2 * @file monster-process.c
3 * @brief モンスターの特殊技能と移動処理/ Monster spells and movement
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
12 * This file has several additions to it by Keldon Jones (keldon@umr.edu)
13 * to improve the general quality of the AI (version 0.1.1).
18 #include "monsterrace-hook.h"
20 #include "projection.h"
21 #include "spells-summon.h"
24 #include "realm-hex.h"
25 #include "object-hook.h"
31 * @brief モンスターが敵に接近するための方向を決める /
32 * Calculate the direction to the next enemy
33 * @param m_idx モンスターの参照ID
34 * @param mm 移動するべき方角IDを返す参照ポインタ
35 * @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
37 static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
40 POSITION x = 0, y = 0;
45 monster_type *m_ptr = &m_list[m_idx];
46 monster_race *r_ptr = &r_info[m_ptr->r_idx];
49 if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
51 y = m_list[riding_t_m_idx].fy;
52 x = m_list[riding_t_m_idx].fx;
54 else if (is_pet(m_ptr) && pet_t_m_idx)
56 y = m_list[pet_t_m_idx].fy;
57 x = m_list[pet_t_m_idx].fx;
61 if (p_ptr->inside_battle)
63 start = randint1(m_max-1)+m_max;
64 if(randint0(2)) plus = -1;
66 else start = m_max + 1;
68 /* Scan thru all monsters */
69 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
71 IDX dummy = (i % m_max);
76 t_ptr = &m_list[t_idx];
78 /* The monster itself isn't a target */
79 if (t_ptr == m_ptr) continue;
81 /* Paranoia -- Skip dead monsters */
82 if (!t_ptr->r_idx) continue;
86 /* Hack -- only fight away from player */
87 if (p_ptr->pet_follow_distance < 0)
89 /* No fighting near player */
90 if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
95 /* Hack -- no fighting away from player */
96 else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > p_ptr->pet_follow_distance))
101 if (r_ptr->aaf < t_ptr->cdis) continue;
104 /* Monster must be 'an enemy' */
105 if (!are_enemies(m_ptr, t_ptr)) continue;
107 /* Monster must be projectable if we can't pass through walls */
108 if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) ||
109 ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)))
111 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
115 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
118 /* OK -- we've got a target */
124 if (!x && !y) return FALSE;
127 /* Extract the direction */
132 if ((y < 0) && (x == 0))
139 else if ((y > 0) && (x == 0))
146 else if ((x > 0) && (y == 0))
153 else if ((x < 0) && (y == 0))
160 else if ((y < 0) && (x < 0))
167 else if ((y < 0) && (x > 0))
174 else if ((y > 0) && (x < 0))
181 else if ((y > 0) && (x > 0))
188 /* Found a monster */
194 * @brief モンスターが敵モンスターに行う打撃処理 /
195 * Hack, based on mon_take_hit... perhaps all monster attacks on other monsters should use this?
196 * @param m_idx 目標となるモンスターの参照ID
198 * @param dead 目標となったモンスターの死亡状態を返す参照ポインタ
199 * @param fear 目標となったモンスターの恐慌状態を返す参照ポインタ
200 * @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)
201 * @param who 打撃を行ったモンスターの参照ID
204 void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *dead, bool *fear, concptr note, IDX who)
206 monster_type *m_ptr = &m_list[m_idx];
207 monster_race *r_ptr = &r_info[m_ptr->r_idx];
208 GAME_TEXT m_name[160];
209 bool seen = is_seen(m_ptr);
211 /* Can the player be aware of this attack? */
212 bool known = (m_ptr->cdis <= MAX_SIGHT);
214 /* Extract monster name */
215 monster_desc(m_name, m_ptr, 0);
217 /* Redraw (later) if needed */
220 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
221 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
224 (void)set_monster_csleep(m_idx, 0);
226 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
228 if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
232 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
237 if (r_ptr->flagsr & RFR_RES_ALL)
242 if((dam == 0) && one_in_(3)) dam = 1;
248 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
257 /* It is dead now... or is it? */
260 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
261 (r_ptr->flags7 & RF7_NAZGUL)) &&
262 !p_ptr->inside_battle)
269 if (!monster_living(m_ptr->r_idx))
282 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
283 /* Unseen death by normal attack */
288 /* Death by special attack */
291 msg_format(_("%^s%s", "%^s%s"), m_name, note);
293 /* Death by normal attack -- nonliving monster */
294 else if (!monster_living(m_ptr->r_idx))
296 msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
298 /* Death by normal attack -- living monster */
301 msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
305 monster_gain_exp(who, m_ptr->r_idx);
306 monster_death(m_idx, FALSE);
307 delete_monster_idx(m_idx);
312 /* Monster is dead */
321 /* Mega-Hack -- Pain cancels fear */
322 if (MON_MONFEAR(m_ptr) && (dam > 0))
325 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
332 /* Sometimes a monster gets scared by damage */
333 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
335 /* Percentage of fully healthy */
336 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
339 * Run (sometimes) if at 10% or less of max hit points,
340 * or (usually) when hit for half its current hit points
342 if (((percentage <= 10) && (randint0(10) < percentage)) ||
343 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
345 /* Hack -- note fear */
348 /* Hack -- Add some timed fear */
349 (void)set_monster_monfear(m_idx, (randint1(10) +
350 (((dam >= m_ptr->hp) && (percentage > 7)) ?
351 20 : ((11 - percentage) * 5))));
355 #endif /* ALLOW_FEAR */
357 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
359 if (is_pet(&m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
361 set_target(m_ptr, m_list[who].fy, m_list[who].fx);
365 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
367 /* Extract monster name */
368 monster_desc(m_name, m_ptr, 0);
370 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
371 if (rakuba((dam > 200) ? 200 : dam, FALSE))
373 msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);
383 * @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 /
384 * Returns whether a given monster will try to run from the player.
385 * @param m_idx 逃走するモンスターの参照ID
386 * @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。
388 * Monsters will attempt to avoid very powerful players. See below.\n
390 * Because this function is called so often, little details are important\n
391 * for efficiency. Like not using "mod" or "div" when possible. And\n
392 * attempting to check the conditions in an optimal order. Note that\n
393 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
395 * Note that this function is responsible for about one to five percent\n
396 * of the processor use in normal conditions...\n
398 static bool mon_will_run(MONSTER_IDX m_idx)
400 monster_type *m_ptr = &m_list[m_idx];
404 monster_race *r_ptr = &r_info[m_ptr->r_idx];
408 HIT_POINT p_chp, p_mhp;
409 HIT_POINT m_chp, m_mhp;
414 /* Friends can be commanded to avoid the player */
417 /* Are we trying to avoid the player? */
418 return ((p_ptr->pet_follow_distance < 0) &&
419 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
422 /* Keep monsters from running too far away */
423 if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
425 /* All "afraid" monsters will run away */
426 if (MON_MONFEAR(m_ptr)) return (TRUE);
430 /* Nearby monsters will not become terrified */
431 if (m_ptr->cdis <= 5) return (FALSE);
433 /* Examine player power (level) */
436 /* Examine monster power (level plus morale) */
437 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
439 /* Optimize extreme cases below */
440 if (m_lev > p_lev + 4) return (FALSE);
441 if (m_lev + 4 <= p_lev) return (TRUE);
443 /* Examine player health */
447 /* Examine monster health */
449 m_mhp = m_ptr->maxhp;
451 /* Prepare to optimize the calculation */
452 p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
453 m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
455 /* Strong players scare strong monsters */
456 if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
460 /* Assume no terror */
466 * @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 /
467 * Search spell castable grid
468 * @param m_idx モンスターの参照ID
469 * @param yp 適したマスのY座標を返す参照ポインタ
470 * @param xp 適したマスのX座標を返す参照ポインタ
471 * @return 有効なマスがあった場合TRUEを返す
473 static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
476 POSITION y, x, y1, x1;
479 bool can_open_door = FALSE;
482 monster_type *m_ptr = &m_list[m_idx];
483 monster_race *r_ptr = &r_info[m_ptr->r_idx];
485 /* Monster location */
489 /* Monster can already cast spell to player */
490 if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
492 /* Set current grid cost */
493 now_cost = current_floor->grid_array[y1][x1].cost;
494 if (now_cost == 0) now_cost = 999;
496 /* Can monster bash or open doors? */
497 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
499 can_open_door = TRUE;
502 /* Check nearby grids, diagonals first */
503 for (i = 7; i >= 0; i--)
510 /* Ignore locations off of edge */
511 if (!in_bounds2(y, x)) continue;
513 /* Simply move to player */
514 if (player_bold(y, x)) return (FALSE);
516 g_ptr = ¤t_floor->grid_array[y][x];
520 /* Monster cannot kill or pass walls */
521 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))))
523 if (cost == 0) continue;
524 if (!can_open_door && is_closed_door(g_ptr->feat)) continue;
527 /* Hack -- for kill or pass wall monster.. */
528 if (cost == 0) cost = 998;
530 if (now_cost < cost) continue;
532 if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
534 /* Accept louder sounds */
535 if (best < cost) continue;
538 (*yp) = y1 + ddy_ddd[i];
539 (*xp) = x1 + ddx_ddd[i];
542 /* No legal move (?) */
543 if (best == 999) return (FALSE);
551 * @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 /
552 * Choose the "best" direction for "flowing"
553 * @param m_idx モンスターの参照ID
554 * @param yp 移動先のマスのY座標を返す参照ポインタ
555 * @param xp 移動先のマスのX座標を返す参照ポインタ
556 * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
557 * @return 有効なマスがあった場合TRUEを返す
559 * Note that ghosts and rock-eaters are never allowed to "flow",\n
560 * since they should move directly towards the player.\n
562 * Prefer "non-diagonal" directions, but twiddle them a little\n
563 * to angle slightly towards the player's actual location.\n
565 * Allow very perceptive monsters to track old "spoor" left by\n
566 * previous locations occupied by the player. This will tend\n
567 * to have monsters end up either near the player or on a grid\n
568 * recently occupied by the player (and left via "teleport").\n
570 * Note that if "smell" is turned on, all monsters get vicious.\n
572 * Also note that teleporting away from a location will cause\n
573 * the monsters who were chasing you to converge on that location\n
574 * as long as you are still near enough to "annoy" them without\n
575 * being close enough to chase directly. I have no idea what will\n
576 * happen if you combine "smell" with low "aaf" values.\n
578 static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
581 POSITION y, x, y1, x1;
584 bool use_scent = FALSE;
586 monster_type *m_ptr = &m_list[m_idx];
587 monster_race *r_ptr = &r_info[m_ptr->r_idx];
589 /* Can monster cast attack spell? */
590 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
591 r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
592 r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
594 /* Can move spell castable grid? */
595 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
598 /* Monster can't flow */
599 if (no_flow) return (FALSE);
601 /* Monster can go through rocks */
602 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
603 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
605 /* Monster location */
609 /* Hack -- Player can see us, run towards him */
610 if (player_has_los_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)) return (FALSE);
613 g_ptr = ¤t_floor->grid_array[y1][x1];
615 /* If we can hear noises, advance towards them */
621 /* Otherwise, try to follow a scent trail */
622 else if (g_ptr->when)
625 if (current_floor->grid_array[p_ptr->y][p_ptr->x].when - g_ptr->when > 127) return (FALSE);
631 /* Otherwise, advance blindly */
637 /* Check nearby grids, diagonals first */
638 for (i = 7; i >= 0; i--)
643 /* Ignore locations off of edge */
644 if (!in_bounds2(y, x)) continue;
646 g_ptr = ¤t_floor->grid_array[y][x];
648 /* We're following a scent trail */
651 int when = g_ptr->when;
653 /* Accept younger scent */
654 if (best > when) continue;
658 /* We're using sound */
663 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
665 else cost = g_ptr->cost;
667 /* Accept louder sounds */
668 if ((cost == 0) || (best < cost)) continue;
672 /* Hack -- Save the "twiddled" location */
673 (*yp) = p_ptr->y + 16 * ddy_ddd[i];
674 (*xp) = p_ptr->x + 16 * ddx_ddd[i];
677 /* No legal move (?) */
678 if (best == 999 || best == 0) return (FALSE);
686 * @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 /
687 * Provide a location to flee to, but give the player a wide berth.
688 * @param m_idx モンスターの参照ID
689 * @param yp 移動先のマスのY座標を返す参照ポインタ
690 * @param xp 移動先のマスのX座標を返す参照ポインタ
691 * @return 有効なマスがあった場合TRUEを返す
693 * A monster may wish to flee to a location that is behind the player,\n
694 * but instead of heading directly for it, the monster should "swerve"\n
695 * around the player so that he has a smaller chance of getting hit.\n
697 static bool get_fear_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
699 POSITION y, x, y1, x1, fy, fx, gy = 0, gx = 0;
703 monster_type *m_ptr = &m_list[m_idx];
705 /* Monster location */
709 /* Desired destination */
713 /* Check nearby grids, diagonals first */
714 for (i = 7; i >= 0; i--)
721 /* Ignore locations off of edge */
722 if (!in_bounds2(y, x)) continue;
724 /* Don't move toward player */
725 /* if (current_floor->grid_array[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
727 /* Calculate distance of this grid from our destination */
728 dis = distance(y, x, y1, x1);
730 /* Score this grid */
731 s = 5000 / (dis + 3) - 500 / (current_floor->grid_array[y][x].dist + 1);
733 /* No negative scores */
736 /* Ignore lower scores */
737 if (s < score) continue;
739 /* Save the score and time */
742 /* Save the location */
747 /* No legal move (?) */
748 if (score == -1) return (FALSE);
759 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
762 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
763 * offsets of all the locations with a distance of n from a central point,
764 * with an offset of (0,0) indicating no more offsets at this distance.
766 * This is, of course, fairly unreadable, but it eliminates multiple loops
767 * from the previous version.
769 * It is probably better to replace these arrays with code to compute
770 * the relevant arrays, even if the storage is pre-allocated in hard
771 * coded sizes. At the very least, code should be included which is
772 * able to generate and dump these arrays (ala "los()").
774 * Also, the storage needs could be halved by using bytes.
776 * These arrays could be combined into two big arrays, using sub-arrays
777 * to hold the offsets and lengths of each portion of the sub-arrays, and
778 * this could perhaps also be used somehow in the "look" code.
782 static POSITION d_off_y_0[] = { 0 };
783 static POSITION d_off_x_0[] = { 0 };
785 static POSITION d_off_y_1[] = { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
786 static POSITION d_off_x_1[] = { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
788 static POSITION d_off_y_2[] = { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
789 static POSITION d_off_x_2[] = { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
791 static POSITION d_off_y_3[] = { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2, 3, 3, 3, 0 };
792 static POSITION d_off_x_3[] = { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2, -1, 0, 1, 0 };
794 static POSITION d_off_y_4[] = { -1, -1, -2, -2, -3, -3, -3, -3, -4, -4, -4, 0, 0, 1, 1, 2, 2, 3, 3, 3, 3, 4, 4, 4, 0 };
795 static POSITION d_off_x_4[] = { -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, -4, 4, -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, 0 };
798 static POSITION d_off_y_5[] =
799 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
800 -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
803 static POSITION d_off_x_5[] =
804 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
805 -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
809 static POSITION d_off_y_6[] =
810 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
811 -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
814 static POSITION d_off_x_6[] =
815 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
816 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
817 -3, 2, 3, -1, 0, 1, 0 };
820 static POSITION d_off_y_7[] =
821 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
822 -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
823 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
825 static POSITION d_off_x_7[] =
826 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
827 -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
828 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
832 static POSITION d_off_y_8[] =
833 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
834 -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
835 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
838 static POSITION d_off_x_8[] =
839 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
840 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
841 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
845 static POSITION d_off_y_9[] =
846 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
847 -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
848 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
849 7, 8, 8, 8, 8, 9, 9, 9, 0 };
851 static POSITION d_off_x_9[] =
852 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
853 -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
854 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
855 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
858 static POSITION *dist_offsets_y[10] =
860 d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
861 d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
864 static POSITION *dist_offsets_x[10] =
866 d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
867 d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
871 * @brief モンスターが逃げ込める安全な地点を返す /
872 * Choose a "safe" location near a monster for it to run toward.
873 * @param m_idx モンスターの参照ID
874 * @param yp 移動先のマスのY座標を返す参照ポインタ
875 * @param xp 移動先のマスのX座標を返す参照ポインタ
876 * @return 有効なマスがあった場合TRUEを返す
878 * A location is "safe" if it can be reached quickly and the player\n
879 * is not able to fire into it (it isn't a "clean shot"). So, this will\n
880 * cause monsters to "duck" behind walls. Hopefully, monsters will also\n
881 * try to run towards corridor openings if they are in a room.\n
883 * This function may take lots of CPU time if lots of monsters are\n
886 * Return TRUE if a safe location is available.\n
888 static bool find_safety(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
890 monster_type *m_ptr = &m_list[m_idx];
892 POSITION fy = m_ptr->fy;
893 POSITION fx = m_ptr->fx;
895 POSITION y, x, dy, dx, d, dis, i;
896 POSITION gy = 0, gx = 0, gdis = 0;
903 /* Start with adjacent locations, spread further */
904 for (d = 1; d < 10; d++)
906 /* Get the lists of points with a distance d from (fx, fy) */
907 y_offsets = dist_offsets_y[d];
908 x_offsets = dist_offsets_x[d];
910 /* Check the locations */
911 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
913 i++, dx = x_offsets[i], dy = y_offsets[i])
918 /* Skip illegal locations */
919 if (!in_bounds(y, x)) continue;
921 g_ptr = ¤t_floor->grid_array[y][x];
923 /* Skip locations in a wall */
924 if (!monster_can_cross_terrain(g_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
926 /* Check for "availability" (if monsters can flow) */
927 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
929 /* Ignore grids very far from the player */
930 if (g_ptr->dist == 0) continue;
932 /* Ignore too-distant grids */
933 if (g_ptr->dist > current_floor->grid_array[fy][fx].dist + 2 * d) continue;
936 /* Check for absence of shot (more or less) */
937 if (!projectable(p_ptr->y, p_ptr->x, y, x))
939 /* Calculate distance from player */
940 dis = distance(y, x, p_ptr->y, p_ptr->x);
942 /* Remember if further than previous */
952 /* Check for success */
959 /* Found safe place */
970 * @brief モンスターが隠れ潜める地点を返す /
971 * Choose a good hiding place near a monster for it to run toward.
972 * @param m_idx モンスターの参照ID
973 * @param yp 移動先のマスのY座標を返す参照ポインタ
974 * @param xp 移動先のマスのX座標を返す参照ポインタ
975 * @return 有効なマスがあった場合TRUEを返す
977 * Pack monsters will use this to "ambush" the player and lure him out\n
978 * of corridors into open space so they can swarm him.\n
980 * Return TRUE if a good location is available.\n
982 static bool find_hiding(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
984 monster_type *m_ptr = &m_list[m_idx];
985 monster_race *r_ptr = &r_info[m_ptr->r_idx];
987 POSITION fy = m_ptr->fy;
988 POSITION fx = m_ptr->fx;
990 POSITION y, x, dy, dx, d, dis, i;
991 POSITION gy = 0, gx = 0, gdis = 999;
993 POSITION *y_offsets, *x_offsets;
995 /* Start with adjacent locations, spread further */
996 for (d = 1; d < 10; d++)
998 /* Get the lists of points with a distance d from (fx, fy) */
999 y_offsets = dist_offsets_y[d];
1000 x_offsets = dist_offsets_x[d];
1002 /* Check the locations */
1003 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
1005 i++, dx = x_offsets[i], dy = y_offsets[i])
1010 /* Skip illegal locations */
1011 if (!in_bounds(y, x)) continue;
1013 /* Skip occupied locations */
1014 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
1016 /* Check for hidden, available grid */
1017 if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
1019 /* Calculate distance from player */
1020 dis = distance(y, x, p_ptr->y, p_ptr->x);
1022 /* Remember if closer than previous */
1023 if (dis < gdis && dis >= 2)
1032 /* Check for success */
1039 /* Found good place */
1050 * @brief モンスターの移動方向を返す /
1051 * Choose "logical" directions for monster movement
1052 * @param m_idx モンスターの参照ID
1053 * @param mm 移動方向を返す方向IDの参照ポインタ
1054 * @return 有効方向があった場合TRUEを返す
1056 static bool get_moves(MONSTER_IDX m_idx, DIRECTION *mm)
1058 monster_type *m_ptr = &m_list[m_idx];
1059 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1060 POSITION y = 0, ay, x = 0, ax;
1062 POSITION y2 = p_ptr->y;
1063 POSITION x2 = p_ptr->x;
1065 bool will_run = mon_will_run(m_idx);
1067 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (current_floor->grid_array[m_ptr->fy][m_ptr->fx].cost > 2));
1068 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
1070 /* Counter attack to an enemy monster */
1071 if (!will_run && m_ptr->target_y)
1073 int t_m_idx = current_floor->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
1075 /* The monster must be an enemy, and in LOS */
1077 are_enemies(m_ptr, &m_list[t_m_idx]) &&
1078 los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
1079 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1081 /* Extract the "pseudo-direction" */
1082 y = m_ptr->fy - m_ptr->target_y;
1083 x = m_ptr->fx - m_ptr->target_x;
1088 if (!done && !will_run && is_hostile(m_ptr) &&
1089 (r_ptr->flags1 & RF1_FRIENDS) &&
1090 ((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)) ||
1091 (current_floor->grid_array[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1094 * Animal packs try to get the player out of corridors
1095 * (...unless they can move through walls -- TY)
1097 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1098 !(r_ptr->flags2 & RF2_KILL_WALL))
1102 /* Count room grids next to player */
1103 for (i = 0; i < 8; i++)
1105 int xx = p_ptr->x + ddx_ddd[i];
1106 int yy = p_ptr->y + ddy_ddd[i];
1108 if (!in_bounds2(yy, xx)) continue;
1110 g_ptr = ¤t_floor->grid_array[yy][xx];
1113 if (monster_can_cross_terrain(g_ptr->feat, r_ptr, 0))
1115 /* One more room grid */
1119 if (current_floor->grid_array[p_ptr->y][p_ptr->x].info & CAVE_ROOM) room -= 2;
1120 if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
1122 /* Not in a room and strong player */
1123 if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1124 (p_ptr->mhp + p_ptr->msp))
1126 /* Find hiding place */
1127 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1131 /* Monster groups try to surround the player */
1132 if (!done && (current_floor->grid_array[m_ptr->fy][m_ptr->fx].dist < 3))
1136 /* Find an empty square near the player to fill */
1137 for (i = 0; i < 8; i++)
1139 /* Pick squares near player (semi-randomly) */
1140 y2 = p_ptr->y + ddy_ddd[(m_idx + i) & 7];
1141 x2 = p_ptr->x + ddx_ddd[(m_idx + i) & 7];
1143 /* Already there? */
1144 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1146 /* Attack the player */
1153 if (!in_bounds2(y2, x2)) continue;
1155 /* Ignore filled grids */
1156 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
1158 /* Try to fill this hole */
1162 /* Extract the new "pseudo-direction" */
1172 /* Flow towards the player */
1173 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1175 /* Extract the "pseudo-direction" */
1182 /* Apply fear if possible and necessary */
1183 if (is_pet(m_ptr) && will_run)
1185 /* XXX XXX Not very "smart" */
1190 if (!done && will_run)
1195 /* Try to find safe place */
1196 if (find_safety(m_idx, &y, &x))
1198 /* Attempt to avoid the player */
1201 /* Adjust movement */
1202 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1208 /* This is not a very "smart" method XXX XXX */
1216 /* Check for no move */
1217 if (!x && !y) return (FALSE);
1220 /* Extract the "absolute distances" */
1224 /* Do something weird */
1225 if (y < 0) move_val += 8;
1226 if (x > 0) move_val += 4;
1228 /* Prevent the diamond maneuvre */
1229 if (ay > (ax << 1)) move_val += 2;
1230 else if (ax > (ay << 1)) move_val++;
1232 /* Extract some directions */
1377 /* Wants to move... */
1383 * @brief モンスターから敵モンスターへの命中判定
1384 * @param power 打撃属性による基本命中値
1385 * @param level 攻撃側モンスターのレベル
1386 * @param ac 目標モンスターのAC
1387 * @param stun 攻撃側モンスターが朦朧状態ならTRUEを返す
1388 * @return 命中ならばTRUEを返す
1390 static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
1394 /* Percentile dice */
1397 if (stun && one_in_(2)) return FALSE;
1399 /* Hack -- Always miss or hit */
1400 if (k < 10) return (k < 5);
1402 /* Calculate the "attack quality" */
1403 i = (power + (level * 3));
1405 /* Power and Level compete against Armor */
1406 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1413 #define BLOW_EFFECT_TYPE_NONE 0
1414 #define BLOW_EFFECT_TYPE_FEAR 1
1415 #define BLOW_EFFECT_TYPE_SLEEP 2
1416 #define BLOW_EFFECT_TYPE_HEAL 3
1420 * @brief モンスターから敵モンスターへの打撃攻撃処理
1421 * @param m_idx 攻撃側モンスターの参照ID
1422 * @param t_idx 目標側モンスターの参照ID
1423 * @return 実際に打撃処理が行われた場合TRUEを返す
1425 static bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
1427 monster_type *m_ptr = &m_list[m_idx];
1428 monster_type *t_ptr = &m_list[t_idx];
1430 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1431 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1433 ARMOUR_CLASS ap_cnt;
1437 GAME_TEXT m_name[MAX_NLEN], t_name[MAX_NLEN];
1438 char temp[MAX_NLEN];
1440 bool explode = FALSE, touched = FALSE, fear = FALSE, dead = FALSE;
1441 POSITION y_saver = t_ptr->fy;
1442 POSITION x_saver = t_ptr->fx;
1445 bool see_m = is_seen(m_ptr);
1446 bool see_t = is_seen(t_ptr);
1447 bool see_either = see_m || see_t;
1449 /* Can the player be aware of this attack? */
1450 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1451 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1453 /* Cannot attack self */
1454 if (m_idx == t_idx) return FALSE;
1456 /* Not allowed to attack */
1457 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1459 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) return (FALSE);
1464 /* Extract the effective monster level */
1465 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1467 monster_desc(m_name, m_ptr, 0);
1468 monster_desc(t_name, t_ptr, 0);
1470 /* Assume no blink */
1473 if (!see_either && known)
1478 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(TRUE, TRUE);
1480 /* Scan through all four blows */
1481 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1483 bool obvious = FALSE;
1485 HIT_POINT power = 0;
1486 HIT_POINT damage = 0;
1490 /* Extract the attack infomation */
1491 int effect = r_ptr->blow[ap_cnt].effect;
1492 int method = r_ptr->blow[ap_cnt].method;
1493 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1494 int d_side = r_ptr->blow[ap_cnt].d_side;
1496 if (!m_ptr->r_idx) break;
1498 /* Stop attacking if the target dies! */
1499 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1502 /* Hack -- no more attacks */
1505 if (method == RBM_SHOOT) continue;
1507 /* Extract the attack "power" */
1508 power = mbe_info[effect].power;
1511 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1513 (void)set_monster_csleep(t_idx, 0);
1517 /* Redraw the health bar */
1518 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
1519 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
1522 /* Describe the attack method */
1527 act = _("%sを殴った。", "hits %s.");
1534 act = _("%sを触った。", "touches %s.");
1541 act = _("%sをパンチした。", "punches %s.");
1548 act = _("%sを蹴った。", "kicks %s.");
1555 act = _("%sをひっかいた。", "claws %s.");
1562 act = _("%sを噛んだ。", "bites %s.");
1569 act = _("%sを刺した。", "stings %s.");
1576 act = _("%sを斬った。", "slashes %s.");
1582 act = _("%sを角で突いた。", "butts %s.");
1589 act = _("%sに体当りした。", "crushes %s.");
1596 act = _("%sを飲み込んだ。", "engulfs %s.");
1603 act = _("%sに請求書をよこした。", "charges %s.");
1610 act = _("%sの体の上を這い回った。", "crawls on %s.");
1617 act = _("%sによだれをたらした。", "drools on %s.");
1624 act = _("%sに唾を吐いた。", "spits on %s.");
1631 if (see_either) disturb(TRUE, TRUE);
1632 act = _("爆発した。", "explodes.");
1640 act = _("%sをにらんだ。", "gazes at %s.");
1647 act = _("%sに泣きついた。", "wails at %s.");
1654 act = _("%sに胞子を飛ばした。", "releases spores at %s.");
1661 act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
1668 act = _("%sに金をせがんだ。", "begs %s for money.");
1675 act = _("%sを侮辱した。", "insults %s.");
1682 act = _("%sにむかってうめいた。", "moans at %s.");
1689 act = _("%sにむかって歌った。", "sings to %s.");
1695 if (act && see_either)
1698 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1699 strfmt(temp, act, t_name);
1700 msg_format("%^sは%s", m_name, temp);
1702 if (do_silly_attack)
1704 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1705 strfmt(temp, "%s %s.", act, t_name);
1707 else strfmt(temp, act, t_name);
1708 msg_format("%^s %s", m_name, temp);
1712 /* Hack -- assume all attacks are obvious */
1715 /* Roll out the damage */
1716 damage = damroll(d_dice, d_side);
1718 /* Assume no effect */
1719 effect_type = BLOW_EFFECT_TYPE_NONE;
1723 /* Apply appropriate damage */
1732 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1734 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1735 damage = MAX(damage, tmp_damage * 2);
1742 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1757 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1793 effect_type = BLOW_EFFECT_TYPE_FEAR;
1797 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1801 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1802 if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1817 pt = GF_HYPODYNAMIA;
1818 effect_type = BLOW_EFFECT_TYPE_HEAL;
1836 /* Do damage if not exploding */
1839 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1840 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1843 switch (effect_type)
1845 case BLOW_EFFECT_TYPE_FEAR:
1846 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1847 damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1850 case BLOW_EFFECT_TYPE_SLEEP:
1851 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1852 r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1855 case BLOW_EFFECT_TYPE_HEAL:
1856 if ((monster_living(m_idx)) && (damage > 2))
1858 bool did_heal = FALSE;
1860 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1863 m_ptr->hp += damroll(4, damage / 6);
1864 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1866 /* Redraw (later) if needed */
1867 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1868 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1870 /* Special message */
1871 if (see_m && did_heal)
1873 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1882 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
1884 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1888 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
1890 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
1891 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1892 damroll (1 + ((tr_ptr->level) / 26),
1893 1 + ((tr_ptr->level) / 17)),
1894 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1898 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1903 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
1905 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1909 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
1911 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
1912 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1913 damroll (1 + ((tr_ptr->level) / 26),
1914 1 + ((tr_ptr->level) / 17)),
1915 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1919 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1924 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
1926 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1930 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
1932 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
1933 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1934 damroll (1 + ((tr_ptr->level) / 26),
1935 1 + ((tr_ptr->level) / 17)),
1936 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1940 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1947 /* Monster missed player */
1950 /* Analyze failed attacks */
1966 (void)set_monster_csleep(t_idx, 0);
1968 /* Visible monsters */
1972 msg_format("%sは%^sの攻撃をかわした。", t_name, m_name);
1974 msg_format("%^s misses %s.", m_name, t_name);
1984 /* Analyze "visible" monsters only */
1985 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
1987 /* Count "obvious" attacks (and ones that cause damage) */
1988 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
1990 /* Count attacks of this type */
1991 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
1993 r_ptr->r_blows[ap_cnt]++;
2001 sound(SOUND_EXPLODE);
2003 /* Cancel Invulnerability */
2004 (void)set_monster_invulner(m_idx, 0, FALSE);
2005 mon_take_hit_mon(m_idx, m_ptr->hp + 1, &dead, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
2010 if (blinked && m_ptr->r_idx)
2012 if (teleport_barrier(m_idx))
2016 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."));
2027 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
2034 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
2042 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
2044 return !have_flag(f_ptr->flags, FF_GLASS) ||
2045 (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
2046 (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
2051 * @brief モンスター単体の1ターン行動処理メインルーチン /
2053 * @param m_idx 行動モンスターの参照ID
2056 * The monster is known to be within 100 grids of the player\n
2058 * In several cases, we directly update the monster lore\n
2060 * Note that a monster is only allowed to "reproduce" if there\n
2061 * are a limited number of "reproducing" monsters on the current\n
2062 * level. This should prevent the level from being "swamped" by\n
2063 * reproducing monsters. It also allows a large mass of mice to\n
2064 * prevent a louse from multiplying, but this is a small price to\n
2065 * pay for a simple multiplication method.\n
2067 * XXX Monster fear is slightly odd, in particular, monsters will\n
2068 * fixate on opening a door even if they cannot open it. Actually,\n
2069 * the same thing happens to normal monsters when they hit a door\n
2071 * In addition, monsters which *cannot* open or bash\n
2072 * down a door will still stand there trying to open it...\n
2074 * XXX Technically, need to check for monster in the way\n
2075 * combined with that monster being in a wall (or door?)\n
2077 * A "direction" of "5" means "pick a random direction".\n
2079 void process_monster(MONSTER_IDX m_idx)
2081 monster_type *m_ptr = &m_list[m_idx];
2082 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2083 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2086 POSITION oy, ox, ny, nx;
2091 feature_type *f_ptr;
2093 monster_type *y_ptr;
2098 bool must_alter_to_move;
2107 bool gets_angry = FALSE;
2112 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。");
2122 GAME_TEXT m_name[MAX_NLEN];
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. */
2153 GAME_TEXT m_name[MAX_NLEN];
2154 monster_desc(m_name, m_ptr, 0);
2155 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2158 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2160 GAME_TEXT m_name[MAX_NLEN];
2161 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2162 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
2165 delete_monster_idx(m_idx);
2170 /* Quantum monsters are odd */
2171 if (r_ptr->flags2 & (RF2_QUANTUM))
2173 /* Sometimes skip move */
2174 if (!randint0(2)) return;
2177 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2181 if (is_pet(m_ptr) && !(m_ptr->ml)) sad = TRUE;
2185 GAME_TEXT m_name[MAX_NLEN];
2186 monster_desc(m_name, m_ptr, 0);
2188 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2191 /* Generate treasure, etc */
2192 monster_death(m_idx, FALSE);
2194 delete_monster_idx(m_idx);
2197 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2204 if (m_ptr->r_idx == MON_SHURYUUDAN)
2206 mon_take_hit_mon(m_idx, 1, &dead, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
2210 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2212 static int riding_pinch = 0;
2214 if (m_ptr->hp < m_ptr->maxhp/3)
2216 GAME_TEXT m_name[MAX_NLEN];
2217 monster_desc(m_name, m_ptr, 0);
2219 if (is_riding_mon && riding_pinch < 2)
2221 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。",
2222 "%^s seems to be in so much pain, and trying to escape from your restriction."), m_name);
2224 disturb(TRUE, TRUE);
2230 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);
2231 if (rakuba(-1, FALSE))
2233 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2239 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) &&
2240 player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))
2242 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);
2244 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);
2245 msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
2248 if (is_riding_mon && rakuba(-1, FALSE))
2250 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2253 /* Check for quest completion */
2254 check_quest_completion(m_ptr);
2256 delete_monster_idx(m_idx);
2263 /* Reset the counter */
2264 if (is_riding_mon) riding_pinch = 0;
2268 /* Handle "sleep" */
2269 if (MON_CSLEEP(m_ptr))
2271 /* Handle non-aggravation - Still sleeping */
2272 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2274 /* Reset sleep counter */
2275 (void)set_monster_csleep(m_idx, 0);
2277 /* Notice the "waking up" */
2280 GAME_TEXT m_name[MAX_NLEN];
2281 monster_desc(m_name, m_ptr, 0);
2282 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2285 /* Hack -- Count the wakings */
2286 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2293 if (MON_STUNNED(m_ptr))
2295 /* Sometimes skip move */
2296 if (one_in_(2)) return;
2301 p_ptr->update |= (PU_BONUS);
2304 /* No one wants to be your friend if you're aggravating */
2305 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2308 /* Paranoia... no pet uniques outside wizard mode -- TY */
2309 if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2310 monster_has_hostile_align(NULL, 10, -10, r_ptr))
2311 || (r_ptr->flagsr & RFR_RES_ALL)))
2316 if (p_ptr->inside_battle) gets_angry = FALSE;
2320 if (is_pet(m_ptr) || see_m)
2322 GAME_TEXT m_name[MAX_NLEN];
2323 monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
2324 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
2330 /* Get the origin */
2334 /* Attempt to "multiply" if able and allowed */
2335 if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2340 /* Count the adjacent monsters */
2341 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2343 for (x = ox - 1; x <= ox + 1; x++)
2345 /* Ignore locations off of edge */
2346 if (!in_bounds2(y, x)) continue;
2347 if (current_floor->grid_array[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 */
2372 if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
2374 /* Hack -- Ohmu scatters molds! */
2375 if (m_ptr->r_idx == MON_OHMU)
2377 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2379 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2382 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2383 BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2385 for (k = 0; k < A_MAX; k++)
2387 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode), '\0'))
2389 if (m_list[hack_m_idx_ii].ml) count++;
2393 if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2399 if (!p_ptr->inside_battle)
2401 /* Hack! "Cyber" monster makes noise... */
2402 if (m_ptr->ap_r_idx == MON_CYBER &&
2403 one_in_(CYBERNOISE) &&
2404 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2406 if (disturb_minor) disturb(FALSE, FALSE);
2407 msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
2410 /* Some monsters can speak */
2411 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2412 one_in_(SPEAK_CHANCE) &&
2413 player_has_los_bold(oy, ox) &&
2414 projectable(oy, ox, p_ptr->y, p_ptr->x))
2416 GAME_TEXT m_name[MAX_NLEN];
2417 char monmessage[1024];
2420 /* Acquire the monster name/poss */
2422 monster_desc(m_name, m_ptr, 0);
2424 strcpy(m_name, _("それ", "It"));
2426 /* Select the file for monster quotes */
2427 if (MON_MONFEAR(m_ptr))
2428 filename = _("monfear_j.txt", "monfear.txt");
2429 else if (is_pet(m_ptr))
2430 filename = _("monpet_j.txt", "monpet.txt");
2431 else if (is_friendly(m_ptr))
2432 filename = _("monfrien_j.txt", "monfrien.txt");
2434 filename = _("monspeak_j.txt", "monspeak.txt");
2435 /* Get the monster line */
2436 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2439 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2444 /* Try to cast spell occasionally */
2445 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2447 bool counterattack = FALSE;
2449 /* Give priority to counter attack? */
2450 if (m_ptr->target_y)
2452 MONSTER_IDX t_m_idx = current_floor->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
2454 /* The monster must be an enemy, and projectable */
2455 if (t_m_idx && are_enemies(m_ptr, &m_list[t_m_idx]) &&
2456 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2458 counterattack = TRUE;
2464 /* Attempt to cast a spell */
2465 if (aware && make_attack_spell(m_idx)) return;
2468 * Attempt to cast a spell at an enemy other than the player
2469 * (may slow the game a smidgeon, but I haven't noticed.)
2471 if (monst_spell_monst(m_idx)) return;
2475 /* Attempt to do counter attack at first */
2476 if (monst_spell_monst(m_idx)) return;
2478 if (aware && make_attack_spell(m_idx)) return;
2482 /* Hack -- Assume no movement */
2483 mm[0] = mm[1] = mm[2] = mm[3] = 0;
2484 mm[4] = mm[5] = mm[6] = mm[7] = 0;
2487 /* Confused -- 100% random */
2488 if (MON_CONFUSED(m_ptr) || !aware)
2490 /* Try four "random" directions */
2491 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2494 /* 75% random movement */
2495 else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2496 (randint0(100) < 75))
2498 /* Memorize flags */
2499 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2501 /* Try four "random" directions */
2502 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2505 /* 50% random movement */
2506 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2507 (randint0(100) < 50))
2509 /* Memorize flags */
2510 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2512 /* Try four "random" directions */
2513 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2516 /* 25% random movement */
2517 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2518 (randint0(100) < 25))
2520 /* Memorize flags */
2521 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2523 /* Try four "random" directions */
2524 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2527 /* Can't reach player - find something else to hit */
2528 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2530 /* Try four "random" directions */
2531 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2533 /* Look for an enemy */
2534 #if 0 /* Hack - Too slow. Mimic pits are horrible with this on. */
2535 get_enemy_dir(m_idx, mm);
2539 /* Pets will follow the player */
2540 else if (is_pet(m_ptr))
2542 /* Are we trying to avoid the player? */
2543 bool avoid = ((p_ptr->pet_follow_distance < 0) && (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2545 /* Do we want to find the player? */
2546 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2548 /* Should we find the player if we can't find a monster? */
2549 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2551 /* by default, move randomly */
2552 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2554 /* Look for an enemy */
2555 if (!get_enemy_dir(m_idx, mm))
2557 /* Find the player if necessary */
2558 if (avoid || lonely || distant)
2560 /* Remember the leash length */
2561 POSITION dis = p_ptr->pet_follow_distance;
2563 /* Hack -- adjust follow distance temporarily */
2564 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2566 p_ptr->pet_follow_distance = PET_SEEK_DIST;
2569 /* Find the player */
2570 (void)get_moves(m_idx, mm);
2572 /* Restore the leash */
2573 p_ptr->pet_follow_distance = (s16b)dis;
2578 /* Friendly monster movement */
2579 else if (!is_hostile(m_ptr))
2581 /* by default, move randomly */
2582 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2584 /* Look for an enemy */
2585 get_enemy_dir(m_idx, mm);
2587 /* Normal movement */
2590 /* Logical moves, may do nothing */
2591 if (!get_moves(m_idx, mm)) return;
2594 /* Assume nothing */
2598 must_alter_to_move = FALSE;
2600 /* Assume nothing */
2601 did_open_door = FALSE;
2602 did_bash_door = FALSE;
2603 did_take_item = FALSE;
2604 did_kill_item = FALSE;
2605 did_move_body = FALSE;
2606 did_pass_wall = FALSE;
2607 did_kill_wall = FALSE;
2609 /* Take a zero-terminated array of "directions" */
2610 for (i = 0; mm[i]; i++)
2612 /* Get the direction */
2615 /* Hack -- allow "randomized" motion */
2616 if (d == 5) d = ddd[randint0(8)];
2618 /* Get the destination */
2622 /* Ignore locations off of edge */
2623 if (!in_bounds2(ny, nx)) continue;
2625 /* Access that grid */
2626 g_ptr = ¤t_floor->grid_array[ny][nx];
2627 f_ptr = &f_info[g_ptr->feat];
2628 can_cross = monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2630 /* Access that grid's contents */
2631 y_ptr = &m_list[g_ptr->m_idx];
2633 /* Hack -- player 'in' wall */
2634 if (player_bold(ny, nx))
2639 /* Possibly a monster to attack */
2640 else if (g_ptr->m_idx)
2645 /* Monster destroys walls (and doors) */
2646 else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
2647 (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
2648 have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
2649 check_hp_for_feat_destruction(f_ptr, m_ptr))
2651 /* Eat through walls/doors/rubble */
2653 if (!can_cross) must_alter_to_move = TRUE;
2655 /* Monster destroyed a wall (later) */
2656 did_kill_wall = TRUE;
2659 /* Floor is open? */
2662 /* Go ahead and move */
2665 /* Monster moves through walls (and doors) */
2666 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2667 have_flag(f_ptr->flags, FF_CAN_PASS))
2669 /* Monster went through a wall */
2670 did_pass_wall = TRUE;
2674 /* Handle doors and secret doors */
2675 else if (is_closed_door(g_ptr->feat))
2677 bool may_bash = TRUE;
2679 /* Assume no move allowed */
2682 /* Creature can open doors. */
2683 if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2684 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2689 /* The door is open */
2690 did_open_door = TRUE;
2692 /* Do not bash the door */
2698 /* Locked doors (not jammed) */
2701 /* Try to unlock it */
2702 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2704 /* Unlock the door */
2705 cave_alter_feat(ny, nx, FF_DISARM);
2707 /* Do not bash the door */
2715 /* Stuck doors -- attempt to bash them down if allowed */
2716 if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2717 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2719 /* Attempt to Bash */
2720 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
2722 if (have_flag(f_ptr->flags, FF_GLASS))
2723 msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
2725 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2727 /* Disturb (sometimes) */
2728 if (disturb_minor) disturb(FALSE, FALSE);
2730 /* The door was bashed open */
2731 did_bash_door = TRUE;
2733 /* Hack -- fall into doorway */
2735 must_alter_to_move = TRUE;
2740 /* Deal with doors in the way */
2741 if (did_open_door || did_bash_door)
2743 /* Break down the door */
2744 if (did_bash_door && ((randint0(100) < 50) || (feat_state(g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
2746 cave_alter_feat(ny, nx, FF_BASH);
2748 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2750 /* Update some things */
2751 p_ptr->update |= (PU_FLOW);
2752 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2753 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2762 cave_alter_feat(ny, nx, FF_OPEN);
2765 f_ptr = &f_info[g_ptr->feat];
2767 /* Handle viewable doors */
2772 /* Hack -- check for Glyph of Warding */
2773 if (do_move && is_glyph_grid(g_ptr) &&
2774 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2776 /* Assume no move allowed */
2779 /* Break the ward */
2780 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2782 /* Describe observable breakage */
2783 if (g_ptr->info & CAVE_MARK)
2785 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2788 /* Forget the rune */
2789 g_ptr->info &= ~(CAVE_MARK);
2791 /* Break the rune */
2792 g_ptr->info &= ~(CAVE_OBJECT);
2795 /* Allow movement */
2801 else if (do_move && is_explosive_rune_grid(g_ptr) &&
2802 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2804 /* Assume no move allowed */
2807 /* Break the ward */
2810 /* Break the ward */
2811 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2813 /* Describe observable breakage */
2814 if (g_ptr->info & CAVE_MARK)
2816 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2817 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);
2822 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2825 /* Forget the rune */
2826 g_ptr->info &= ~(CAVE_MARK);
2828 /* Break the rune */
2829 g_ptr->info &= ~(CAVE_OBJECT);
2835 if (!m_ptr->r_idx) return;
2836 /* Allow movement */
2841 /* The player is in the way */
2842 if (do_move && player_bold(ny, nx))
2844 /* Some monsters never attack */
2845 if (r_ptr->flags1 & RF1_NEVER_BLOW)
2847 /* Hack -- memorize lack of attacks */
2848 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
2854 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2855 if (do_move && (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
2857 if (!MON_CONFUSED(m_ptr))
2859 if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2862 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2867 /* The player is in the way. Attack him. */
2870 if (!p_ptr->riding || one_in_(2))
2873 (void)make_attack_normal(m_idx);
2884 /* A monster is in the way */
2885 if (do_move && g_ptr->m_idx)
2887 monster_race *z_ptr = &r_info[y_ptr->r_idx];
2889 /* Assume no movement */
2892 /* Attack 'enemies' */
2893 if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
2894 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
2895 can_cross && (g_ptr->m_idx != p_ptr->riding)) ||
2896 are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
2898 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2900 if (r_ptr->flags2 & RF2_KILL_BODY)
2902 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2906 if (y_ptr->r_idx && (y_ptr->hp >= 0))
2908 if (monst_attack_monst(m_idx, g_ptr->m_idx)) return;
2910 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2911 else if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
2913 if (MON_CONFUSED(m_ptr)) return;
2914 else if (r_ptr->flags2 & RF2_STUPID)
2916 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2924 /* Push past weaker monsters (unless leaving a wall) */
2925 else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
2926 (r_ptr->mexp > z_ptr->mexp) &&
2927 can_cross && (g_ptr->m_idx != p_ptr->riding) &&
2928 monster_can_cross_terrain(current_floor->grid_array[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
2930 /* Allow movement */
2933 /* Monster pushed past another monster */
2934 did_move_body = TRUE;
2936 /* Wake up the moved monster */
2937 (void)set_monster_csleep(g_ptr->m_idx, 0);
2945 if (!p_ptr->riding_ryoute && !MON_MONFEAR(&m_list[p_ptr->riding])) do_move = FALSE;
2948 if (did_kill_wall && do_move)
2950 if (one_in_(GRINDNOISE))
2952 if (have_flag(f_ptr->flags, FF_GLASS))
2953 msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
2955 msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
2958 cave_alter_feat(ny, nx, FF_HURT_DISI);
2960 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2962 /* Update some things */
2963 p_ptr->update |= (PU_FLOW);
2964 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2965 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
2970 f_ptr = &f_info[g_ptr->feat];
2972 /* Note changes to viewable region */
2977 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
2979 if (!monster_can_cross_terrain(g_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
2981 /* Assume no move allowed */
2987 * Check if monster can cross terrain
2988 * This is checked after the normal attacks
2989 * to allow monsters to attack an enemy,
2990 * even if it can't enter the terrain.
2992 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
2994 /* Assume no move allowed */
2998 /* Some monsters never move */
2999 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
3001 /* Hack -- memorize lack of moves */
3002 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3008 /* Creature has been allowed move */
3013 if (have_flag(f_ptr->flags, FF_TREE))
3015 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3017 m_ptr->energy_need += ENERGY_NEED();
3023 /* Hack -- Update the old location */
3024 current_floor->grid_array[oy][ox].m_idx = g_ptr->m_idx;
3026 /* Mega-Hack -- move the old monster, if any */
3029 /* Move the old monster */
3033 /* Update the old monster */
3034 update_monster(g_ptr->m_idx, TRUE);
3037 /* Hack -- Update the new location */
3038 g_ptr->m_idx = m_idx;
3040 /* Move the monster */
3043 update_monster(m_idx, TRUE);
3050 /* sound(SOUND_WALK); */
3051 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
3054 /* Possible disturb */
3057 (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
3058 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3060 if (is_hostile(m_ptr))
3061 disturb(FALSE, TRUE);
3064 /* Take or Kill objects on the floor */
3065 if (g_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3066 (!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
3068 OBJECT_IDX this_o_idx, next_o_idx;
3069 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
3071 /* Scan all objects in the grid */
3072 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3074 BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
3075 GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
3076 object_type *o_ptr = &o_list[this_o_idx];
3078 /* Acquire next object */
3079 next_o_idx = o_ptr->next_o_idx;
3084 if (o_ptr->tval == TV_GOLD) continue;
3087 * Skip "real" corpses and statues, to avoid extreme
3088 * silliness like a novice rogue pockets full of statues
3091 if ((o_ptr->tval == TV_CORPSE) ||
3092 (o_ptr->tval == TV_STATUE)) continue;
3095 /* Extract some flags */
3096 object_flags(o_ptr, flgs);
3098 /* Acquire the object name */
3099 object_desc(o_name, o_ptr, 0);
3100 monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
3102 /* React to objects that hurt the monster */
3103 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3104 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3105 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
3106 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
3107 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
3108 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
3109 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
3110 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
3111 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
3112 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
3113 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3114 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3115 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3116 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3117 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
3118 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
3119 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
3120 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
3121 if (have_flag(flgs, TR_BRAND_ACID)) flgr |= (RFR_IM_ACID);
3122 if (have_flag(flgs, TR_BRAND_ELEC)) flgr |= (RFR_IM_ELEC);
3123 if (have_flag(flgs, TR_BRAND_FIRE)) flgr |= (RFR_IM_FIRE);
3124 if (have_flag(flgs, TR_BRAND_COLD)) flgr |= (RFR_IM_COLD);
3125 if (have_flag(flgs, TR_BRAND_POIS)) flgr |= (RFR_IM_POIS);
3127 /* The object cannot be picked up by the monster */
3128 if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
3129 ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
3131 /* Only give a message for "take_item" */
3132 if (do_take && (r_ptr->flags2 & RF2_STUPID))
3134 did_take_item = TRUE;
3136 /* Describe observable situations */
3137 if (m_ptr->ml && player_can_see_bold(ny, nx))
3139 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);
3144 /* Pick up the item */
3147 did_take_item = TRUE;
3149 /* Describe observable situations */
3150 if (player_can_see_bold(ny, nx))
3152 msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
3155 /* Excise the object */
3156 excise_object_idx(this_o_idx);
3159 o_ptr->marked &= OM_TOUCHED;
3161 /* Forget location */
3162 o_ptr->iy = o_ptr->ix = 0;
3164 /* Memorize monster */
3165 o_ptr->held_m_idx = m_idx;
3168 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3171 m_ptr->hold_o_idx = this_o_idx;
3174 /* Destroy the item if not a pet */
3175 else if (!is_pet(m_ptr))
3177 did_kill_item = TRUE;
3179 /* Describe observable situations */
3180 if (player_has_los_bold(ny, nx))
3182 msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
3185 delete_object_idx(this_o_idx);
3191 /* Stop when done */
3196 * Forward movements failed, but now received LOS attack!
3197 * Try to flow by smell.
3199 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3200 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3202 /* If we haven't done anything, try casting a spell again */
3203 if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
3205 /* Try to cast spell again */
3206 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3208 if (make_attack_spell(m_idx)) return;
3213 /* Notice changes in view */
3216 p_ptr->update |= (PU_FLOW);
3217 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3220 /* Notice changes in view */
3221 if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3222 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3224 /* Update some things */
3225 p_ptr->update |= (PU_MON_LITE);
3228 /* Learn things from observable monster */
3229 if (is_original_ap_and_seen(m_ptr))
3231 /* Monster opened a door */
3232 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3234 /* Monster bashed a door */
3235 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3237 /* Monster tried to pick something up */
3238 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3240 /* Monster tried to crush something */
3241 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3243 /* Monster pushed past another monster */
3244 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3246 /* Monster passed through a wall */
3247 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3249 /* Monster destroyed a wall */
3250 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3254 /* Hack -- get "bold" if out of options */
3255 if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3257 /* No longer afraid */
3258 (void)set_monster_monfear(m_idx, 0);
3260 /* Message if seen */
3263 GAME_TEXT m_name[MAX_NLEN];
3264 monster_desc(m_name, m_ptr, 0);
3265 msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
3268 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3270 /* Actually do something now (?) */
3275 * @brief 全モンスターのターン管理メインルーチン /
3276 * Process all the "live" monsters, once per game turn.
3279 * During each game turn, we scan through the list of all the "live" monsters,\n
3280 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
3281 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
3283 * Note that monsters can never move in the monster array (except when the\n
3284 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
3286 * This function is responsible for at least half of the processor time\n
3287 * on a normal system with a "normal" amount of monsters and a player doing\n
3290 * When the player is resting, virtually 90% of the processor time is spent\n
3291 * in this function, and its children, "process_monster()" and "make_move()".\n
3293 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
3294 * especially when the player is running.\n
3296 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
3297 * monsters while they are still being "born". A monster is "fresh" only\n
3298 * during the turn in which it is created, and we use the "hack_m_idx" to\n
3299 * determine if the monster is yet to be processed during the current turn.\n
3301 * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
3302 * move before any "nasty" monsters get to use their spell attacks.\n
3304 * Note that when the "knowledge" about the currently tracked monster\n
3305 * changes (flags, attacks, spells), we induce a redraw of the monster\n
3308 void process_monsters(void)
3315 monster_type *m_ptr;
3316 monster_race *r_ptr;
3318 MONRACE_IDX old_monster_race_idx;
3320 BIT_FLAGS old_r_flags1 = 0L;
3321 BIT_FLAGS old_r_flags2 = 0L;
3322 BIT_FLAGS old_r_flags3 = 0L;
3323 BIT_FLAGS old_r_flags4 = 0L;
3324 BIT_FLAGS old_r_flags5 = 0L;
3325 BIT_FLAGS old_r_flags6 = 0L;
3326 BIT_FLAGS old_r_flagsr = 0L;
3328 byte old_r_blows0 = 0;
3329 byte old_r_blows1 = 0;
3330 byte old_r_blows2 = 0;
3331 byte old_r_blows3 = 0;
3333 byte old_r_cast_spell = 0;
3337 /* Clear monster fighting indicator */
3340 /* Memorize old race */
3341 old_monster_race_idx = p_ptr->monster_race_idx;
3343 /* Acquire knowledge */
3344 if (p_ptr->monster_race_idx)
3346 /* Acquire current monster */
3347 r_ptr = &r_info[p_ptr->monster_race_idx];
3349 /* Memorize flags */
3350 old_r_flags1 = r_ptr->r_flags1;
3351 old_r_flags2 = r_ptr->r_flags2;
3352 old_r_flags3 = r_ptr->r_flags3;
3353 old_r_flags4 = r_ptr->r_flags4;
3354 old_r_flags5 = r_ptr->r_flags5;
3355 old_r_flags6 = r_ptr->r_flags6;
3356 old_r_flagsr = r_ptr->r_flagsr;
3358 /* Memorize blows */
3359 old_r_blows0 = r_ptr->r_blows[0];
3360 old_r_blows1 = r_ptr->r_blows[1];
3361 old_r_blows2 = r_ptr->r_blows[2];
3362 old_r_blows3 = r_ptr->r_blows[3];
3364 /* Memorize castings */
3365 old_r_cast_spell = r_ptr->r_cast_spell;
3369 /* Process the monsters (backwards) */
3370 for (i = m_max - 1; i >= 1; i--)
3372 /* Access the monster */
3374 r_ptr = &r_info[m_ptr->r_idx];
3376 /* Handle "leaving" */
3377 if (p_ptr->leaving) break;
3379 /* Ignore "dead" monsters */
3380 if (!m_ptr->r_idx) continue;
3382 if (p_ptr->wild_mode) continue;
3385 /* Handle "fresh" monsters */
3386 if (m_ptr->mflag & MFLAG_BORN)
3388 /* No longer "fresh" */
3389 m_ptr->mflag &= ~(MFLAG_BORN);
3395 /* Hack -- Require proximity */
3396 if (m_ptr->cdis >= AAF_LIMIT) continue;
3399 /* Access the location */
3403 /* Flow by smell is allowed */
3404 if (!p_ptr->no_flowed)
3406 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3409 /* Assume no move */
3412 /* Handle "sensing radius" */
3413 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3415 /* We can "sense" the player */
3419 /* Handle "sight" and "aggravation" */
3420 else if ((m_ptr->cdis <= MAX_SIGHT || p_ptr->inside_battle) &&
3421 (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3423 /* We can "see" or "feel" the player */
3427 #if 0 /* (current_floor->grid_array[p_ptr->y][p_ptr->x].when == current_floor->grid_array[fy][fx].when) is always FALSE... */
3428 /* Hack -- Monsters can "smell" the player from far away */
3429 /* Note that most monsters have "aaf" of "20" or so */
3430 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3431 cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_MOVE) &&
3432 (current_floor->grid_array[p_ptr->y][p_ptr->x].when == current_floor->grid_array[fy][fx].when) &&
3433 (current_floor->grid_array[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3434 (current_floor->grid_array[fy][fx].dist < r_ptr->aaf))
3436 /* We can "smell" the player */
3440 else if (m_ptr->target_y) test = TRUE;
3443 if (!test) continue;
3446 if (p_ptr->riding == i)
3447 speed = p_ptr->pspeed;
3450 speed = m_ptr->mspeed;
3452 /* Monsters move quickly in Nightmare mode */
3453 if (ironman_nightmare) speed += 5;
3455 if (MON_FAST(m_ptr)) speed += 10;
3456 if (MON_SLOW(m_ptr)) speed -= 10;
3459 /* Give this monster some energy */
3460 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3462 /* Not enough energy to move */
3463 if (m_ptr->energy_need > 0) continue;
3465 /* Use up "some" energy */
3466 m_ptr->energy_need += ENERGY_NEED();
3469 /* Save global index */
3472 /* Process the monster */
3475 reset_target(m_ptr);
3477 /* Give up flow_by_smell when it might useless */
3478 if (p_ptr->no_flowed && one_in_(3))
3479 m_ptr->mflag2 |= MFLAG2_NOFLOW;
3481 /* Hack -- notice death or departure */
3482 if (!p_ptr->playing || p_ptr->is_dead) break;
3484 /* Notice leaving */
3485 if (p_ptr->leaving) break;
3488 /* Reset global index */
3492 /* Tracking a monster race (the same one we were before) */
3493 if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3495 /* Acquire monster race */
3496 r_ptr = &r_info[p_ptr->monster_race_idx];
3498 /* Check for knowledge change */
3499 if ((old_r_flags1 != r_ptr->r_flags1) ||
3500 (old_r_flags2 != r_ptr->r_flags2) ||
3501 (old_r_flags3 != r_ptr->r_flags3) ||
3502 (old_r_flags4 != r_ptr->r_flags4) ||
3503 (old_r_flags5 != r_ptr->r_flags5) ||
3504 (old_r_flags6 != r_ptr->r_flags6) ||
3505 (old_r_flagsr != r_ptr->r_flagsr) ||
3506 (old_r_blows0 != r_ptr->r_blows[0]) ||
3507 (old_r_blows1 != r_ptr->r_blows[1]) ||
3508 (old_r_blows2 != r_ptr->r_blows[2]) ||
3509 (old_r_blows3 != r_ptr->r_blows[3]) ||
3510 (old_r_cast_spell != r_ptr->r_cast_spell))
3512 p_ptr->window |= (PW_MONSTER);