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).
21 * @brief モンスターが敵に接近するための方向を決める /
22 * Calculate the direction to the next enemy
23 * @param m_idx モンスターの参照ID
24 * @param mm 移動するべき方角IDを返す参照ポインタ
25 * @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
27 static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
30 POSITION x = 0, y = 0;
35 monster_type *m_ptr = &m_list[m_idx];
36 monster_race *r_ptr = &r_info[m_ptr->r_idx];
40 if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
42 y = m_list[riding_t_m_idx].fy;
43 x = m_list[riding_t_m_idx].fx;
45 else if (is_pet(m_ptr) && pet_t_m_idx)
47 y = m_list[pet_t_m_idx].fy;
48 x = m_list[pet_t_m_idx].fx;
52 if (p_ptr->inside_battle)
54 start = randint1(m_max-1)+m_max;
55 if(randint0(2)) plus = -1;
57 else start = m_max + 1;
59 /* Scan thru all monsters */
60 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
62 IDX dummy = (i % m_max);
67 t_ptr = &m_list[t_idx];
69 /* The monster itself isn't a target */
70 if (t_ptr == m_ptr) continue;
72 /* Paranoia -- Skip dead monsters */
73 if (!t_ptr->r_idx) continue;
77 /* Hack -- only fight away from player */
78 if (p_ptr->pet_follow_distance < 0)
80 /* No fighting near player */
81 if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
86 /* Hack -- no fighting away from player */
87 else if ((m_ptr->cdis < t_ptr->cdis) &&
88 (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);
216 (void)set_monster_csleep(m_idx, 0);
218 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 1);
220 if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
224 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
230 if (r_ptr->flagsr & RFR_RES_ALL)
235 if((dam == 0) && one_in_(3)) dam = 1;
241 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
248 m_ptr->hp -= (s16b)dam;
250 /* It is dead now... or is it? */
253 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
254 (r_ptr->flags7 & RF7_NAZGUL)) &&
255 !p_ptr->inside_battle)
262 if (!monster_living(r_ptr))
273 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
274 /* Unseen death by normal attack */
279 /* Death by special attack */
282 msg_format(_("%^s%s", "%^s%s"), m_name, note);
284 /* Death by normal attack -- nonliving monster */
285 else if (!monster_living(r_ptr))
287 msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
289 /* Death by normal attack -- living monster */
292 msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
296 monster_gain_exp(who, m_ptr->r_idx);
298 /* Generate treasure */
299 monster_death(m_idx, FALSE);
301 /* Delete the monster */
302 delete_monster_idx(m_idx);
307 /* Monster is dead */
314 /* Mega-Hack -- Pain cancels fear */
315 if (MON_MONFEAR(m_ptr) && (dam > 0))
318 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
325 /* Sometimes a monster gets scared by damage */
326 if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
328 /* Percentage of fully healthy */
329 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
332 * Run (sometimes) if at 10% or less of max hit points,
333 * or (usually) when hit for half its current hit points
335 if (((percentage <= 10) && (randint0(10) < percentage)) ||
336 ((dam >= m_ptr->hp) && (randint0(100) < 80)))
338 /* Hack -- note fear */
341 /* XXX XXX XXX Hack -- Add some timed fear */
342 (void)set_monster_monfear(m_idx, (randint1(10) +
343 (((dam >= m_ptr->hp) && (percentage > 7)) ?
344 20 : ((11 - percentage) * 5))));
348 #endif /* ALLOW_FEAR */
350 if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
352 if (is_pet(&m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
354 set_target(m_ptr, m_list[who].fy, m_list[who].fx);
358 if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
360 /* Extract monster name */
361 monster_desc(m_name, m_ptr, 0);
363 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
364 if (rakuba((dam > 200) ? 200 : dam, FALSE))
366 msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);
376 * @brief モンスターがプレイヤーから逃走するかどうかを返す /
377 * Returns whether a given monster will try to run from the player.
378 * @param m_idx 逃走するモンスターの参照ID
379 * @return モンスターがプレイヤーから逃走するならばTRUEを返す。
381 * Monsters will attempt to avoid very powerful players. See below.\n
383 * Because this function is called so often, little details are important\n
384 * for efficiency. Like not using "mod" or "div" when possible. And\n
385 * attempting to check the conditions in an optimal order. Note that\n
386 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
388 * Note that this function is responsible for about one to five percent\n
389 * of the processor use in normal conditions...\n
391 static bool mon_will_run(MONSTER_IDX m_idx)
393 monster_type *m_ptr = &m_list[m_idx];
397 monster_race *r_ptr = &r_info[m_ptr->r_idx];
400 HIT_POINT p_chp, p_mhp;
401 HIT_POINT m_chp, m_mhp;
406 /* Friends can be commanded to avoid the player */
409 /* Are we trying to avoid the player? */
410 return ((p_ptr->pet_follow_distance < 0) &&
411 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
414 /* Keep monsters from running too far away */
415 if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
417 /* All "afraid" monsters will run away */
418 if (MON_MONFEAR(m_ptr)) return (TRUE);
422 /* Nearby monsters will not become terrified */
423 if (m_ptr->cdis <= 5) return (FALSE);
425 /* Examine player power (level) */
428 /* Examine monster power (level plus morale) */
429 m_lev = r_ptr->level + (m_idx & 0x08) + 25;
431 /* Optimize extreme cases below */
432 if (m_lev > p_lev + 4) return (FALSE);
433 if (m_lev + 4 <= p_lev) return (TRUE);
435 /* Examine player health */
439 /* Examine monster health */
441 m_mhp = m_ptr->maxhp;
443 /* Prepare to optimize the calculation */
444 p_val = (p_lev * p_mhp) + (p_chp << 2); /* div p_mhp */
445 m_val = (m_lev * m_mhp) + (m_chp << 2); /* div m_mhp */
447 /* Strong players scare strong monsters */
448 if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
452 /* Assume no terror */
458 * @brief モンスターがプレイヤーに向けて遠距離攻撃を行うことが可能なマスを走査する /
459 * Search spell castable grid
460 * @param m_idx モンスターの参照ID
461 * @param yp 適したマスのY座標を返す参照ポインタ
462 * @param xp 適したマスのX座標を返す参照ポインタ
463 * @return 有効なマスがあった場合TRUEを返す
465 static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
468 POSITION y, x, y1, x1;
471 bool can_open_door = FALSE;
474 monster_type *m_ptr = &m_list[m_idx];
475 monster_race *r_ptr = &r_info[m_ptr->r_idx];
477 /* Monster location */
481 /* Monster can already cast spell to player */
482 if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
484 /* Set current grid cost */
485 now_cost = cave[y1][x1].cost;
486 if (now_cost == 0) now_cost = 999;
488 /* Can monster bash or open doors? */
489 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
491 can_open_door = TRUE;
494 /* Check nearby grids, diagonals first */
495 for (i = 7; i >= 0; i--)
499 /* Get the location */
503 /* Ignore locations off of edge */
504 if (!in_bounds2(y, x)) continue;
506 /* Simply move to player */
507 if (player_bold(y, x)) return (FALSE);
513 /* Monster cannot kill or pass walls */
514 if (!(((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) || ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding))))
516 if (cost == 0) continue;
517 if (!can_open_door && is_closed_door(c_ptr->feat)) continue;
520 /* Hack -- for kill or pass wall monster.. */
521 if (cost == 0) cost = 998;
523 if (now_cost < cost) continue;
525 if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
527 /* Accept louder sounds */
528 if (best < cost) continue;
531 (*yp) = y1 + ddy_ddd[i];
532 (*xp) = x1 + ddx_ddd[i];
535 /* No legal move (?) */
536 if (best == 999) return (FALSE);
544 * @brief モンスターがプレイヤーに向けて接近することが可能なマスを走査する /
545 * Choose the "best" direction for "flowing"
546 * @param m_idx モンスターの参照ID
547 * @param yp 移動先のマスのY座標を返す参照ポインタ
548 * @param xp 移動先のマスのX座標を返す参照ポインタ
549 * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
550 * @return 有効なマスがあった場合TRUEを返す
552 * Note that ghosts and rock-eaters are never allowed to "flow",\n
553 * since they should move directly towards the player.\n
555 * Prefer "non-diagonal" directions, but twiddle them a little\n
556 * to angle slightly towards the player's actual location.\n
558 * Allow very perceptive monsters to track old "spoor" left by\n
559 * previous locations occupied by the player. This will tend\n
560 * to have monsters end up either near the player or on a grid\n
561 * recently occupied by the player (and left via "teleport").\n
563 * Note that if "smell" is turned on, all monsters get vicious.\n
565 * Also note that teleporting away from a location will cause\n
566 * the monsters who were chasing you to converge on that location\n
567 * as long as you are still near enough to "annoy" them without\n
568 * being close enough to chase directly. I have no idea what will\n
569 * happen if you combine "smell" with low "aaf" values.\n
571 static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
574 POSITION y, x, y1, x1;
577 bool use_scent = FALSE;
579 monster_type *m_ptr = &m_list[m_idx];
580 monster_race *r_ptr = &r_info[m_ptr->r_idx];
582 /* Can monster cast attack spell? */
583 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
584 r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
585 r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
587 /* Can move spell castable grid? */
588 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
591 /* Monster can't flow */
592 if (no_flow) return (FALSE);
594 /* Monster can go through rocks */
595 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall)) return (FALSE);
596 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != p_ptr->riding)) return (FALSE);
598 /* Monster location */
602 /* Hack -- Player can see us, run towards him */
603 if (player_has_los_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)) return (FALSE);
606 c_ptr = &cave[y1][x1];
608 /* If we can hear noises, advance towards them */
614 /* Otherwise, try to follow a scent trail */
615 else if (c_ptr->when)
618 if (cave[p_ptr->y][p_ptr->x].when - c_ptr->when > 127) return (FALSE);
624 /* Otherwise, advance blindly */
630 /* Check nearby grids, diagonals first */
631 for (i = 7; i >= 0; i--)
633 /* Get the location */
637 /* Ignore locations off of edge */
638 if (!in_bounds2(y, x)) continue;
642 /* We're following a scent trail */
645 int when = c_ptr->when;
647 /* Accept younger scent */
648 if (best > when) continue;
652 /* We're using sound */
657 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
659 else cost = c_ptr->cost;
661 /* Accept louder sounds */
662 if ((cost == 0) || (best < cost)) continue;
666 /* Hack -- Save the "twiddled" location */
667 (*yp) = p_ptr->y + 16 * ddy_ddd[i];
668 (*xp) = p_ptr->x + 16 * ddx_ddd[i];
671 /* No legal move (?) */
672 if (best == 999 || best == 0) return (FALSE);
680 * @brief モンスターがプレイヤーから逃走することが可能なマスを走査する /
681 * Provide a location to flee to, but give the player a wide berth.
682 * @param m_idx モンスターの参照ID
683 * @param yp 移動先のマスのY座標を返す参照ポインタ
684 * @param xp 移動先のマスのX座標を返す参照ポインタ
685 * @return 有効なマスがあった場合TRUEを返す
687 * A monster may wish to flee to a location that is behind the player,\n
688 * but instead of heading directly for it, the monster should "swerve"\n
689 * around the player so that he has a smaller chance of getting hit.\n
691 static bool get_fear_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
693 POSITION y, x, y1, x1, fy, fx, gy = 0, gx = 0;
697 monster_type *m_ptr = &m_list[m_idx];
699 /* Monster location */
703 /* Desired destination */
707 /* Check nearby grids, diagonals first */
708 for (i = 7; i >= 0; i--)
712 /* Get the location */
716 /* Ignore locations off of edge */
717 if (!in_bounds2(y, x)) continue;
719 /* Don't move toward player */
720 /* if (cave[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
722 /* Calculate distance of this grid from our destination */
723 dis = distance(y, x, y1, x1);
725 /* Score this grid */
726 s = 5000 / (dis + 3) - 500 / (cave[y][x].dist + 1);
728 /* No negative scores */
731 /* Ignore lower scores */
732 if (s < score) continue;
734 /* Save the score and time */
737 /* Save the location */
742 /* No legal move (?) */
743 if (score == -1) return (FALSE);
754 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
757 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
758 * offsets of all the locations with a distance of n from a central point,
759 * with an offset of (0,0) indicating no more offsets at this distance.
761 * This is, of course, fairly unreadable, but it eliminates multiple loops
762 * from the previous version.
764 * It is probably better to replace these arrays with code to compute
765 * the relevant arrays, even if the storage is pre-allocated in hard
766 * coded sizes. At the very least, code should be included which is
767 * able to generate and dump these arrays (ala "los()"). XXX XXX XXX
769 * Also, the storage needs could be halved by using bytes. XXX XXX XXX
771 * These arrays could be combined into two big arrays, using sub-arrays
772 * to hold the offsets and lengths of each portion of the sub-arrays, and
773 * this could perhaps also be used somehow in the "look" code. XXX XXX XXX
777 static sint d_off_y_0[] =
780 static sint d_off_x_0[] =
784 static sint d_off_y_1[] =
785 { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
787 static sint d_off_x_1[] =
788 { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
791 static sint d_off_y_2[] =
792 { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
794 static sint d_off_x_2[] =
795 { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
798 static sint d_off_y_3[] =
799 { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2,
802 static sint d_off_x_3[] =
803 { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2,
807 static sint d_off_y_4[] =
808 { -1, -1, -2, -2, -3, -3, -3, -3, -4, -4, -4, 0,
809 0, 1, 1, 2, 2, 3, 3, 3, 3, 4, 4, 4, 0 };
811 static sint d_off_x_4[] =
812 { -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, -4, 4,
813 -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, 0 };
816 static sint d_off_y_5[] =
817 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
818 -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
821 static sint d_off_x_5[] =
822 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
823 -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
827 static sint d_off_y_6[] =
828 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
829 -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
832 static sint d_off_x_6[] =
833 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
834 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
835 -3, 2, 3, -1, 0, 1, 0 };
838 static sint d_off_y_7[] =
839 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
840 -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
841 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
843 static sint d_off_x_7[] =
844 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
845 -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
846 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
850 static sint d_off_y_8[] =
851 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
852 -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
853 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
856 static sint d_off_x_8[] =
857 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
858 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
859 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
863 static sint d_off_y_9[] =
864 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
865 -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
866 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
867 7, 8, 8, 8, 8, 9, 9, 9, 0 };
869 static sint d_off_x_9[] =
870 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
871 -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
872 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
873 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
876 static sint *dist_offsets_y[10] =
878 d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
879 d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
882 static sint *dist_offsets_x[10] =
884 d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
885 d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
889 * @brief モンスターが逃げ込める安全な地点を返す /
890 * Choose a "safe" location near a monster for it to run toward.
891 * @param m_idx モンスターの参照ID
892 * @param yp 移動先のマスのY座標を返す参照ポインタ
893 * @param xp 移動先のマスのX座標を返す参照ポインタ
894 * @return 有効なマスがあった場合TRUEを返す
896 * A location is "safe" if it can be reached quickly and the player\n
897 * is not able to fire into it (it isn't a "clean shot"). So, this will\n
898 * cause monsters to "duck" behind walls. Hopefully, monsters will also\n
899 * try to run towards corridor openings if they are in a room.\n
901 * This function may take lots of CPU time if lots of monsters are\n
904 * Return TRUE if a safe location is available.\n
906 static bool find_safety(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
908 monster_type *m_ptr = &m_list[m_idx];
910 POSITION fy = m_ptr->fy;
911 POSITION fx = m_ptr->fx;
913 POSITION y, x, dy, dx, d, dis, i;
914 POSITION gy = 0, gx = 0, gdis = 0;
921 /* Start with adjacent locations, spread further */
922 for (d = 1; d < 10; d++)
924 /* Get the lists of points with a distance d from (fx, fy) */
925 y_offsets = dist_offsets_y[d];
926 x_offsets = dist_offsets_x[d];
928 /* Check the locations */
929 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
931 i++, dx = x_offsets[i], dy = y_offsets[i])
936 /* Skip illegal locations */
937 if (!in_bounds(y, x)) continue;
941 /* Skip locations in a wall */
942 if (!monster_can_cross_terrain(c_ptr->feat, &r_info[m_ptr->r_idx], (m_idx == p_ptr->riding) ? CEM_RIDING : 0)) continue;
944 /* Check for "availability" (if monsters can flow) */
945 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
947 /* Ignore grids very far from the player */
948 if (c_ptr->dist == 0) continue;
950 /* Ignore too-distant grids */
951 if (c_ptr->dist > cave[fy][fx].dist + 2 * d) continue;
954 /* Check for absence of shot (more or less) */
955 if (!projectable(p_ptr->y, p_ptr->x, y, x))
957 /* Calculate distance from player */
958 dis = distance(y, x, p_ptr->y, p_ptr->x);
960 /* Remember if further than previous */
970 /* Check for success */
977 /* Found safe place */
988 * @brief モンスターが隠れ潜める地点を返す /
989 * Choose a good hiding place near a monster for it to run toward.
990 * @param m_idx モンスターの参照ID
991 * @param yp 移動先のマスのY座標を返す参照ポインタ
992 * @param xp 移動先のマスのX座標を返す参照ポインタ
993 * @return 有効なマスがあった場合TRUEを返す
995 * Pack monsters will use this to "ambush" the player and lure him out\n
996 * of corridors into open space so they can swarm him.\n
998 * Return TRUE if a good location is available.\n
1000 static bool find_hiding(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
1002 monster_type *m_ptr = &m_list[m_idx];
1003 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1005 POSITION fy = m_ptr->fy;
1006 POSITION fx = m_ptr->fx;
1008 POSITION y, x, dy, dx, d, dis, i;
1009 POSITION gy = 0, gx = 0, gdis = 999;
1011 sint *y_offsets, *x_offsets;
1013 /* Start with adjacent locations, spread further */
1014 for (d = 1; d < 10; d++)
1016 /* Get the lists of points with a distance d from (fx, fy) */
1017 y_offsets = dist_offsets_y[d];
1018 x_offsets = dist_offsets_x[d];
1020 /* Check the locations */
1021 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
1023 i++, dx = x_offsets[i], dy = y_offsets[i])
1028 /* Skip illegal locations */
1029 if (!in_bounds(y, x)) continue;
1031 /* Skip occupied locations */
1032 if (!monster_can_enter(y, x, r_ptr, 0)) continue;
1034 /* Check for hidden, available grid */
1035 if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
1037 /* Calculate distance from player */
1038 dis = distance(y, x, p_ptr->y, p_ptr->x);
1040 /* Remember if closer than previous */
1041 if (dis < gdis && dis >= 2)
1050 /* Check for success */
1057 /* Found good place */
1068 * @brief モンスターの移動方向を返す /
1069 * Choose "logical" directions for monster movement
1070 * @param m_idx モンスターの参照ID
1071 * @param mm 移動方向を返す方向IDの参照ポインタ
1072 * @return 有効方向があった場合TRUEを返す
1074 static bool get_moves(MONSTER_IDX m_idx, int *mm)
1076 monster_type *m_ptr = &m_list[m_idx];
1077 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1078 POSITION y = 0, ay, x = 0, ax;
1080 POSITION y2 = p_ptr->y;
1081 POSITION x2 = p_ptr->x;
1083 bool will_run = mon_will_run(m_idx);
1085 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) && (cave[m_ptr->fy][m_ptr->fx].cost > 2));
1086 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != p_ptr->riding) || p_ptr->pass_wall));
1088 /* Counter attack to an enemy monster */
1089 if (!will_run && m_ptr->target_y)
1091 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
1093 /* The monster must be an enemy, and in LOS */
1095 are_enemies(m_ptr, &m_list[t_m_idx]) &&
1096 los(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
1097 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1099 /* Extract the "pseudo-direction" */
1100 y = m_ptr->fy - m_ptr->target_y;
1101 x = m_ptr->fx - m_ptr->target_x;
1106 if (!done && !will_run && is_hostile(m_ptr) &&
1107 (r_ptr->flags1 & RF1_FRIENDS) &&
1108 ((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)) ||
1109 (cave[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
1112 * Animal packs try to get the player out of corridors
1113 * (...unless they can move through walls -- TY)
1115 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1116 !(r_ptr->flags2 & RF2_KILL_WALL))
1120 /* Count room grids next to player */
1121 for (i = 0; i < 8; i++)
1123 int xx = p_ptr->x + ddx_ddd[i];
1124 int yy = p_ptr->y + ddy_ddd[i];
1126 if (!in_bounds2(yy, xx)) continue;
1128 c_ptr = &cave[yy][xx];
1131 if (monster_can_cross_terrain(c_ptr->feat, r_ptr, 0))
1133 /* One more room grid */
1137 if (cave[p_ptr->y][p_ptr->x].info & CAVE_ROOM) room -= 2;
1138 if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
1140 /* Not in a room and strong player */
1141 if (room < (8 * (p_ptr->chp + p_ptr->csp)) /
1142 (p_ptr->mhp + p_ptr->msp))
1144 /* Find hiding place */
1145 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1149 /* Monster groups try to surround the player */
1150 if (!done && (cave[m_ptr->fy][m_ptr->fx].dist < 3))
1154 /* Find an empty square near the player to fill */
1155 for (i = 0; i < 8; i++)
1157 /* Pick squares near player (semi-randomly) */
1158 y2 = p_ptr->y + ddy_ddd[(m_idx + i) & 7];
1159 x2 = p_ptr->x + ddx_ddd[(m_idx + i) & 7];
1161 /* Already there? */
1162 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1164 /* Attack the player */
1171 if (!in_bounds2(y2, x2)) continue;
1173 /* Ignore filled grids */
1174 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
1176 /* Try to fill this hole */
1180 /* Extract the new "pseudo-direction" */
1191 /* Flow towards the player */
1192 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1194 /* Extract the "pseudo-direction" */
1201 /* Apply fear if possible and necessary */
1202 if (is_pet(m_ptr) && will_run)
1204 /* XXX XXX Not very "smart" */
1209 if (!done && will_run)
1214 /* Try to find safe place */
1215 if (find_safety(m_idx, &y, &x))
1217 /* Attempt to avoid the player */
1220 /* Adjust movement */
1221 if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1227 /* This is not a very "smart" method XXX XXX */
1235 /* Check for no move */
1236 if (!x && !y) return (FALSE);
1239 /* Extract the "absolute distances" */
1243 /* Do something weird */
1244 if (y < 0) move_val += 8;
1245 if (x > 0) move_val += 4;
1247 /* Prevent the diamond maneuvre */
1248 if (ay > (ax << 1)) move_val += 2;
1249 else if (ax > (ay << 1)) move_val++;
1251 /* Extract some directions */
1396 /* Wants to move... */
1402 * @brief モンスターから敵モンスターへの命中判定
1403 * @param power 打撃属性による基本命中値
1404 * @param level 攻撃側モンスターのレベル
1405 * @param ac 目標モンスターのAC
1406 * @param stun 攻撃側モンスターが朦朧状態ならTRUEを返す
1407 * @return 命中ならばTRUEを返す
1409 static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
1413 /* Percentile dice */
1416 if (stun && one_in_(2)) return FALSE;
1418 /* Hack -- Always miss or hit */
1419 if (k < 10) return (k < 5);
1421 /* Calculate the "attack quality" */
1422 i = (power + (level * 3));
1424 /* Power and Level compete against Armor */
1425 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1432 #define BLOW_EFFECT_TYPE_NONE 0
1433 #define BLOW_EFFECT_TYPE_FEAR 1
1434 #define BLOW_EFFECT_TYPE_SLEEP 2
1435 #define BLOW_EFFECT_TYPE_HEAL 3
1439 * @brief モンスターから敵モンスターへの打撃攻撃処理
1440 * @param m_idx 攻撃側モンスターの参照ID
1441 * @param t_idx 目標側モンスターの参照ID
1442 * @return 実際に打撃処理が行われた場合TRUEを返す
1444 static bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
1446 monster_type *m_ptr = &m_list[m_idx];
1447 monster_type *t_ptr = &m_list[t_idx];
1449 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1450 monster_race *tr_ptr = &r_info[t_ptr->r_idx];
1452 ARMOUR_CLASS ap_cnt;
1456 char m_name[80], t_name[80];
1457 char temp[MAX_NLEN];
1459 bool explode = FALSE, touched = FALSE, fear = FALSE;
1460 int y_saver = t_ptr->fy;
1461 int x_saver = t_ptr->fx;
1464 bool see_m = is_seen(m_ptr);
1465 bool see_t = is_seen(t_ptr);
1466 bool see_either = see_m || see_t;
1468 /* Can the player be aware of this attack? */
1469 bool known = (m_ptr->cdis <= MAX_SIGHT) || (t_ptr->cdis <= MAX_SIGHT);
1470 bool do_silly_attack = (one_in_(2) && p_ptr->image);
1472 /* Cannot attack self */
1473 if (m_idx == t_idx) return FALSE;
1475 /* Not allowed to attack */
1476 if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1478 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1483 /* Extract the effective monster level */
1484 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1486 /* Get the monster name (or "it") */
1487 monster_desc(m_name, m_ptr, 0);
1489 /* Get the monster name (or "it") */
1490 monster_desc(t_name, t_ptr, 0);
1492 /* Assume no blink */
1495 if (!see_either && known)
1500 if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 1);
1502 /* Scan through all four blows */
1503 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1505 bool obvious = FALSE;
1507 HIT_POINT power = 0;
1508 HIT_POINT damage = 0;
1512 /* Extract the attack infomation */
1513 int effect = r_ptr->blow[ap_cnt].effect;
1514 int method = r_ptr->blow[ap_cnt].method;
1515 int d_dice = r_ptr->blow[ap_cnt].d_dice;
1516 int d_side = r_ptr->blow[ap_cnt].d_side;
1518 if (!m_ptr->r_idx) break;
1520 /* Stop attacking if the target dies! */
1521 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1524 /* Hack -- no more attacks */
1527 if (method == RBM_SHOOT) continue;
1529 /* Extract the attack "power" */
1530 power = mbe_info[effect].power;
1533 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1536 (void)set_monster_csleep(t_idx, 0);
1540 /* Redraw the health bar */
1541 if (p_ptr->health_who == t_idx) p_ptr->redraw |= (PR_HEALTH);
1542 if (p_ptr->riding == t_idx) p_ptr->redraw |= (PR_UHEALTH);
1545 /* Describe the attack method */
1550 act = _("%sを殴った。", "hits %s.");
1557 act = _("%sを触った。", "touches %s.");
1564 act = _("%sをパンチした。", "punches %s.");
1571 act = _("%sを蹴った。", "kicks %s.");
1578 act = _("%sをひっかいた。", "claws %s.");
1585 act = _("%sを噛んだ。", "bites %s.");
1592 act = _("%sを刺した。", "stings %s.");
1599 act = _("%sを斬った。", "slashes %s.");
1605 act = _("%sを角で突いた。", "butts %s.");
1612 act = _("%sに体当りした。", "crushes %s.");
1619 act = _("%sを飲み込んだ。", "engulfs %s.");
1626 act = _("%sに請求書をよこした。", "charges %s.");
1633 act = _("%sの体の上を這い回った。", "crawls on %s.");
1640 act = _("%sによだれをたらした。", "drools on %s.");
1647 act = _("%sに唾を吐いた。", "spits on %s.");
1654 if (see_either) disturb(1, 1);
1655 act = _("爆発した。", "explodes.");
1663 act = _("%sをにらんだ。", "gazes at %s.");
1670 act = _("%sに泣きついた。", "wails at %s.");
1677 act = _("%sに胞子を飛ばした。", "releases spores at %s.");
1684 act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
1691 act = _("%sに金をせがんだ。", "begs %s for money.");
1698 act = _("%sを侮辱した。", "insults %s.");
1705 act = _("%sにむかってうめいた。", "moans at %s.");
1712 act = _("%sにむかって歌った。", "sings to %s.");
1719 if (act && see_either)
1722 if (do_silly_attack) act = silly_attacks2[randint0(MAX_SILLY_ATTACK)];
1723 strfmt(temp, act, t_name);
1724 msg_format("%^sは%s", m_name, temp);
1726 if (do_silly_attack)
1728 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1729 strfmt(temp, "%s %s.", act, t_name);
1731 else strfmt(temp, act, t_name);
1732 msg_format("%^s %s", m_name, temp);
1736 /* Hack -- assume all attacks are obvious */
1739 /* Roll out the damage */
1740 damage = damroll(d_dice, d_side);
1742 /* Assume no effect */
1743 effect_type = BLOW_EFFECT_TYPE_NONE;
1747 /* Apply appropriate damage */
1756 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1758 int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1759 damage = MAX(damage, tmp_damage * 2);
1766 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1781 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1817 effect_type = BLOW_EFFECT_TYPE_FEAR;
1821 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1825 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1826 if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1841 pt = GF_HYPODYNAMIA;
1842 effect_type = BLOW_EFFECT_TYPE_HEAL;
1860 /* Do damage if not exploding */
1863 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1864 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1867 switch (effect_type)
1869 case BLOW_EFFECT_TYPE_FEAR:
1870 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1871 damage, GF_TURN_ALL, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1874 case BLOW_EFFECT_TYPE_SLEEP:
1875 project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1876 r_ptr->level, GF_OLD_SLEEP, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1879 case BLOW_EFFECT_TYPE_HEAL:
1880 if ((monster_living(tr_ptr)) && (damage > 2))
1882 bool did_heal = FALSE;
1884 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1887 m_ptr->hp += damroll(4, damage / 6);
1888 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1890 /* Redraw (later) if needed */
1891 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1892 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1894 /* Special message */
1895 if (see_m && did_heal)
1897 msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1906 if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
1908 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1912 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
1914 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_FIRE;
1915 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1916 damroll (1 + ((tr_ptr->level) / 26),
1917 1 + ((tr_ptr->level) / 17)),
1918 GF_FIRE, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1922 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1927 if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
1929 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1933 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
1935 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags3 |= RF3_AURA_COLD;
1936 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1937 damroll (1 + ((tr_ptr->level) / 26),
1938 1 + ((tr_ptr->level) / 17)),
1939 GF_COLD, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1943 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1948 if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
1950 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1954 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
1956 if (m_ptr->ml && is_original_ap_and_seen(t_ptr)) tr_ptr->r_flags2 |= RF2_AURA_ELEC;
1957 project(t_idx, 0, m_ptr->fy, m_ptr->fx,
1958 damroll (1 + ((tr_ptr->level) / 26),
1959 1 + ((tr_ptr->level) / 17)),
1960 GF_ELEC, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1964 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1971 /* Monster missed player */
1974 /* Analyze failed attacks */
1991 (void)set_monster_csleep(t_idx, 0);
1993 /* Visible monsters */
1998 msg_format("%sは%^sの攻撃をかわした。", t_name,m_name);
2000 msg_format("%^s misses %s.", m_name, t_name);
2010 /* Analyze "visible" monsters only */
2011 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
2013 /* Count "obvious" attacks (and ones that cause damage) */
2014 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
2016 /* Count attacks of this type */
2017 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
2019 r_ptr->r_blows[ap_cnt]++;
2027 sound(SOUND_EXPLODE);
2029 /* Cancel Invulnerability */
2030 (void)set_monster_invulner(m_idx, 0, FALSE);
2031 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);
2036 if (blinked && m_ptr->r_idx)
2038 if (teleport_barrier(m_idx))
2042 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."));
2053 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
2060 teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
2068 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
2070 return !have_flag(f_ptr->flags, FF_GLASS) ||
2071 (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
2072 (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
2077 * @brief モンスター単体の1ターン行動処理メインルーチン /
2079 * @param m_idx 行動モンスターの参照ID
2082 * The monster is known to be within 100 grids of the player\n
2084 * In several cases, we directly update the monster lore\n
2086 * Note that a monster is only allowed to "reproduce" if there\n
2087 * are a limited number of "reproducing" monsters on the current\n
2088 * level. This should prevent the level from being "swamped" by\n
2089 * reproducing monsters. It also allows a large mass of mice to\n
2090 * prevent a louse from multiplying, but this is a small price to\n
2091 * pay for a simple multiplication method.\n
2093 * XXX Monster fear is slightly odd, in particular, monsters will\n
2094 * fixate on opening a door even if they cannot open it. Actually,\n
2095 * the same thing happens to normal monsters when they hit a door\n
2097 * XXX XXX XXX In addition, monsters which *cannot* open or bash\n
2098 * down a door will still stand there trying to open it...\n
2100 * XXX Technically, need to check for monster in the way\n
2101 * combined with that monster being in a wall (or door?)\n
2103 * A "direction" of "5" means "pick a random direction".\n
2105 void process_monster(MONSTER_IDX m_idx)
2107 monster_type *m_ptr = &m_list[m_idx];
2108 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2109 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2112 POSITION oy, ox, ny, nx;
2117 feature_type *f_ptr;
2119 monster_type *y_ptr;
2124 bool must_alter_to_move;
2133 bool gets_angry = FALSE;
2139 bool is_riding_mon = (m_idx == p_ptr->riding);
2141 bool see_m = is_seen(m_ptr);
2143 if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
2145 if (rakuba(0, TRUE))
2148 msg_print("地面に落とされた。");
2151 monster_desc(m_name, &m_list[p_ptr->riding], 0);
2152 msg_format("You have fallen from %s.", m_name);
2157 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
2159 choose_new_monster(m_idx, FALSE, 0);
2160 r_ptr = &r_info[m_ptr->r_idx];
2163 /* Players hidden in shadow are almost imperceptable. -LM- */
2164 if (p_ptr->special_defense & NINJA_S_STEALTH)
2166 int tmp = p_ptr->lev*6+(p_ptr->skill_stl+10)*4;
2167 if (p_ptr->monlite) tmp /= 3;
2168 if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
2169 if (r_ptr->level > (p_ptr->lev*p_ptr->lev/20+10)) tmp /= 3;
2170 /* Low-level monsters will find it difficult to locate the player. */
2171 if (randint0(tmp) > (r_ptr->level+20)) aware = FALSE;
2174 /* Are there its parent? */
2175 if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
2177 /* Its parent have gone, it also goes away. */
2183 /* Acquire the monster name */
2184 monster_desc(m_name, m_ptr, 0);
2185 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2188 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2192 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2193 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
2196 /* Delete the monster */
2197 delete_monster_idx(m_idx);
2202 /* Quantum monsters are odd */
2203 if (r_ptr->flags2 & (RF2_QUANTUM))
2205 /* Sometimes skip move */
2206 if (!randint0(2)) return;
2209 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2213 if (is_pet(m_ptr) && !(m_ptr->ml))
2220 /* Acquire the monster name */
2221 monster_desc(m_name, m_ptr, 0);
2224 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2227 /* Generate treasure, etc */
2228 monster_death(m_idx, FALSE);
2230 /* Delete the monster */
2231 delete_monster_idx(m_idx);
2235 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2242 if (m_ptr->r_idx == MON_SHURYUUDAN)
2244 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);
2247 if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2249 static int riding_pinch = 0;
2251 if (m_ptr->hp < m_ptr->maxhp/3)
2254 monster_desc(m_name, m_ptr, 0);
2256 if (is_riding_mon && riding_pinch < 2)
2258 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。",
2259 "%^s seems to be in so much pain, and trying to escape from your restriction."), m_name);
2267 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);
2268 if (rakuba(-1, FALSE))
2270 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2276 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) &&
2277 player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x))
2279 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);
2281 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);
2282 msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
2285 if (is_riding_mon && rakuba(-1, FALSE))
2287 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2290 /* Check for quest completion */
2291 check_quest_completion(m_ptr);
2293 delete_monster_idx(m_idx);
2300 /* Reset the counter */
2301 if (is_riding_mon) riding_pinch = 0;
2305 /* Handle "sleep" */
2306 if (MON_CSLEEP(m_ptr))
2308 /* Handle non-aggravation - Still sleeping */
2309 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2311 /* Handle aggravation */
2313 /* Reset sleep counter */
2314 (void)set_monster_csleep(m_idx, 0);
2316 /* Notice the "waking up" */
2321 /* Acquire the monster name */
2322 monster_desc(m_name, m_ptr, 0);
2324 /* Dump a message */
2325 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2328 /* Hack -- Count the wakings */
2329 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2336 if (MON_STUNNED(m_ptr))
2338 /* Sometimes skip move */
2339 if (one_in_(2)) return;
2344 p_ptr->update |= (PU_BONUS);
2347 /* No one wants to be your friend if you're aggravating */
2348 if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2351 /* Paranoia... no pet uniques outside wizard mode -- TY */
2352 if (is_pet(m_ptr) &&
2353 ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
2354 monster_has_hostile_align(NULL, 10, -10, r_ptr))
2355 || (r_ptr->flagsr & RFR_RES_ALL)))
2360 if (p_ptr->inside_battle) gets_angry = FALSE;
2364 if (is_pet(m_ptr) || see_m)
2367 monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
2368 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
2374 /* Get the origin */
2379 /* Attempt to "multiply" if able and allowed */
2380 if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2384 /* Count the adjacent monsters */
2385 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2387 for (x = ox - 1; x <= ox + 1; x++)
2389 /* Ignore locations off of edge */
2390 if (!in_bounds2(y, x)) continue;
2392 if (cave[y][x].m_idx) k++;
2397 if (multiply_barrier(m_idx)) k = 8;
2399 /* Hack -- multiply slower in crowded areas */
2400 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2402 /* Try to multiply */
2403 if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2405 /* Take note if visible */
2406 if (m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2408 r_ptr->r_flags2 |= (RF2_MULTIPLY);
2411 /* Multiplying takes energy */
2418 if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
2420 /* Hack -- Ohmu scatters molds! */
2421 if (m_ptr->r_idx == MON_OHMU)
2423 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2425 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2428 int rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2429 u32b p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2431 for (k = 0; k < 6; k++)
2433 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
2435 if (m_list[hack_m_idx_ii].ml) count++;
2439 if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2446 if (!p_ptr->inside_battle)
2448 /* Hack! "Cyber" monster makes noise... */
2449 if (m_ptr->ap_r_idx == MON_CYBER &&
2450 one_in_(CYBERNOISE) &&
2451 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
2453 if (disturb_minor) disturb(FALSE, FALSE);
2454 msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
2457 /* Some monsters can speak */
2458 if ((ap_r_ptr->flags2 & RF2_CAN_SPEAK) && aware &&
2459 one_in_(SPEAK_CHANCE) &&
2460 player_has_los_bold(oy, ox) &&
2461 projectable(oy, ox, p_ptr->y, p_ptr->x))
2464 char monmessage[1024];
2467 /* Acquire the monster name/poss */
2469 monster_desc(m_name, m_ptr, 0);
2471 strcpy(m_name, _("それ", "It"));
2473 /* Select the file for monster quotes */
2474 if (MON_MONFEAR(m_ptr))
2475 filename = _("monfear_j.txt", "monfear.txt");
2476 else if (is_pet(m_ptr))
2477 filename = _("monpet_j.txt", "monpet.txt");
2478 else if (is_friendly(m_ptr))
2479 filename = _("monfrien_j.txt", "monfrien.txt");
2481 filename = _("monspeak_j.txt", "monspeak.txt");
2482 /* Get the monster line */
2483 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
2486 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2491 /* Try to cast spell occasionally */
2492 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2494 bool counterattack = FALSE;
2496 /* Give priority to counter attack? */
2497 if (m_ptr->target_y)
2499 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
2501 /* The monster must be an enemy, and projectable */
2503 are_enemies(m_ptr, &m_list[t_m_idx]) &&
2504 projectable(m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2506 counterattack = TRUE;
2512 /* Attempt to cast a spell */
2513 if (aware && make_attack_spell(m_idx)) return;
2516 * Attempt to cast a spell at an enemy other than the player
2517 * (may slow the game a smidgeon, but I haven't noticed.)
2519 if (monst_spell_monst(m_idx)) return;
2523 /* Attempt to do counter attack at first */
2524 if (monst_spell_monst(m_idx)) return;
2526 if (aware && make_attack_spell(m_idx)) return;
2530 /* Hack -- Assume no movement */
2531 mm[0] = mm[1] = mm[2] = mm[3] = 0;
2532 mm[4] = mm[5] = mm[6] = mm[7] = 0;
2535 /* Confused -- 100% random */
2536 if (MON_CONFUSED(m_ptr) || !aware)
2538 /* Try four "random" directions */
2539 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2542 /* 75% random movement */
2543 else if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) &&
2544 (randint0(100) < 75))
2546 /* Memorize flags */
2547 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2549 /* Try four "random" directions */
2550 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2553 /* 50% random movement */
2554 else if ((r_ptr->flags1 & RF1_RAND_50) &&
2555 (randint0(100) < 50))
2557 /* Memorize flags */
2558 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2560 /* Try four "random" directions */
2561 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2564 /* 25% random movement */
2565 else if ((r_ptr->flags1 & RF1_RAND_25) &&
2566 (randint0(100) < 25))
2568 /* Memorize flags */
2569 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2571 /* Try four "random" directions */
2572 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2575 /* Can't reach player - find something else to hit */
2576 else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2578 /* Try four "random" directions */
2579 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2581 /* Look for an enemy */
2582 #if 0 /* Hack - Too slow. Mimic pits are horrible with this on. */
2583 get_enemy_dir(m_idx, mm);
2587 /* Pets will follow the player */
2588 else if (is_pet(m_ptr))
2590 /* Are we trying to avoid the player? */
2591 bool avoid = ((p_ptr->pet_follow_distance < 0) &&
2592 (m_ptr->cdis <= (0 - p_ptr->pet_follow_distance)));
2594 /* Do we want to find the player? */
2595 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2597 /* Should we find the player if we can't find a monster? */
2598 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2600 /* by default, move randomly */
2601 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2603 /* Look for an enemy */
2604 if (!get_enemy_dir(m_idx, mm))
2606 /* Find the player if necessary */
2607 if (avoid || lonely || distant)
2609 /* Remember the leash length */
2610 int dis = p_ptr->pet_follow_distance;
2612 /* Hack -- adjust follow distance temporarily */
2613 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2615 p_ptr->pet_follow_distance = PET_SEEK_DIST;
2618 /* Find the player */
2619 (void)get_moves(m_idx, mm);
2621 /* Restore the leash */
2622 p_ptr->pet_follow_distance = (s16b)dis;
2627 /* Friendly monster movement */
2628 else if (!is_hostile(m_ptr))
2630 /* by default, move randomly */
2631 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2633 /* Look for an enemy */
2634 get_enemy_dir(m_idx, mm);
2636 /* Normal movement */
2639 /* Logical moves, may do nothing */
2640 if (!get_moves(m_idx, mm)) return;
2643 /* Assume nothing */
2647 must_alter_to_move = FALSE;
2649 /* Assume nothing */
2650 did_open_door = FALSE;
2651 did_bash_door = FALSE;
2652 did_take_item = FALSE;
2653 did_kill_item = FALSE;
2654 did_move_body = FALSE;
2655 did_pass_wall = FALSE;
2656 did_kill_wall = FALSE;
2659 /* Take a zero-terminated array of "directions" */
2660 for (i = 0; mm[i]; i++)
2662 /* Get the direction */
2665 /* Hack -- allow "randomized" motion */
2666 if (d == 5) d = ddd[randint0(8)];
2668 /* Get the destination */
2672 /* Ignore locations off of edge */
2673 if (!in_bounds2(ny, nx)) continue;
2675 /* Access that cave grid */
2676 c_ptr = &cave[ny][nx];
2677 f_ptr = &f_info[c_ptr->feat];
2678 can_cross = monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0);
2680 /* Access that cave grid's contents */
2681 y_ptr = &m_list[c_ptr->m_idx];
2683 /* Hack -- player 'in' wall */
2684 if (player_bold(ny, nx))
2689 /* Possibly a monster to attack */
2690 else if (c_ptr->m_idx)
2695 /* Monster destroys walls (and doors) */
2696 else if ((r_ptr->flags2 & RF2_KILL_WALL) &&
2697 (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !is_riding_mon) &&
2698 have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
2699 check_hp_for_feat_destruction(f_ptr, m_ptr))
2701 /* Eat through walls/doors/rubble */
2703 if (!can_cross) must_alter_to_move = TRUE;
2705 /* Monster destroyed a wall (later) */
2706 did_kill_wall = TRUE;
2709 /* Floor is open? */
2712 /* Go ahead and move */
2715 /* Monster moves through walls (and doors) */
2716 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!is_riding_mon || p_ptr->pass_wall) &&
2717 have_flag(f_ptr->flags, FF_CAN_PASS))
2719 /* Monster went through a wall */
2720 did_pass_wall = TRUE;
2724 /* Handle doors and secret doors */
2725 else if (is_closed_door(c_ptr->feat))
2727 bool may_bash = TRUE;
2729 /* Assume no move allowed */
2732 /* Creature can open doors. */
2733 if ((r_ptr->flags2 & RF2_OPEN_DOOR) && have_flag(f_ptr->flags, FF_OPEN) &&
2734 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2739 /* The door is open */
2740 did_open_door = TRUE;
2742 /* Do not bash the door */
2749 /* Locked doors (not jammed) */
2752 /* Try to unlock it XXX XXX XXX */
2753 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2755 /* Unlock the door */
2756 cave_alter_feat(ny, nx, FF_DISARM);
2758 /* Do not bash the door */
2767 /* Stuck doors -- attempt to bash them down if allowed */
2768 if (may_bash && (r_ptr->flags2 & RF2_BASH_DOOR) && have_flag(f_ptr->flags, FF_BASH) &&
2769 (!is_pet(m_ptr) || (p_ptr->pet_extra_flags & PF_OPEN_DOORS)))
2771 /* Attempt to Bash XXX XXX XXX */
2772 if (check_hp_for_feat_destruction(f_ptr, m_ptr) && (randint0(m_ptr->hp / 10) > f_ptr->power))
2775 if (have_flag(f_ptr->flags, FF_GLASS))
2776 msg_print(_("ガラスが砕ける音がした!", "You hear a glass was crashed!"));
2778 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2780 /* Disturb (sometimes) */
2781 if (disturb_minor) disturb(0, 0);
2783 /* The door was bashed open */
2784 did_bash_door = TRUE;
2786 /* Hack -- fall into doorway */
2788 must_alter_to_move = TRUE;
2793 /* Deal with doors in the way */
2794 if (did_open_door || did_bash_door)
2796 /* Break down the door */
2797 if (did_bash_door && ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
2799 cave_alter_feat(ny, nx, FF_BASH);
2801 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2803 /* Update some things */
2804 p_ptr->update |= (PU_FLOW);
2805 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2806 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2815 cave_alter_feat(ny, nx, FF_OPEN);
2818 f_ptr = &f_info[c_ptr->feat];
2820 /* Handle viewable doors */
2825 /* Hack -- check for Glyph of Warding */
2826 if (do_move && is_glyph_grid(c_ptr) &&
2827 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2829 /* Assume no move allowed */
2832 /* Break the ward */
2833 if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2835 /* Describe observable breakage */
2836 if (c_ptr->info & CAVE_MARK)
2838 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2841 /* Forget the rune */
2842 c_ptr->info &= ~(CAVE_MARK);
2844 /* Break the rune */
2845 c_ptr->info &= ~(CAVE_OBJECT);
2848 /* Allow movement */
2855 else if (do_move && is_explosive_rune_grid(c_ptr) &&
2856 !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2858 /* Assume no move allowed */
2861 /* Break the ward */
2864 /* Break the ward */
2865 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2867 /* Describe observable breakage */
2868 if (c_ptr->info & CAVE_MARK)
2870 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2871 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);
2876 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2879 /* Forget the rune */
2880 c_ptr->info &= ~(CAVE_MARK);
2882 /* Break the rune */
2883 c_ptr->info &= ~(CAVE_OBJECT);
2889 if (!m_ptr->r_idx) return;
2890 /* Allow movement */
2895 /* The player is in the way */
2896 if (do_move && player_bold(ny, nx))
2898 /* Some monsters never attack */
2899 if (r_ptr->flags1 & RF1_NEVER_BLOW)
2901 /* Hack -- memorize lack of attacks */
2902 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
2908 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2909 if (do_move && (d_info[dungeon_type].flags1 & DF1_NO_MELEE))
2911 if (!MON_CONFUSED(m_ptr))
2913 if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2916 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2921 /* The player is in the way. Attack him. */
2924 if (!p_ptr->riding || one_in_(2))
2927 (void)make_attack_normal(m_idx);
2938 /* A monster is in the way */
2939 if (do_move && c_ptr->m_idx)
2941 monster_race *z_ptr = &r_info[y_ptr->r_idx];
2943 /* Assume no movement */
2946 /* Attack 'enemies' */
2947 if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
2948 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
2949 can_cross && (c_ptr->m_idx != p_ptr->riding)) ||
2950 are_enemies(m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
2952 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2954 if (r_ptr->flags2 & RF2_KILL_BODY)
2956 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2960 if (y_ptr->r_idx && (y_ptr->hp >= 0))
2962 if (monst_attack_monst(m_idx, c_ptr->m_idx)) return;
2964 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2965 else if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2967 if (MON_CONFUSED(m_ptr)) return;
2968 else if (r_ptr->flags2 & RF2_STUPID)
2970 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2978 /* Push past weaker monsters (unless leaving a wall) */
2979 else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
2980 (r_ptr->mexp > z_ptr->mexp) &&
2981 can_cross && (c_ptr->m_idx != p_ptr->riding) &&
2982 monster_can_cross_terrain(cave[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
2984 /* Allow movement */
2987 /* Monster pushed past another monster */
2988 did_move_body = TRUE;
2990 /* Wake up the moved monster */
2991 (void)set_monster_csleep(c_ptr->m_idx, 0);
2993 /* XXX XXX XXX Message */
2999 if (!p_ptr->riding_ryoute && !MON_MONFEAR(&m_list[p_ptr->riding])) do_move = FALSE;
3002 if (did_kill_wall && do_move)
3004 if (one_in_(GRINDNOISE))
3006 if (have_flag(f_ptr->flags, FF_GLASS))
3007 msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
3009 msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
3012 cave_alter_feat(ny, nx, FF_HURT_DISI);
3014 if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
3016 /* Update some things */
3017 p_ptr->update |= (PU_FLOW);
3018 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3019 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3024 f_ptr = &f_info[c_ptr->feat];
3026 /* Note changes to viewable region */
3033 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
3035 if (!monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
3037 /* Assume no move allowed */
3043 * Check if monster can cross terrain
3044 * This is checked after the normal attacks
3045 * to allow monsters to attack an enemy,
3046 * even if it can't enter the terrain.
3048 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
3050 /* Assume no move allowed */
3054 /* Some monsters never move */
3055 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
3057 /* Hack -- memorize lack of moves */
3058 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3064 /* Creature has been allowed move */
3070 if (have_flag(f_ptr->flags, FF_TREE))
3072 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3074 m_ptr->energy_need += ENERGY_NEED();
3080 /* Hack -- Update the old location */
3081 cave[oy][ox].m_idx = c_ptr->m_idx;
3083 /* Mega-Hack -- move the old monster, if any */
3086 /* Move the old monster */
3090 /* Update the old monster */
3091 update_mon(c_ptr->m_idx, TRUE);
3094 /* Hack -- Update the new location */
3095 c_ptr->m_idx = (s16b)m_idx;
3097 /* Move the monster */
3101 /* Update the monster */
3102 update_mon(m_idx, TRUE);
3104 /* Redraw the old grid */
3107 /* Redraw the new grid */
3112 /* sound(SOUND_WALK); */
3114 /* Move the player */
3115 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
3118 /* Possible disturb */
3121 (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) ||
3122 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= p_ptr->lev)))
3125 if (is_hostile(m_ptr))
3129 /* Take or Kill objects on the floor */
3130 if (c_ptr->o_idx && (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) &&
3131 (!is_pet(m_ptr) || ((p_ptr->pet_extra_flags & PF_PICKUP_ITEMS) && (r_ptr->flags2 & RF2_TAKE_ITEM))))
3133 s16b this_o_idx, next_o_idx;
3134 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
3136 /* Scan all objects in the grid */
3137 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
3139 BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
3140 char m_name[80], o_name[MAX_NLEN];
3142 /* Acquire object */
3143 object_type *o_ptr = &o_list[this_o_idx];
3145 /* Acquire next object */
3146 next_o_idx = o_ptr->next_o_idx;
3151 if (o_ptr->tval == TV_GOLD) continue;
3154 * Skip "real" corpses and statues, to avoid extreme
3155 * silliness like a novice rogue pockets full of statues
3158 if ((o_ptr->tval == TV_CORPSE) ||
3159 (o_ptr->tval == TV_STATUE)) continue;
3162 /* Extract some flags */
3163 object_flags(o_ptr, flgs);
3165 /* Acquire the object name */
3166 object_desc(o_name, o_ptr, 0);
3168 /* Acquire the monster name */
3169 monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
3171 /* React to objects that hurt the monster */
3172 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
3173 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
3174 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
3175 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
3176 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
3177 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
3178 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
3179 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
3180 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
3181 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
3182 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
3183 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
3184 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
3185 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
3186 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
3187 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
3188 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
3189 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
3190 if (have_flag(flgs, TR_BRAND_ACID)) flgr |= (RFR_IM_ACID);
3191 if (have_flag(flgs, TR_BRAND_ELEC)) flgr |= (RFR_IM_ELEC);
3192 if (have_flag(flgs, TR_BRAND_FIRE)) flgr |= (RFR_IM_FIRE);
3193 if (have_flag(flgs, TR_BRAND_COLD)) flgr |= (RFR_IM_COLD);
3194 if (have_flag(flgs, TR_BRAND_POIS)) flgr |= (RFR_IM_POIS);
3196 /* The object cannot be picked up by the monster */
3197 if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
3198 ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
3200 /* Only give a message for "take_item" */
3201 if (do_take && (r_ptr->flags2 & RF2_STUPID))
3204 did_take_item = TRUE;
3206 /* Describe observable situations */
3207 if (m_ptr->ml && player_can_see_bold(ny, nx))
3209 /* Dump a message */
3210 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);
3215 /* Pick up the item */
3219 did_take_item = TRUE;
3221 /* Describe observable situations */
3222 if (player_can_see_bold(ny, nx))
3224 /* Dump a message */
3225 msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
3228 /* Excise the object */
3229 excise_object_idx(this_o_idx);
3232 o_ptr->marked &= OM_TOUCHED;
3234 /* Forget location */
3235 o_ptr->iy = o_ptr->ix = 0;
3237 /* Memorize monster */
3238 o_ptr->held_m_idx = (s16b)m_idx;
3241 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3244 m_ptr->hold_o_idx = this_o_idx;
3247 /* Destroy the item if not a pet */
3248 else if (!is_pet(m_ptr))
3251 did_kill_item = TRUE;
3253 /* Describe observable situations */
3254 if (player_has_los_bold(ny, nx))
3256 /* Dump a message */
3257 msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
3260 /* Delete the object */
3261 delete_object_idx(this_o_idx);
3267 /* Stop when done */
3272 * Forward movements failed, but now received LOS attack!
3273 * Try to flow by smell.
3275 if (p_ptr->no_flowed && i > 2 && m_ptr->target_y)
3276 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3278 /* If we haven't done anything, try casting a spell again */
3279 if (!do_turn && !do_move && !MON_MONFEAR(m_ptr) && !is_riding_mon && aware)
3281 /* Try to cast spell again */
3282 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3284 if (make_attack_spell(m_idx)) return;
3289 /* Notice changes in view */
3292 /* Update some things */
3293 p_ptr->update |= (PU_FLOW);
3296 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3299 /* Notice changes in view */
3300 if (do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
3301 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !p_ptr->inside_battle)))
3303 /* Update some things */
3304 p_ptr->update |= (PU_MON_LITE);
3307 /* Learn things from observable monster */
3308 if (is_original_ap_and_seen(m_ptr))
3310 /* Monster opened a door */
3311 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3313 /* Monster bashed a door */
3314 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3316 /* Monster tried to pick something up */
3317 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3319 /* Monster tried to crush something */
3320 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3322 /* Monster pushed past another monster */
3323 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3325 /* Monster passed through a wall */
3326 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3328 /* Monster destroyed a wall */
3329 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3333 /* Hack -- get "bold" if out of options */
3334 if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3336 /* No longer afraid */
3337 (void)set_monster_monfear(m_idx, 0);
3339 /* Message if seen */
3344 /* Acquire the monster name */
3345 monster_desc(m_name, m_ptr, 0);
3347 /* Dump a message */
3348 msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
3351 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3353 /* XXX XXX XXX Actually do something now (?) */
3358 * @brief 全モンスターのターン管理メインルーチン /
3359 * Process all the "live" monsters, once per game turn.
3362 * During each game turn, we scan through the list of all the "live" monsters,\n
3363 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
3364 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
3366 * Note that monsters can never move in the monster array (except when the\n
3367 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
3369 * This function is responsible for at least half of the processor time\n
3370 * on a normal system with a "normal" amount of monsters and a player doing\n
3373 * When the player is resting, virtually 90% of the processor time is spent\n
3374 * in this function, and its children, "process_monster()" and "make_move()".\n
3376 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
3377 * especially when the player is running.\n
3379 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
3380 * monsters while they are still being "born". A monster is "fresh" only\n
3381 * during the turn in which it is created, and we use the "hack_m_idx" to\n
3382 * determine if the monster is yet to be processed during the current turn.\n
3384 * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
3385 * move before any "nasty" monsters get to use their spell attacks.\n
3387 * Note that when the "knowledge" about the currently tracked monster\n
3388 * changes (flags, attacks, spells), we induce a redraw of the monster\n
3391 void process_monsters(void)
3398 monster_type *m_ptr;
3399 monster_race *r_ptr;
3401 int old_monster_race_idx;
3403 u32b old_r_flags1 = 0L;
3404 u32b old_r_flags2 = 0L;
3405 u32b old_r_flags3 = 0L;
3406 u32b old_r_flags4 = 0L;
3407 u32b old_r_flags5 = 0L;
3408 u32b old_r_flags6 = 0L;
3409 u32b old_r_flagsr = 0L;
3411 byte old_r_blows0 = 0;
3412 byte old_r_blows1 = 0;
3413 byte old_r_blows2 = 0;
3414 byte old_r_blows3 = 0;
3416 byte old_r_cast_spell = 0;
3420 /* Clear monster fighting indicator */
3423 /* Memorize old race */
3424 old_monster_race_idx = p_ptr->monster_race_idx;
3426 /* Acquire knowledge */
3427 if (p_ptr->monster_race_idx)
3429 /* Acquire current monster */
3430 r_ptr = &r_info[p_ptr->monster_race_idx];
3432 /* Memorize flags */
3433 old_r_flags1 = r_ptr->r_flags1;
3434 old_r_flags2 = r_ptr->r_flags2;
3435 old_r_flags3 = r_ptr->r_flags3;
3436 old_r_flags4 = r_ptr->r_flags4;
3437 old_r_flags5 = r_ptr->r_flags5;
3438 old_r_flags6 = r_ptr->r_flags6;
3439 old_r_flagsr = r_ptr->r_flagsr;
3441 /* Memorize blows */
3442 old_r_blows0 = r_ptr->r_blows[0];
3443 old_r_blows1 = r_ptr->r_blows[1];
3444 old_r_blows2 = r_ptr->r_blows[2];
3445 old_r_blows3 = r_ptr->r_blows[3];
3447 /* Memorize castings */
3448 old_r_cast_spell = r_ptr->r_cast_spell;
3452 /* Process the monsters (backwards) */
3453 for (i = m_max - 1; i >= 1; i--)
3455 /* Access the monster */
3457 r_ptr = &r_info[m_ptr->r_idx];
3459 /* Handle "leaving" */
3460 if (p_ptr->leaving) break;
3462 /* Ignore "dead" monsters */
3463 if (!m_ptr->r_idx) continue;
3465 if (p_ptr->wild_mode) continue;
3468 /* Handle "fresh" monsters */
3469 if (m_ptr->mflag & MFLAG_BORN)
3471 /* No longer "fresh" */
3472 m_ptr->mflag &= ~(MFLAG_BORN);
3478 /* Hack -- Require proximity */
3479 if (m_ptr->cdis >= AAF_LIMIT) continue;
3482 /* Access the location */
3486 /* Flow by smell is allowed */
3487 if (!p_ptr->no_flowed)
3489 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3492 /* Assume no move */
3495 /* Handle "sensing radius" */
3496 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
3498 /* We can "sense" the player */
3502 /* Handle "sight" and "aggravation" */
3503 else if ((m_ptr->cdis <= MAX_SIGHT || p_ptr->inside_battle) &&
3504 (player_has_los_bold(fy, fx) || (p_ptr->cursed & TRC_AGGRAVATE)))
3506 /* We can "see" or "feel" the player */
3510 #if 0 /* (cave[p_ptr->y][p_ptr->x].when == cave[fy][fx].when) is always FALSE... */
3511 /* Hack -- Monsters can "smell" the player from far away */
3512 /* Note that most monsters have "aaf" of "20" or so */
3513 else if (!(m_ptr->mflag2 & MFLAG2_NOFLOW) &&
3514 cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_MOVE) &&
3515 (cave[p_ptr->y][p_ptr->x].when == cave[fy][fx].when) &&
3516 (cave[fy][fx].dist < MONSTER_FLOW_DEPTH) &&
3517 (cave[fy][fx].dist < r_ptr->aaf))
3519 /* We can "smell" the player */
3523 else if (m_ptr->target_y) test = TRUE;
3526 if (!test) continue;
3529 if (p_ptr->riding == i)
3530 speed = p_ptr->pspeed;
3533 speed = m_ptr->mspeed;
3535 /* Monsters move quickly in Nightmare mode */
3536 if (ironman_nightmare) speed += 5;
3538 if (MON_FAST(m_ptr)) speed += 10;
3539 if (MON_SLOW(m_ptr)) speed -= 10;
3542 /* Give this monster some energy */
3543 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3545 /* Not enough energy to move */
3546 if (m_ptr->energy_need > 0) continue;
3548 /* Use up "some" energy */
3549 m_ptr->energy_need += ENERGY_NEED();
3552 /* Save global index */
3555 /* Process the monster */
3558 reset_target(m_ptr);
3560 /* Give up flow_by_smell when it might useless */
3561 if (p_ptr->no_flowed && one_in_(3))
3562 m_ptr->mflag2 |= MFLAG2_NOFLOW;
3564 /* Hack -- notice death or departure */
3565 if (!p_ptr->playing || p_ptr->is_dead) break;
3567 /* Notice leaving */
3568 if (p_ptr->leaving) break;
3571 /* Reset global index */
3575 /* Tracking a monster race (the same one we were before) */
3576 if (p_ptr->monster_race_idx && (p_ptr->monster_race_idx == old_monster_race_idx))
3578 /* Acquire monster race */
3579 r_ptr = &r_info[p_ptr->monster_race_idx];
3581 /* Check for knowledge change */
3582 if ((old_r_flags1 != r_ptr->r_flags1) ||
3583 (old_r_flags2 != r_ptr->r_flags2) ||
3584 (old_r_flags3 != r_ptr->r_flags3) ||
3585 (old_r_flags4 != r_ptr->r_flags4) ||
3586 (old_r_flags5 != r_ptr->r_flags5) ||
3587 (old_r_flags6 != r_ptr->r_flags6) ||
3588 (old_r_flagsr != r_ptr->r_flagsr) ||
3589 (old_r_blows0 != r_ptr->r_blows[0]) ||
3590 (old_r_blows1 != r_ptr->r_blows[1]) ||
3591 (old_r_blows2 != r_ptr->r_blows[2]) ||
3592 (old_r_blows3 != r_ptr->r_blows[3]) ||
3593 (old_r_cast_spell != r_ptr->r_cast_spell))
3596 p_ptr->window |= (PW_MONSTER);