_ptr->r_blows[1]) ||
3528 (old_r_blows2 != r_ptr->r_blows[2]) ||
3529 (old_r_blows3 != r_ptr->r_blows[3]) ||
3530 (old_r_cast_spell != r_ptr->r_cast_spell))
3532 p_ptr->window |= (PW_MONSTER);