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[hengband/hengband.git] / src / monster-process.c
1 /*!
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
4  * @date 2014/01/17
5  * @author
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
11  * @details
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).
14  */
15
16 #include "angband.h"
17 #include "cmd-pet.h"
18
19
20 /*!
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
26  */
27 static bool get_enemy_dir(MONSTER_IDX m_idx, int *mm)
28 {
29         int i;
30         POSITION x = 0, y = 0;
31         IDX t_idx;
32         int start;
33         int plus = 1;
34
35         monster_type *m_ptr = &m_list[m_idx];
36         monster_race *r_ptr = &r_info[m_ptr->r_idx];
37
38         monster_type *t_ptr;
39
40         if (riding_t_m_idx && player_bold(m_ptr->fy, m_ptr->fx))
41         {
42                 y = m_list[riding_t_m_idx].fy;
43                 x = m_list[riding_t_m_idx].fx;
44         }
45         else if (is_pet(m_ptr) && pet_t_m_idx)
46         {
47                 y = m_list[pet_t_m_idx].fy;
48                 x = m_list[pet_t_m_idx].fx;
49         }
50         else
51         {
52                 if (p_ptr->inside_battle)
53                 {
54                         start = randint1(m_max-1)+m_max;
55                         if(randint0(2)) plus = -1;
56                 }
57                 else start = m_max + 1;
58
59                 /* Scan thru all monsters */
60                 for (i = start; ((i < start + m_max) && (i > start - m_max)); i+=plus)
61                 {
62                         IDX dummy = (i % m_max);
63
64                         if (!dummy) continue;
65
66                         t_idx = dummy;
67                         t_ptr = &m_list[t_idx];
68
69                         /* The monster itself isn't a target */
70                         if (t_ptr == m_ptr) continue;
71
72                         /* Paranoia -- Skip dead monsters */
73                         if (!t_ptr->r_idx) continue;
74
75                         if (is_pet(m_ptr))
76                         {
77                                 /* Hack -- only fight away from player */
78                                 if (p_ptr->pet_follow_distance < 0)
79                                 {
80                                         /* No fighting near player */
81                                         if (t_ptr->cdis <= (0 - p_ptr->pet_follow_distance))
82                                         {
83                                                 continue;
84                                         }
85                                 }
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))
89                                 {
90                                         continue;
91                                 }
92
93                                 if (r_ptr->aaf < t_ptr->cdis) continue;
94                         }
95
96                         /* Monster must be 'an enemy' */
97                         if (!are_enemies(m_ptr, t_ptr)) continue;
98
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)))
102                         {
103                                 if (!in_disintegration_range(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
104                         }
105                         else
106                         {
107                                 if (!projectable(m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
108                         }
109
110                         /* OK -- we've got a target */
111                         y = t_ptr->fy;
112                         x = t_ptr->fx;
113
114                         break;
115                 }
116                 if (!x && !y) return FALSE;
117         }
118
119         /* Extract the direction */
120         x -= m_ptr->fx;
121         y -= m_ptr->fy;
122
123         /* North */
124         if ((y < 0) && (x == 0))
125         {
126                 mm[0] = 8;
127                 mm[1] = 7;
128                 mm[2] = 9;
129         }
130         /* South */
131         else if ((y > 0) && (x == 0))
132         {
133                 mm[0] = 2;
134                 mm[1] = 1;
135                 mm[2] = 3;
136         }
137         /* East */
138         else if ((x > 0) && (y == 0))
139         {
140                 mm[0] = 6;
141                 mm[1] = 9;
142                 mm[2] = 3;
143         }
144         /* West */
145         else if ((x < 0) && (y == 0))
146         {
147                 mm[0] = 4;
148                 mm[1] = 7;
149                 mm[2] = 1;
150         }
151         /* North-West */
152         else if ((y < 0) && (x < 0))
153         {
154                 mm[0] = 7;
155                 mm[1] = 4;
156                 mm[2] = 8;
157         }
158         /* North-East */
159         else if ((y < 0) && (x > 0))
160         {
161                 mm[0] = 9;
162                 mm[1] = 6;
163                 mm[2] = 8;
164         }
165         /* South-West */
166         else if ((y > 0) && (x < 0))
167         {
168                 mm[0] = 1;
169                 mm[1] = 4;
170                 mm[2] = 2;
171         }
172         /* South-East */
173         else if ((y > 0) && (x > 0))
174         {
175                 mm[0] = 3;
176                 mm[1] = 6;
177                 mm[2] = 2;
178         }
179
180         /* Found a monster */
181         return TRUE;
182 }
183
184
185 /*!
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
189  * @param dam ダメージ量
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
193  * @return なし
194  */
195 void mon_take_hit_mon(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note, IDX who)
196 {
197         monster_type *m_ptr = &m_list[m_idx];
198         monster_race *r_ptr = &r_info[m_ptr->r_idx];
199         char m_name[160];
200         bool seen = is_seen(m_ptr);
201
202         /* Can the player be aware of this attack? */
203         bool known = (m_ptr->cdis <= MAX_SIGHT);
204
205         /* Extract monster name */
206         monster_desc(m_name, m_ptr, 0);
207
208         /* Redraw (later) if needed */
209         if (m_ptr->ml)
210         {
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);
213         }
214
215         /* Wake it up */
216         (void)set_monster_csleep(m_idx, 0);
217
218         if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 1);
219
220         if (MON_INVULNER(m_ptr) && randint0(PENETRATE_INVULNERABILITY))
221         {
222                 if (seen)
223                 {
224                         msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
225                 }
226
227                 return;
228         }
229
230         if (r_ptr->flagsr & RFR_RES_ALL)
231         {
232                 if(dam > 0)
233                 {
234                         dam /= 100;
235                         if((dam == 0) && one_in_(3)) dam = 1;
236                 }
237                 if(dam == 0)
238                 {
239                         if (seen)
240                         {
241                                 msg_format(_("%^sはダメージを受けない。", "%^s is unharmed."), m_name);
242                         }
243                         return;
244                 }
245         }
246
247         /* Hurt it */
248         m_ptr->hp -= (s16b)dam;
249
250         /* It is dead now... or is it? */
251         if (m_ptr->hp < 0)
252         {
253                 if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
254                     (r_ptr->flags7 & RF7_NAZGUL)) &&
255                     !p_ptr->inside_battle)
256                 {
257                         m_ptr->hp = 1;
258                 }
259                 else
260                 {
261                         /* Make a sound */
262                         if (!monster_living(r_ptr))
263                         {
264                                 sound(SOUND_N_KILL);
265                         }
266                         else
267                         {
268                                 sound(SOUND_KILL);
269                         }
270
271                         if (known)
272                         {
273                                 monster_desc(m_name, m_ptr, MD_TRUE_NAME);
274                                 /* Unseen death by normal attack */
275                                 if (!seen)
276                                 {
277                                         mon_fight = TRUE;
278                                 }
279                                 /* Death by special attack */
280                                 else if (note)
281                                 {
282                                         msg_format(_("%^s%s", "%^s%s"), m_name, note);
283                                 }
284                                 /* Death by normal attack -- nonliving monster */
285                                 else if (!monster_living(r_ptr))
286                                 {
287                                         msg_format(_("%^sは破壊された。", "%^s is destroyed."), m_name);
288                                 }
289                                 /* Death by normal attack -- living monster */
290                                 else
291                                 {
292                                         msg_format(_("%^sは殺された。", "%^s is killed."), m_name);
293                                 }
294                         }
295
296                         monster_gain_exp(who, m_ptr->r_idx);
297
298                         /* Generate treasure */
299                         monster_death(m_idx, FALSE);
300
301                         /* Delete the monster */
302                         delete_monster_idx(m_idx);
303
304                         /* Not afraid */
305                         (*fear) = FALSE;
306
307                         /* Monster is dead */
308                         return;
309                 }
310         }
311
312 #ifdef ALLOW_FEAR
313
314         /* Mega-Hack -- Pain cancels fear */
315         if (MON_MONFEAR(m_ptr) && (dam > 0))
316         {
317                 /* Cure fear */
318                 if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam / 4)))
319                 {
320                         /* No more fear */
321                         (*fear) = FALSE;
322                 }
323         }
324
325         /* Sometimes a monster gets scared by damage */
326         if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & RF3_NO_FEAR))
327         {
328                 /* Percentage of fully healthy */
329                 int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
330
331                 /*
332                 * Run (sometimes) if at 10% or less of max hit points,
333                 * or (usually) when hit for half its current hit points
334                  */
335                 if (((percentage <= 10) && (randint0(10) < percentage)) ||
336                         ((dam >= m_ptr->hp) && (randint0(100) < 80)))
337                 {
338                         /* Hack -- note fear */
339                         (*fear) = TRUE;
340
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))));
345                 }
346         }
347
348 #endif /* ALLOW_FEAR */
349
350         if ((dam > 0) && !is_pet(m_ptr) && !is_friendly(m_ptr) && (who != m_idx))
351         {
352                 if (is_pet(&m_list[who]) && !player_bold(m_ptr->target_y, m_ptr->target_x))
353                 {
354                         set_target(m_ptr, m_list[who].fy, m_list[who].fx);
355                 }
356         }
357
358         if (p_ptr->riding && (p_ptr->riding == m_idx) && (dam > 0))
359         {
360                 /* Extract monster name */
361                 monster_desc(m_name, m_ptr, 0);
362
363                 if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
364                 if (rakuba((dam > 200) ? 200 : dam, FALSE))
365                 {
366                         msg_format(_("%^sに振り落とされた!", "You have thrown off from %s!"), m_name);
367                 }
368         }
369
370         /* Not dead yet */
371         return;
372 }
373
374
375 /*!
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。
380  * @details
381  * Monsters will attempt to avoid very powerful players.  See below.\n
382  *\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
387  *\n
388  * Note that this function is responsible for about one to five percent\n
389  * of the processor use in normal conditions...\n
390  */
391 static bool mon_will_run(MONSTER_IDX m_idx)
392 {
393         monster_type *m_ptr = &m_list[m_idx];
394
395 #ifdef ALLOW_TERROR
396
397         monster_race *r_ptr = &r_info[m_ptr->r_idx];
398
399         u16b p_lev, m_lev;
400         HIT_POINT p_chp, p_mhp;
401         HIT_POINT m_chp, m_mhp;
402         u32b p_val, m_val;
403
404 #endif
405
406         /* Friends can be commanded to avoid the player */
407         if (is_pet(m_ptr))
408         {
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)));
412         }
413
414         /* Keep monsters from running too far away */
415         if (m_ptr->cdis > MAX_SIGHT + 5) return (FALSE);
416
417         /* All "afraid" monsters will run away */
418         if (MON_MONFEAR(m_ptr)) return (TRUE);
419
420 #ifdef ALLOW_TERROR
421
422         /* Nearby monsters will not become terrified */
423         if (m_ptr->cdis <= 5) return (FALSE);
424
425         /* Examine player power (level) */
426         p_lev = p_ptr->lev;
427
428         /* Examine monster power (level plus morale) */
429         m_lev = r_ptr->level + (m_idx & 0x08) + 25;
430
431         /* Optimize extreme cases below */
432         if (m_lev > p_lev + 4) return (FALSE);
433         if (m_lev + 4 <= p_lev) return (TRUE);
434
435         /* Examine player health */
436         p_chp = p_ptr->chp;
437         p_mhp = p_ptr->mhp;
438
439         /* Examine monster health */
440         m_chp = m_ptr->hp;
441         m_mhp = m_ptr->maxhp;
442
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 */
446
447         /* Strong players scare strong monsters */
448         if (p_val * m_mhp > m_val * p_mhp) return (TRUE);
449
450 #endif
451
452         /* Assume no terror */
453         return (FALSE);
454 }
455
456
457 /*!
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
464  */
465 static bool get_moves_aux2(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
466 {
467         int i, best = 999;
468         POSITION y, x, y1, x1;
469
470         cave_type *c_ptr;
471         bool can_open_door = FALSE;
472         int now_cost;
473
474         monster_type *m_ptr = &m_list[m_idx];
475         monster_race *r_ptr = &r_info[m_ptr->r_idx];
476
477         /* Monster location */
478         y1 = m_ptr->fy;
479         x1 = m_ptr->fx;
480
481         /* Monster can already cast spell to player */
482         if (projectable(y1, x1, p_ptr->y, p_ptr->x)) return (FALSE);
483
484         /* Set current grid cost */
485         now_cost = cave[y1][x1].cost;
486         if (now_cost == 0) now_cost = 999;
487
488         /* Can monster bash or open doors? */
489         if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
490         {
491                 can_open_door = TRUE;
492         }
493
494         /* Check nearby grids, diagonals first */
495         for (i = 7; i >= 0; i--)
496         {
497                 int cost;
498
499                 /* Get the location */
500                 y = y1 + ddy_ddd[i];
501                 x = x1 + ddx_ddd[i];
502
503                 /* Ignore locations off of edge */
504                 if (!in_bounds2(y, x)) continue;
505
506                 /* Simply move to player */
507                 if (player_bold(y, x)) return (FALSE);
508
509                 c_ptr = &cave[y][x];
510
511                 cost = c_ptr->cost;
512
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))))
515                 {
516                         if (cost == 0) continue;
517                         if (!can_open_door && is_closed_door(c_ptr->feat)) continue;
518                 }
519
520                 /* Hack -- for kill or pass wall monster.. */
521                 if (cost == 0) cost = 998;
522
523                 if (now_cost < cost) continue;
524
525                 if (!projectable(y, x, p_ptr->y, p_ptr->x)) continue;
526
527                 /* Accept louder sounds */
528                 if (best < cost) continue;
529                 best = cost;
530
531                 (*yp) = y1 + ddy_ddd[i];
532                 (*xp) = x1 + ddx_ddd[i];
533         }
534
535         /* No legal move (?) */
536         if (best == 999) return (FALSE);
537
538         /* Success */
539         return (TRUE);
540 }
541
542
543 /*!
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
551  * @details
552  * Note that ghosts and rock-eaters are never allowed to "flow",\n
553  * since they should move directly towards the player.\n
554  *\n
555  * Prefer "non-diagonal" directions, but twiddle them a little\n
556  * to angle slightly towards the player's actual location.\n
557  *\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
562  *\n
563  * Note that if "smell" is turned on, all monsters get vicious.\n
564  *\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
570  */
571 static bool get_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
572 {
573         int i, best;
574         POSITION y, x, y1, x1;
575
576         cave_type *c_ptr;
577         bool use_scent = FALSE;
578
579         monster_type *m_ptr = &m_list[m_idx];
580         monster_race *r_ptr = &r_info[m_ptr->r_idx];
581
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))
586         {
587                 /* Can move spell castable grid? */
588                 if (get_moves_aux2(m_idx, yp, xp)) return (TRUE);
589         }
590
591         /* Monster can't flow */
592         if (no_flow) return (FALSE);
593
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);
597
598         /* Monster location */
599         y1 = m_ptr->fy;
600         x1 = m_ptr->fx;
601
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);
604
605         /* Monster grid */
606         c_ptr = &cave[y1][x1];
607
608         /* If we can hear noises, advance towards them */
609         if (c_ptr->cost)
610         {
611                 best = 999;
612         }
613
614         /* Otherwise, try to follow a scent trail */
615         else if (c_ptr->when)
616         {
617                 /* Too old smell */
618                 if (cave[p_ptr->y][p_ptr->x].when - c_ptr->when > 127) return (FALSE);
619
620                 use_scent = TRUE;
621                 best = 0;
622         }
623
624         /* Otherwise, advance blindly */
625         else
626         {
627                 return (FALSE);
628         }
629
630         /* Check nearby grids, diagonals first */
631         for (i = 7; i >= 0; i--)
632         {
633                 /* Get the location */
634                 y = y1 + ddy_ddd[i];
635                 x = x1 + ddx_ddd[i];
636
637                 /* Ignore locations off of edge */
638                 if (!in_bounds2(y, x)) continue;
639
640                 c_ptr = &cave[y][x];
641
642                 /* We're following a scent trail */
643                 if (use_scent)
644                 {
645                         int when = c_ptr->when;
646
647                         /* Accept younger scent */
648                         if (best > when) continue;
649                         best = when;
650                 }
651
652                 /* We're using sound */
653                 else
654                 {
655                         int cost;
656
657                         if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
658                                 cost = c_ptr->dist;
659                         else cost = c_ptr->cost;
660
661                         /* Accept louder sounds */
662                         if ((cost == 0) || (best < cost)) continue;
663                         best = cost;
664                 }
665
666                 /* Hack -- Save the "twiddled" location */
667                 (*yp) = p_ptr->y + 16 * ddy_ddd[i];
668                 (*xp) = p_ptr->x + 16 * ddx_ddd[i];
669         }
670
671         /* No legal move (?) */
672         if (best == 999 || best == 0) return (FALSE);
673
674         /* Success */
675         return (TRUE);
676 }
677
678
679 /*!
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
686  * @details
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
690  */
691 static bool get_fear_moves_aux(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
692 {
693         POSITION y, x, y1, x1, fy, fx, gy = 0, gx = 0;
694         int score = -1;
695         int i;
696
697         monster_type *m_ptr = &m_list[m_idx];
698
699         /* Monster location */
700         fy = m_ptr->fy;
701         fx = m_ptr->fx;
702
703         /* Desired destination */
704         y1 = fy - (*yp);
705         x1 = fx - (*xp);
706
707         /* Check nearby grids, diagonals first */
708         for (i = 7; i >= 0; i--)
709         {
710                 int dis, s;
711
712                 /* Get the location */
713                 y = fy + ddy_ddd[i];
714                 x = fx + ddx_ddd[i];
715
716                 /* Ignore locations off of edge */
717                 if (!in_bounds2(y, x)) continue;
718
719                 /* Don't move toward player */
720                 /* if (cave[y][x].dist < 3) continue; */ /* Hmm.. Need it? */
721
722                 /* Calculate distance of this grid from our destination */
723                 dis = distance(y, x, y1, x1);
724
725                 /* Score this grid */
726                 s = 5000 / (dis + 3) - 500 / (cave[y][x].dist + 1);
727
728                 /* No negative scores */
729                 if (s < 0) s = 0;
730
731                 /* Ignore lower scores */
732                 if (s < score) continue;
733
734                 /* Save the score and time */
735                 score = s;
736
737                 /* Save the location */
738                 gy = y;
739                 gx = x;
740         }
741
742         /* No legal move (?) */
743         if (score == -1) return (FALSE);
744
745         /* Find deltas */
746         (*yp) = fy - gy;
747         (*xp) = fx - gx;
748
749         /* Success */
750         return (TRUE);
751 }
752
753 /*
754  * Hack -- Precompute a bunch of calls to distance() in find_safety() and
755  * find_hiding().
756  *
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.
760  *
761  * This is, of course, fairly unreadable, but it eliminates multiple loops
762  * from the previous version.
763  *
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
768  *
769  * Also, the storage needs could be halved by using bytes.  XXX XXX XXX
770  *
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
774  */
775
776
777 static sint d_off_y_0[] =
778 { 0 };
779
780 static sint d_off_x_0[] =
781 { 0 };
782
783
784 static sint d_off_y_1[] =
785 { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
786
787 static sint d_off_x_1[] =
788 { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
789
790
791 static sint d_off_y_2[] =
792 { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
793
794 static sint d_off_x_2[] =
795 { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
796
797
798 static sint d_off_y_3[] =
799 { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2,
800   3, 3, 3, 0 };
801
802 static sint d_off_x_3[] =
803 { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2,
804   -1, 0, 1, 0 };
805
806
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 };
810
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 };
814
815
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,
819   5, 0 };
820
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,
824   0, 1, 0 };
825
826
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,
830   5, 5, 6, 6, 6, 0 };
831
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 };
836
837
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 };
842
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,
847   1, 0 };
848
849
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,
854   8, 8, 8, 0 };
855
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,
860   2, 3, -1, 0, 1, 0 };
861
862
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 };
868
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 };
874
875
876 static sint *dist_offsets_y[10] =
877 {
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
880 };
881
882 static sint *dist_offsets_x[10] =
883 {
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
886 };
887
888 /*!
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
895  * @details
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
900  *\n
901  * This function may take lots of CPU time if lots of monsters are\n
902  * fleeing.\n
903  *\n
904  * Return TRUE if a safe location is available.\n
905  */
906 static bool find_safety(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
907 {
908         monster_type *m_ptr = &m_list[m_idx];
909
910         POSITION fy = m_ptr->fy;
911         POSITION fx = m_ptr->fx;
912
913         POSITION y, x, dy, dx, d, dis, i;
914         POSITION gy = 0, gx = 0, gdis = 0;
915
916         sint *y_offsets;
917         sint *x_offsets;
918
919         cave_type *c_ptr;
920
921         /* Start with adjacent locations, spread further */
922         for (d = 1; d < 10; d++)
923         {
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];
927
928                 /* Check the locations */
929                 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
930                      dx != 0 || dy != 0;
931                      i++, dx = x_offsets[i], dy = y_offsets[i])
932                 {
933                         y = fy + dy;
934                         x = fx + dx;
935
936                         /* Skip illegal locations */
937                         if (!in_bounds(y, x)) continue;
938
939                         c_ptr = &cave[y][x];
940
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;
943
944                         /* Check for "availability" (if monsters can flow) */
945                         if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
946                         {
947                                 /* Ignore grids very far from the player */
948                                 if (c_ptr->dist == 0) continue;
949
950                                 /* Ignore too-distant grids */
951                                 if (c_ptr->dist > cave[fy][fx].dist + 2 * d) continue;
952                         }
953
954                         /* Check for absence of shot (more or less) */
955                         if (!projectable(p_ptr->y, p_ptr->x, y, x))
956                         {
957                                 /* Calculate distance from player */
958                                 dis = distance(y, x, p_ptr->y, p_ptr->x);
959
960                                 /* Remember if further than previous */
961                                 if (dis > gdis)
962                                 {
963                                         gy = y;
964                                         gx = x;
965                                         gdis = dis;
966                                 }
967                         }
968                 }
969
970                 /* Check for success */
971                 if (gdis > 0)
972                 {
973                         /* Good location */
974                         (*yp) = fy - gy;
975                         (*xp) = fx - gx;
976
977                         /* Found safe place */
978                         return (TRUE);
979                 }
980         }
981
982         /* No safe place */
983         return (FALSE);
984 }
985
986
987 /*!
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
994  * @details
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
997  *\n
998  * Return TRUE if a good location is available.\n
999  */
1000 static bool find_hiding(MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
1001 {
1002         monster_type *m_ptr = &m_list[m_idx];
1003         monster_race *r_ptr = &r_info[m_ptr->r_idx];
1004
1005         POSITION fy = m_ptr->fy;
1006         POSITION fx = m_ptr->fx;
1007
1008         POSITION y, x, dy, dx, d, dis, i;
1009         POSITION gy = 0, gx = 0, gdis = 999;
1010
1011         sint *y_offsets, *x_offsets;
1012
1013         /* Start with adjacent locations, spread further */
1014         for (d = 1; d < 10; d++)
1015         {
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];
1019
1020                 /* Check the locations */
1021                 for (i = 0, dx = x_offsets[0], dy = y_offsets[0];
1022                      dx != 0 || dy != 0;
1023                      i++, dx = x_offsets[i], dy = y_offsets[i])
1024                 {
1025                         y = fy + dy;
1026                         x = fx + dx;
1027
1028                         /* Skip illegal locations */
1029                         if (!in_bounds(y, x)) continue;
1030
1031                         /* Skip occupied locations */
1032                         if (!monster_can_enter(y, x, r_ptr, 0)) continue;
1033
1034                         /* Check for hidden, available grid */
1035                         if (!projectable(p_ptr->y, p_ptr->x, y, x) && clean_shot(fy, fx, y, x, FALSE))
1036                         {
1037                                 /* Calculate distance from player */
1038                                 dis = distance(y, x, p_ptr->y, p_ptr->x);
1039
1040                                 /* Remember if closer than previous */
1041                                 if (dis < gdis && dis >= 2)
1042                                 {
1043                                         gy = y;
1044                                         gx = x;
1045                                         gdis = dis;
1046                                 }
1047                         }
1048                 }
1049
1050                 /* Check for success */
1051                 if (gdis < 999)
1052                 {
1053                         /* Good location */
1054                         (*yp) = fy - gy;
1055                         (*xp) = fx - gx;
1056
1057                         /* Found good place */
1058                         return (TRUE);
1059                 }
1060         }
1061
1062         /* No good place */
1063         return (FALSE);
1064 }
1065
1066
1067 /*!
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
1073  */
1074 static bool get_moves(MONSTER_IDX m_idx, int *mm)
1075 {
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;
1079         int          move_val = 0;
1080         POSITION     y2 = p_ptr->y;
1081         POSITION     x2 = p_ptr->x;
1082         bool         done = FALSE;
1083         bool         will_run = mon_will_run(m_idx);
1084         cave_type    *c_ptr;
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));
1087
1088         /* Counter attack to an enemy monster */
1089         if (!will_run && m_ptr->target_y)
1090         {
1091                 int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
1092
1093                 /* The monster must be an enemy, and in LOS */
1094                 if (t_m_idx &&
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))
1098                 {
1099                         /* Extract the "pseudo-direction" */
1100                         y = m_ptr->fy - m_ptr->target_y;
1101                         x = m_ptr->fx - m_ptr->target_x;
1102                         done = TRUE;
1103                 }
1104         }
1105
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)))
1110         {
1111         /*
1112          * Animal packs try to get the player out of corridors
1113          * (...unless they can move through walls -- TY)
1114          */
1115                 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
1116                          !(r_ptr->flags2 & RF2_KILL_WALL))
1117                 {
1118                         int i, room = 0;
1119
1120                         /* Count room grids next to player */
1121                         for (i = 0; i < 8; i++)
1122                         {
1123                                 int xx = p_ptr->x + ddx_ddd[i];
1124                                 int yy = p_ptr->y + ddy_ddd[i];
1125
1126                                 if (!in_bounds2(yy, xx)) continue;
1127
1128                                 c_ptr = &cave[yy][xx];
1129
1130                                 /* Check grid */
1131                                 if (monster_can_cross_terrain(c_ptr->feat, r_ptr, 0))
1132                                 {
1133                                         /* One more room grid */
1134                                         room++;
1135                                 }
1136                         }
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;
1139
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))
1143                         {
1144                                 /* Find hiding place */
1145                                 if (find_hiding(m_idx, &y, &x)) done = TRUE;
1146                         }
1147                 }
1148
1149                 /* Monster groups try to surround the player */
1150                 if (!done && (cave[m_ptr->fy][m_ptr->fx].dist < 3))
1151                 {
1152                         int i;
1153
1154                         /* Find an empty square near the player to fill */
1155                         for (i = 0; i < 8; i++)
1156                         {
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];
1160
1161                                 /* Already there? */
1162                                 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
1163                                 {
1164                                         /* Attack the player */
1165                                         y2 = p_ptr->y;
1166                                         x2 = p_ptr->x;
1167
1168                                         break;
1169                                 }
1170
1171                                 if (!in_bounds2(y2, x2)) continue;
1172
1173                                 /* Ignore filled grids */
1174                                 if (!monster_can_enter(y2, x2, r_ptr, 0)) continue;
1175
1176                                 /* Try to fill this hole */
1177                                 break;
1178                         }
1179
1180                         /* Extract the new "pseudo-direction" */
1181                         y = m_ptr->fy - y2;
1182                         x = m_ptr->fx - x2;
1183
1184                         /* Done */
1185                         done = TRUE;
1186                 }
1187         }
1188
1189         if (!done)
1190         {
1191                 /* Flow towards the player */
1192                 (void)get_moves_aux(m_idx, &y2, &x2, no_flow);
1193
1194                 /* Extract the "pseudo-direction" */
1195                 y = m_ptr->fy - y2;
1196                 x = m_ptr->fx - x2;
1197
1198                 /* Not done */
1199         }
1200
1201         /* Apply fear if possible and necessary */
1202         if (is_pet(m_ptr) && will_run)
1203         {
1204                 /* XXX XXX Not very "smart" */
1205                 y = (-y), x = (-x);
1206         }
1207         else
1208         {
1209                 if (!done && will_run)
1210                 {
1211                         int tmp_x = (-x);
1212                         int tmp_y = (-y);
1213
1214                         /* Try to find safe place */
1215                         if (find_safety(m_idx, &y, &x))
1216                         {
1217                                 /* Attempt to avoid the player */
1218                                 if (!no_flow)
1219                                 {
1220                                         /* Adjust movement */
1221                                         if (get_fear_moves_aux(m_idx, &y, &x)) done = TRUE;
1222                                 }
1223                         }
1224
1225                         if (!done)
1226                         {
1227                                 /* This is not a very "smart" method XXX XXX */
1228                                 y = tmp_y;
1229                                 x = tmp_x;
1230                         }
1231                 }
1232         }
1233
1234
1235         /* Check for no move */
1236         if (!x && !y) return (FALSE);
1237
1238
1239         /* Extract the "absolute distances" */
1240         ax = ABS(x);
1241         ay = ABS(y);
1242
1243         /* Do something weird */
1244         if (y < 0) move_val += 8;
1245         if (x > 0) move_val += 4;
1246
1247         /* Prevent the diamond maneuvre */
1248         if (ay > (ax << 1)) move_val += 2;
1249         else if (ax > (ay << 1)) move_val++;
1250
1251         /* Extract some directions */
1252         switch (move_val)
1253         {
1254         case 0:
1255                 mm[0] = 9;
1256                 if (ay > ax)
1257                 {
1258                         mm[1] = 8;
1259                         mm[2] = 6;
1260                         mm[3] = 7;
1261                         mm[4] = 3;
1262                 }
1263                 else
1264                 {
1265                         mm[1] = 6;
1266                         mm[2] = 8;
1267                         mm[3] = 3;
1268                         mm[4] = 7;
1269                 }
1270                 break;
1271         case 1:
1272         case 9:
1273                 mm[0] = 6;
1274                 if (y < 0)
1275                 {
1276                         mm[1] = 3;
1277                         mm[2] = 9;
1278                         mm[3] = 2;
1279                         mm[4] = 8;
1280                 }
1281                 else
1282                 {
1283                         mm[1] = 9;
1284                         mm[2] = 3;
1285                         mm[3] = 8;
1286                         mm[4] = 2;
1287                 }
1288                 break;
1289         case 2:
1290         case 6:
1291                 mm[0] = 8;
1292                 if (x < 0)
1293                 {
1294                         mm[1] = 9;
1295                         mm[2] = 7;
1296                         mm[3] = 6;
1297                         mm[4] = 4;
1298                 }
1299                 else
1300                 {
1301                         mm[1] = 7;
1302                         mm[2] = 9;
1303                         mm[3] = 4;
1304                         mm[4] = 6;
1305                 }
1306                 break;
1307         case 4:
1308                 mm[0] = 7;
1309                 if (ay > ax)
1310                 {
1311                         mm[1] = 8;
1312                         mm[2] = 4;
1313                         mm[3] = 9;
1314                         mm[4] = 1;
1315                 }
1316                 else
1317                 {
1318                         mm[1] = 4;
1319                         mm[2] = 8;
1320                         mm[3] = 1;
1321                         mm[4] = 9;
1322                 }
1323                 break;
1324         case 5:
1325         case 13:
1326                 mm[0] = 4;
1327                 if (y < 0)
1328                 {
1329                         mm[1] = 1;
1330                         mm[2] = 7;
1331                         mm[3] = 2;
1332                         mm[4] = 8;
1333                 }
1334                 else
1335                 {
1336                         mm[1] = 7;
1337                         mm[2] = 1;
1338                         mm[3] = 8;
1339                         mm[4] = 2;
1340                 }
1341                 break;
1342         case 8:
1343                 mm[0] = 3;
1344                 if (ay > ax)
1345                 {
1346                         mm[1] = 2;
1347                         mm[2] = 6;
1348                         mm[3] = 1;
1349                         mm[4] = 9;
1350                 }
1351                 else
1352                 {
1353                         mm[1] = 6;
1354                         mm[2] = 2;
1355                         mm[3] = 9;
1356                         mm[4] = 1;
1357                 }
1358                 break;
1359         case 10:
1360         case 14:
1361                 mm[0] = 2;
1362                 if (x < 0)
1363                 {
1364                         mm[1] = 3;
1365                         mm[2] = 1;
1366                         mm[3] = 6;
1367                         mm[4] = 4;
1368                 }
1369                 else
1370                 {
1371                         mm[1] = 1;
1372                         mm[2] = 3;
1373                         mm[3] = 4;
1374                         mm[4] = 6;
1375                 }
1376                 break;
1377         case 12:
1378                 mm[0] = 1;
1379                 if (ay > ax)
1380                 {
1381                         mm[1] = 2;
1382                         mm[2] = 4;
1383                         mm[3] = 3;
1384                         mm[4] = 7;
1385                 }
1386                 else
1387                 {
1388                         mm[1] = 4;
1389                         mm[2] = 2;
1390                         mm[3] = 7;
1391                         mm[4] = 3;
1392                 }
1393                 break;
1394         }
1395
1396         /* Wants to move... */
1397         return (TRUE);
1398 }
1399
1400
1401 /*!
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
1408  */
1409 static int check_hit2(int power, DEPTH level, ARMOUR_CLASS ac, int stun)
1410 {
1411         int i, k;
1412
1413         /* Percentile dice */
1414         k = randint0(100);
1415
1416         if (stun && one_in_(2)) return FALSE;
1417
1418         /* Hack -- Always miss or hit */
1419         if (k < 10) return (k < 5);
1420
1421         /* Calculate the "attack quality" */
1422         i = (power + (level * 3));
1423
1424         /* Power and Level compete against Armor */
1425         if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
1426
1427         /* Assume miss */
1428         return (FALSE);
1429 }
1430
1431
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
1436
1437
1438 /*!
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
1443  */
1444 static bool monst_attack_monst(MONSTER_IDX m_idx, MONSTER_IDX t_idx)
1445 {
1446         monster_type    *m_ptr = &m_list[m_idx];
1447         monster_type    *t_ptr = &m_list[t_idx];
1448
1449         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
1450         monster_race    *tr_ptr = &r_info[t_ptr->r_idx];
1451
1452         ARMOUR_CLASS ap_cnt;
1453         ARMOUR_CLASS ac;
1454         DEPTH rlev;
1455         int pt;
1456         char            m_name[80], t_name[80];
1457         char            temp[MAX_NLEN];
1458         bool            blinked;
1459         bool            explode = FALSE, touched = FALSE, fear = FALSE;
1460         int             y_saver = t_ptr->fy;
1461         int             x_saver = t_ptr->fx;
1462         int             effect_type;
1463
1464         bool see_m = is_seen(m_ptr);
1465         bool see_t = is_seen(t_ptr);
1466         bool see_either = see_m || see_t;
1467
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);
1471
1472         /* Cannot attack self */
1473         if (m_idx == t_idx) return FALSE;
1474
1475         /* Not allowed to attack */
1476         if (r_ptr->flags1 & RF1_NEVER_BLOW) return FALSE;
1477
1478         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
1479
1480         /* Total armor */
1481         ac = tr_ptr->ac;
1482
1483         /* Extract the effective monster level */
1484         rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1485
1486         /* Get the monster name (or "it") */
1487         monster_desc(m_name, m_ptr, 0);
1488
1489         /* Get the monster name (or "it") */
1490         monster_desc(t_name, t_ptr, 0);
1491
1492         /* Assume no blink */
1493         blinked = FALSE;
1494
1495         if (!see_either && known)
1496         {
1497                 mon_fight = TRUE;
1498         }
1499
1500         if (p_ptr->riding && (m_idx == p_ptr->riding)) disturb(1, 1);
1501
1502         /* Scan through all four blows */
1503         for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
1504         {
1505                 bool obvious = FALSE;
1506
1507                 HIT_POINT power = 0;
1508                 HIT_POINT damage = 0;
1509
1510                 cptr act = NULL;
1511
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;
1517
1518                 if (!m_ptr->r_idx) break;
1519
1520                 /* Stop attacking if the target dies! */
1521                 if (t_ptr->fx != x_saver || t_ptr->fy != y_saver)
1522                         break;
1523
1524                 /* Hack -- no more attacks */
1525                 if (!method) break;
1526
1527                 if (method == RBM_SHOOT) continue;
1528
1529                 /* Extract the attack "power" */
1530                 power = mbe_info[effect].power;
1531
1532                 /* Monster hits */
1533                 if (!effect || check_hit2(power, rlev, ac, MON_STUNNED(m_ptr)))
1534                 {
1535                         /* Wake it up */
1536                         (void)set_monster_csleep(t_idx, 0);
1537
1538                         if (t_ptr->ml)
1539                         {
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);
1543                         }
1544
1545                         /* Describe the attack method */
1546                         switch (method)
1547                         {
1548                         case RBM_HIT:
1549                                 {
1550                                         act = _("%sを殴った。", "hits %s.");
1551                                         touched = TRUE;
1552                                         break;
1553                                 }
1554
1555                         case RBM_TOUCH:
1556                                 {
1557                                         act = _("%sを触った。", "touches %s.");
1558                                         touched = TRUE;
1559                                         break;
1560                                 }
1561
1562                         case RBM_PUNCH:
1563                                 {
1564                                         act = _("%sをパンチした。", "punches %s.");
1565                                         touched = TRUE;
1566                                         break;
1567                                 }
1568
1569                         case RBM_KICK:
1570                                 {
1571                                         act = _("%sを蹴った。", "kicks %s.");
1572                                         touched = TRUE;
1573                                         break;
1574                                 }
1575
1576                         case RBM_CLAW:
1577                                 {
1578                                         act = _("%sをひっかいた。", "claws %s.");
1579                                         touched = TRUE;
1580                                         break;
1581                                 }
1582
1583                         case RBM_BITE:
1584                                 {
1585                                         act = _("%sを噛んだ。", "bites %s.");
1586                                         touched = TRUE;
1587                                         break;
1588                                 }
1589
1590                         case RBM_STING:
1591                                 {
1592                                         act = _("%sを刺した。", "stings %s.");
1593                                         touched = TRUE;
1594                                         break;
1595                                 }
1596
1597                         case RBM_SLASH:
1598                                 {
1599                                         act = _("%sを斬った。", "slashes %s.");
1600                                         break;
1601                                 }
1602
1603                         case RBM_BUTT:
1604                                 {
1605                                         act = _("%sを角で突いた。", "butts %s.");
1606                                         touched = TRUE;
1607                                         break;
1608                                 }
1609
1610                         case RBM_CRUSH:
1611                                 {
1612                                         act = _("%sに体当りした。", "crushes %s.");
1613                                         touched = TRUE;
1614                                         break;
1615                                 }
1616
1617                         case RBM_ENGULF:
1618                                 {
1619                                         act = _("%sを飲み込んだ。", "engulfs %s.");
1620                                         touched = TRUE;
1621                                         break;
1622                                 }
1623
1624                         case RBM_CHARGE:
1625                                 {
1626                                         act = _("%sに請求書をよこした。", "charges %s.");
1627                                         touched = TRUE;
1628                                         break;
1629                                 }
1630
1631                         case RBM_CRAWL:
1632                                 {
1633                                         act = _("%sの体の上を這い回った。", "crawls on %s.");
1634                                         touched = TRUE;
1635                                         break;
1636                                 }
1637
1638                         case RBM_DROOL:
1639                                 {
1640                                         act = _("%sによだれをたらした。", "drools on %s.");
1641                                         touched = FALSE;
1642                                         break;
1643                                 }
1644
1645                         case RBM_SPIT:
1646                                 {
1647                                         act = _("%sに唾を吐いた。", "spits on %s.");
1648                                         touched = FALSE;
1649                                         break;
1650                                 }
1651
1652                         case RBM_EXPLODE:
1653                                 {
1654                                         if (see_either) disturb(1, 1);
1655                                         act = _("爆発した。", "explodes.");
1656                                         explode = TRUE;
1657                                         touched = FALSE;
1658                                         break;
1659                                 }
1660
1661                         case RBM_GAZE:
1662                                 {
1663                                         act = _("%sをにらんだ。", "gazes at %s.");
1664                                         touched = FALSE;
1665                                         break;
1666                                 }
1667
1668                         case RBM_WAIL:
1669                                 {
1670                                         act = _("%sに泣きついた。", "wails at %s.");
1671                                         touched = FALSE;
1672                                         break;
1673                                 }
1674
1675                         case RBM_SPORE:
1676                                 {
1677                                         act = _("%sに胞子を飛ばした。", "releases spores at %s.");
1678                                         touched = FALSE;
1679                                         break;
1680                                 }
1681
1682                         case RBM_XXX4:
1683                                 {
1684                                         act = _("%sにXXX4を飛ばした。", "projects XXX4's at %s.");
1685                                         touched = FALSE;
1686                                         break;
1687                                 }
1688
1689                         case RBM_BEG:
1690                                 {
1691                                         act = _("%sに金をせがんだ。", "begs %s for money.");
1692                                         touched = FALSE;
1693                                         break;
1694                                 }
1695
1696                         case RBM_INSULT:
1697                                 {
1698                                         act = _("%sを侮辱した。", "insults %s.");
1699                                         touched = FALSE;
1700                                         break;
1701                                 }
1702
1703                         case RBM_MOAN:
1704                                 {
1705                                         act = _("%sにむかってうめいた。", "moans at %s.");
1706                                         touched = FALSE;
1707                                         break;
1708                                 }
1709
1710                         case RBM_SHOW:
1711                                 {
1712                                         act = _("%sにむかって歌った。", "sings to %s.");
1713                                         touched = FALSE;
1714                                         break;
1715                                 }
1716                         }
1717
1718                         /* Message */
1719                         if (act && see_either)
1720                         {
1721 #ifdef JP
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);
1725 #else
1726                                 if (do_silly_attack)
1727                                 {
1728                                         act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
1729                                         strfmt(temp, "%s %s.", act, t_name);
1730                                 }
1731                                 else strfmt(temp, act, t_name);
1732                                 msg_format("%^s %s", m_name, temp);
1733 #endif
1734                         }
1735
1736                         /* Hack -- assume all attacks are obvious */
1737                         obvious = TRUE;
1738
1739                         /* Roll out the damage */
1740                         damage = damroll(d_dice, d_side);
1741
1742                         /* Assume no effect */
1743                         effect_type = BLOW_EFFECT_TYPE_NONE;
1744
1745                         pt = GF_MISSILE;
1746
1747                         /* Apply appropriate damage */
1748                         switch (effect)
1749                         {
1750                         case 0:
1751                         case RBE_DR_MANA:
1752                                 damage = pt = 0;
1753                                 break;
1754
1755                         case RBE_SUPERHURT:
1756                                 if ((randint1(rlev*2+250) > (ac+200)) || one_in_(13))
1757                                 {
1758                                         int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
1759                                         damage = MAX(damage, tmp_damage * 2);
1760                                         break;
1761                                 }
1762
1763                                 /* Fall through */
1764
1765                         case RBE_HURT:
1766                                 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1767                                 break;
1768
1769                         case RBE_POISON:
1770                         case RBE_DISEASE:
1771                                 pt = GF_POIS;
1772                                 break;
1773
1774                         case RBE_UN_BONUS:
1775                         case RBE_UN_POWER:
1776                                 pt = GF_DISENCHANT;
1777                                 break;
1778
1779                         case RBE_EAT_ITEM:
1780                         case RBE_EAT_GOLD:
1781                                 if ((p_ptr->riding != m_idx) && one_in_(2)) blinked = TRUE;
1782                                 break;
1783
1784                         case RBE_EAT_FOOD:
1785                         case RBE_EAT_LITE:
1786                         case RBE_BLIND:
1787                         case RBE_LOSE_STR:
1788                         case RBE_LOSE_INT:
1789                         case RBE_LOSE_WIS:
1790                         case RBE_LOSE_DEX:
1791                         case RBE_LOSE_CON:
1792                         case RBE_LOSE_CHR:
1793                         case RBE_LOSE_ALL:
1794                                 break;
1795
1796                         case RBE_ACID:
1797                                 pt = GF_ACID;
1798                                 break;
1799
1800                         case RBE_ELEC:
1801                                 pt = GF_ELEC;
1802                                 break;
1803
1804                         case RBE_FIRE:
1805                                 pt = GF_FIRE;
1806                                 break;
1807
1808                         case RBE_COLD:
1809                                 pt = GF_COLD;
1810                                 break;
1811
1812                         case RBE_CONFUSE:
1813                                 pt = GF_CONFUSION;
1814                                 break;
1815
1816                         case RBE_TERRIFY:
1817                                 effect_type = BLOW_EFFECT_TYPE_FEAR;
1818                                 break;
1819
1820                         case RBE_PARALYZE:
1821                                 effect_type = BLOW_EFFECT_TYPE_SLEEP;
1822                                 break;
1823
1824                         case RBE_SHATTER:
1825                                 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1826                                 if (damage > 23) earthquake_aux(m_ptr->fy, m_ptr->fx, 8, m_idx);
1827                                 break;
1828
1829                         case RBE_EXP_10:
1830                         case RBE_EXP_20:
1831                         case RBE_EXP_40:
1832                         case RBE_EXP_80:
1833                                 pt = GF_NETHER;
1834                                 break;
1835
1836                         case RBE_TIME:
1837                                 pt = GF_TIME;
1838                                 break;
1839
1840                         case RBE_DR_LIFE:
1841                                 pt = GF_HYPODYNAMIA;
1842                                 effect_type = BLOW_EFFECT_TYPE_HEAL;
1843                                 break;
1844
1845                         case RBE_INERTIA:
1846                                 pt = GF_INERTIAL;
1847                                 break;
1848
1849                         case RBE_STUN:
1850                                 pt = GF_SOUND;
1851                                 break;
1852
1853                         default:
1854                                 pt = 0;
1855                                 break;
1856                         }
1857
1858                         if (pt)
1859                         {
1860                                 /* Do damage if not exploding */
1861                                 if (!explode)
1862                                 {
1863                                         project(m_idx, 0, t_ptr->fy, t_ptr->fx,
1864                                                 damage, pt, PROJECT_KILL | PROJECT_STOP | PROJECT_AIMED, -1);
1865                                 }
1866
1867                                 switch (effect_type)
1868                                 {
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);
1872                                         break;
1873
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);
1877                                         break;
1878
1879                                 case BLOW_EFFECT_TYPE_HEAL:
1880                                         if ((monster_living(tr_ptr)) && (damage > 2))
1881                                         {
1882                                                 bool did_heal = FALSE;
1883
1884                                                 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1885
1886                                                 /* Heal */
1887                                                 m_ptr->hp += damroll(4, damage / 6);
1888                                                 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1889
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);
1893
1894                                                 /* Special message */
1895                                                 if (see_m && did_heal)
1896                                                 {
1897                                                         msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
1898                                                 }
1899                                         }
1900                                         break;
1901                                 }
1902
1903                                 if (touched)
1904                                 {
1905                                         /* Aura fire */
1906                                         if ((tr_ptr->flags2 & RF2_AURA_FIRE) && m_ptr->r_idx)
1907                                         {
1908                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
1909                                                 {
1910                                                         if (see_either)
1911                                                         {
1912                                                                 msg_format(_("%^sは突然熱くなった!", "%^s is suddenly very hot!"), m_name);
1913                                                         }
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);
1919                                                 }
1920                                                 else
1921                                                 {
1922                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
1923                                                 }
1924                                         }
1925
1926                                         /* Aura cold */
1927                                         if ((tr_ptr->flags3 & RF3_AURA_COLD) && m_ptr->r_idx)
1928                                         {
1929                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
1930                                                 {
1931                                                         if (see_either)
1932                                                         {
1933                                                                 msg_format(_("%^sは突然寒くなった!", "%^s is suddenly very cold!"), m_name);
1934                                                         }
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);
1940                                                 }
1941                                                 else
1942                                                 {
1943                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
1944                                                 }
1945                                         }
1946
1947                                         /* Aura elec */
1948                                         if ((tr_ptr->flags2 & RF2_AURA_ELEC) && m_ptr->r_idx)
1949                                         {
1950                                                 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
1951                                                 {
1952                                                         if (see_either)
1953                                                         {
1954                                                                 msg_format(_("%^sは電撃を食らった!", "%^s gets zapped!"), m_name);
1955                                                         }
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);
1961                                                 }
1962                                                 else
1963                                                 {
1964                                                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
1965                                                 }
1966                                         }
1967                                 }
1968                         }
1969                 }
1970
1971                 /* Monster missed player */
1972                 else
1973                 {
1974                         /* Analyze failed attacks */
1975                         switch (method)
1976                         {
1977                         case RBM_HIT:
1978                         case RBM_TOUCH:
1979                         case RBM_PUNCH:
1980                         case RBM_KICK:
1981                         case RBM_CLAW:
1982                         case RBM_BITE:
1983                         case RBM_STING:
1984                         case RBM_SLASH:
1985                         case RBM_BUTT:
1986                         case RBM_CRUSH:
1987                         case RBM_ENGULF:
1988                         case RBM_CHARGE:
1989                                 {
1990                                         /* Wake it up */
1991                                         (void)set_monster_csleep(t_idx, 0);
1992
1993                                         /* Visible monsters */
1994                                         if (see_m)
1995                                         {
1996                                                 /* Message */
1997 #ifdef JP
1998                                                 msg_format("%sは%^sの攻撃をかわした。", t_name,m_name);
1999 #else
2000                                                 msg_format("%^s misses %s.", m_name, t_name);
2001 #endif
2002                                         }
2003
2004                                         break;
2005                                 }
2006                         }
2007                 }
2008
2009
2010                 /* Analyze "visible" monsters only */
2011                 if (is_original_ap_and_seen(m_ptr) && !do_silly_attack)
2012                 {
2013                         /* Count "obvious" attacks (and ones that cause damage) */
2014                         if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
2015                         {
2016                                 /* Count attacks of this type */
2017                                 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
2018                                 {
2019                                         r_ptr->r_blows[ap_cnt]++;
2020                                 }
2021                         }
2022                 }
2023         }
2024
2025         if (explode)
2026         {
2027                 sound(SOUND_EXPLODE);
2028
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);
2032                 blinked = FALSE;
2033         }
2034
2035         /* Blink away */
2036         if (blinked && m_ptr->r_idx)
2037         {
2038                 if (teleport_barrier(m_idx))
2039                 {
2040                         if (see_m)
2041                         {
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."));
2043                         }
2044                         else if (known)
2045                         {
2046                                 mon_fight = TRUE;
2047                         }
2048                 }
2049                 else
2050                 {
2051                         if (see_m)
2052                         {
2053                                 msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
2054                         }
2055                         else if (known)
2056                         {
2057                                 mon_fight = TRUE;
2058                         }
2059
2060                         teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
2061                 }
2062         }
2063
2064         return TRUE;
2065 }
2066
2067
2068 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
2069 {
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));
2073 }
2074
2075
2076 /*!
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 /
2078  * Process a monster
2079  * @param m_idx 行動モンスターの参照ID
2080  * @return なし
2081  * @details
2082  * The monster is known to be within 100 grids of the player\n
2083  *\n
2084  * In several cases, we directly update the monster lore\n
2085  *\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
2092  *\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
2096  *\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
2099  *\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
2102  *\n
2103  * A "direction" of "5" means "pick a random direction".\n
2104  */
2105 void process_monster(MONSTER_IDX m_idx)
2106 {
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];
2110
2111         int             i, d;
2112         POSITION        oy, ox, ny, nx;
2113
2114         int             mm[8];
2115
2116         cave_type       *c_ptr;
2117         feature_type    *f_ptr;
2118
2119         monster_type    *y_ptr;
2120
2121         bool            do_turn;
2122         bool            do_move;
2123         bool            do_view;
2124         bool            must_alter_to_move;
2125
2126         bool            did_open_door;
2127         bool            did_bash_door;
2128         bool            did_take_item;
2129         bool            did_kill_item;
2130         bool            did_move_body;
2131         bool            did_pass_wall;
2132         bool            did_kill_wall;
2133         bool            gets_angry = FALSE;
2134         bool            can_cross;
2135         bool            aware = TRUE;
2136
2137         bool            fear;
2138
2139         bool            is_riding_mon = (m_idx == p_ptr->riding);
2140
2141         bool            see_m = is_seen(m_ptr);
2142
2143         if (is_riding_mon && !(r_ptr->flags7 & RF7_RIDING))
2144         {
2145                 if (rakuba(0, TRUE))
2146                 {
2147 #ifdef JP
2148                         msg_print("地面に落とされた。");
2149 #else
2150                         char m_name[80];
2151                         monster_desc(m_name, &m_list[p_ptr->riding], 0);
2152                         msg_format("You have fallen from %s.", m_name);
2153 #endif
2154                 }
2155         }
2156
2157         if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
2158         {
2159                 choose_new_monster(m_idx, FALSE, 0);
2160                 r_ptr = &r_info[m_ptr->r_idx];
2161         }
2162
2163         /* Players hidden in shadow are almost imperceptable. -LM- */
2164         if (p_ptr->special_defense & NINJA_S_STEALTH)
2165         {
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;
2172         }
2173
2174         /* Are there its parent? */
2175         if (m_ptr->parent_m_idx && !m_list[m_ptr->parent_m_idx].r_idx)
2176         {
2177                 /* Its parent have gone, it also goes away. */
2178
2179                 if (see_m)
2180                 {
2181                         char m_name[80];
2182
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);
2186                 }
2187
2188                 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2189                 {
2190                         char m_name[80];
2191
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);
2194                 }
2195
2196                 /* Delete the monster */
2197                 delete_monster_idx(m_idx);
2198
2199                 return;
2200         }
2201
2202         /* Quantum monsters are odd */
2203         if (r_ptr->flags2 & (RF2_QUANTUM))
2204         {
2205                 /* Sometimes skip move */
2206                 if (!randint0(2)) return;
2207
2208                 /* Sometimes die */
2209                 if (!randint0((m_idx % 100) + 10) && !(r_ptr->flags1 & RF1_QUESTOR))
2210                 {
2211                         bool sad = FALSE;
2212
2213                         if (is_pet(m_ptr) && !(m_ptr->ml))
2214                                 sad = TRUE;
2215
2216                         if (see_m)
2217                         {
2218                                 char m_name[80];
2219
2220                                 /* Acquire the monster name */
2221                                 monster_desc(m_name, m_ptr, 0);
2222
2223                                 /* Oops */
2224                                 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
2225                         }
2226
2227                         /* Generate treasure, etc */
2228                         monster_death(m_idx, FALSE);
2229
2230                         /* Delete the monster */
2231                         delete_monster_idx(m_idx);
2232
2233                         if (sad)
2234                         {
2235                                 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
2236                         }
2237
2238                         return;
2239                 }
2240         }
2241
2242         if (m_ptr->r_idx == MON_SHURYUUDAN)
2243         {
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);
2245         }
2246
2247         if ((is_pet(m_ptr) || is_friendly(m_ptr)) && ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
2248         {
2249                 static int riding_pinch = 0;
2250
2251                 if (m_ptr->hp < m_ptr->maxhp/3)
2252                 {
2253                         char m_name[80];
2254                         monster_desc(m_name, m_ptr, 0);
2255
2256                         if (is_riding_mon && riding_pinch < 2)
2257                         {
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);
2260                                 riding_pinch++;
2261                                 disturb(1, 1);
2262                         }
2263                         else
2264                         {
2265                                 if (is_riding_mon)
2266                                 {
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))
2269                                         {
2270                                                 msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2271                                         }
2272                                 }
2273
2274                                 if (see_m)
2275                                 {
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))
2278                                         {
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);
2280                                         }
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);
2283                                 }
2284
2285                                 if (is_riding_mon && rakuba(-1, FALSE))
2286                                 {
2287                                         msg_print(_("地面に落とされた。", "You have fallen from riding pet."));
2288                                 }
2289
2290                                 /* Check for quest completion */
2291                                 check_quest_completion(m_ptr);
2292
2293                                 delete_monster_idx(m_idx);
2294
2295                                 return;
2296                         }
2297                 }
2298                 else
2299                 {
2300                         /* Reset the counter */
2301                         if (is_riding_mon) riding_pinch = 0;
2302                 }
2303         }
2304
2305         /* Handle "sleep" */
2306         if (MON_CSLEEP(m_ptr))
2307         {
2308                 /* Handle non-aggravation - Still sleeping */
2309                 if (!(p_ptr->cursed & TRC_AGGRAVATE)) return;
2310
2311                 /* Handle aggravation */
2312
2313                 /* Reset sleep counter */
2314                 (void)set_monster_csleep(m_idx, 0);
2315
2316                 /* Notice the "waking up" */
2317                 if (m_ptr->ml)
2318                 {
2319                         char m_name[80];
2320
2321                         /* Acquire the monster name */
2322                         monster_desc(m_name, m_ptr, 0);
2323
2324                         /* Dump a message */
2325                         msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
2326                 }
2327
2328                 /* Hack -- Count the wakings */
2329                 if (is_original_ap_and_seen(m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
2330                 {
2331                         r_ptr->r_wake++;
2332                 }
2333         }
2334
2335         /* Handle "stun" */
2336         if (MON_STUNNED(m_ptr))
2337         {
2338                 /* Sometimes skip move */
2339                 if (one_in_(2)) return;
2340         }
2341
2342         if (is_riding_mon)
2343         {
2344                 p_ptr->update |= (PU_BONUS);
2345         }
2346
2347         /* No one wants to be your friend if you're aggravating */
2348         if (is_friendly(m_ptr) && (p_ptr->cursed & TRC_AGGRAVATE))
2349                 gets_angry = TRUE;
2350
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)))
2356         {
2357                 gets_angry = TRUE;
2358         }
2359
2360         if (p_ptr->inside_battle) gets_angry = FALSE;
2361
2362         if (gets_angry)
2363         {
2364                 if (is_pet(m_ptr) || see_m)
2365                 {
2366                         char m_name[80];
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);
2369                 }
2370
2371                 set_hostile(m_ptr);
2372         }
2373
2374         /* Get the origin */
2375         oy = m_ptr->fy;
2376         ox = m_ptr->fx;
2377
2378
2379         /* Attempt to "multiply" if able and allowed */
2380         if ((r_ptr->flags2 & RF2_MULTIPLY) && (num_repro < MAX_REPRO))
2381         {
2382                 int k, y, x;
2383
2384                 /* Count the adjacent monsters */
2385                 for (k = 0, y = oy - 1; y <= oy + 1; y++)
2386                 {
2387                         for (x = ox - 1; x <= ox + 1; x++)
2388                         {
2389                                 /* Ignore locations off of edge */
2390                                 if (!in_bounds2(y, x)) continue;
2391
2392                                 if (cave[y][x].m_idx) k++;
2393                         }
2394                 }
2395
2396                 /* Hex */
2397                 if (multiply_barrier(m_idx)) k = 8;
2398
2399                 /* Hack -- multiply slower in crowded areas */
2400                 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
2401                 {
2402                         /* Try to multiply */
2403                         if (multiply_monster(m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
2404                         {
2405                                 /* Take note if visible */
2406                                 if (m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(m_ptr))
2407                                 {
2408                                         r_ptr->r_flags2 |= (RF2_MULTIPLY);
2409                                 }
2410
2411                                 /* Multiplying takes energy */
2412                                 return;
2413                         }
2414                 }
2415         }
2416
2417
2418         if (r_ptr->a_ability_flags2 & RF6_SPECIAL)
2419         {
2420                 /* Hack -- Ohmu scatters molds! */
2421                 if (m_ptr->r_idx == MON_OHMU)
2422                 {
2423                         if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2424                         {
2425                                 if (r_ptr->freq_spell && (randint1(100) <= r_ptr->freq_spell))
2426                                 {
2427                                         int  k, count = 0;
2428                                         int  rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
2429                                         u32b p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
2430
2431                                         for (k = 0; k < 6; k++)
2432                                         {
2433                                                 if (summon_specific(m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
2434                                                 {
2435                                                         if (m_list[hack_m_idx_ii].ml) count++;
2436                                                 }
2437                                         }
2438
2439                                         if (count && is_original_ap_and_seen(m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
2440                                 }
2441                         }
2442                 }
2443         }
2444
2445
2446         if (!p_ptr->inside_battle)
2447         {
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))
2452                 {
2453                         if (disturb_minor) disturb(FALSE, FALSE);
2454                         msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
2455                 }
2456
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))
2462                 {
2463                         char m_name[80];
2464                         char monmessage[1024];
2465                         cptr filename;
2466
2467                         /* Acquire the monster name/poss */
2468                         if (m_ptr->ml)
2469                                 monster_desc(m_name, m_ptr, 0);
2470                         else
2471                                 strcpy(m_name, _("それ", "It"));
2472
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");
2480                         else
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)
2484                         {
2485                                 /* Say something */
2486                                 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
2487                         }
2488                 }
2489         }
2490
2491         /* Try to cast spell occasionally */
2492         if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
2493         {
2494                 bool counterattack = FALSE;
2495
2496                 /* Give priority to counter attack? */
2497                 if (m_ptr->target_y)
2498                 {
2499                         int t_m_idx = cave[m_ptr->target_y][m_ptr->target_x].m_idx;
2500
2501                         /* The monster must be an enemy, and projectable */
2502                         if (t_m_idx &&
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))
2505                         {
2506                                 counterattack = TRUE;
2507                         }
2508                 }
2509
2510                 if (!counterattack)
2511                 {
2512                         /* Attempt to cast a spell */
2513                         if (aware && make_attack_spell(m_idx)) return;
2514
2515                         /*
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.)
2518                          */
2519                         if (monst_spell_monst(m_idx)) return;
2520                 }
2521                 else
2522                 {
2523                         /* Attempt to do counter attack at first */
2524                         if (monst_spell_monst(m_idx)) return;
2525
2526                         if (aware && make_attack_spell(m_idx)) return;
2527                 }
2528         }
2529
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;
2533
2534
2535         /* Confused -- 100% random */
2536         if (MON_CONFUSED(m_ptr) || !aware)
2537         {
2538                 /* Try four "random" directions */
2539                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2540         }
2541
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))
2545         {
2546                 /* Memorize flags */
2547                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
2548
2549                 /* Try four "random" directions */
2550                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2551         }
2552
2553         /* 50% random movement */
2554         else if ((r_ptr->flags1 & RF1_RAND_50) &&
2555                                 (randint0(100) < 50))
2556         {
2557                 /* Memorize flags */
2558                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
2559
2560                 /* Try four "random" directions */
2561                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2562         }
2563
2564         /* 25% random movement */
2565         else if ((r_ptr->flags1 & RF1_RAND_25) &&
2566                                 (randint0(100) < 25))
2567         {
2568                 /* Memorize flags */
2569                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
2570
2571                 /* Try four "random" directions */
2572                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2573         }
2574
2575         /* Can't reach player - find something else to hit */
2576         else if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
2577         {
2578                 /* Try four "random" directions */
2579                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2580
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);
2584 #endif /* 0 */
2585         }
2586
2587         /* Pets will follow the player */
2588         else if (is_pet(m_ptr))
2589         {
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)));
2593
2594                 /* Do we want to find the player? */
2595                 bool lonely = (!avoid && (m_ptr->cdis > p_ptr->pet_follow_distance));
2596
2597                 /* Should we find the player if we can't find a monster? */
2598                 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
2599
2600                 /* by default, move randomly */
2601                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2602
2603                 /* Look for an enemy */
2604                 if (!get_enemy_dir(m_idx, mm))
2605                 {
2606                         /* Find the player if necessary */
2607                         if (avoid || lonely || distant)
2608                         {
2609                                 /* Remember the leash length */
2610                                 int dis = p_ptr->pet_follow_distance;
2611
2612                                 /* Hack -- adjust follow distance temporarily */
2613                                 if (p_ptr->pet_follow_distance > PET_SEEK_DIST)
2614                                 {
2615                                         p_ptr->pet_follow_distance = PET_SEEK_DIST;
2616                                 }
2617
2618                                 /* Find the player */
2619                                 (void)get_moves(m_idx, mm);
2620
2621                                 /* Restore the leash */
2622                                 p_ptr->pet_follow_distance = (s16b)dis;
2623                         }
2624                 }
2625         }
2626
2627         /* Friendly monster movement */
2628         else if (!is_hostile(m_ptr))
2629         {
2630                 /* by default, move randomly */
2631                 mm[0] = mm[1] = mm[2] = mm[3] = 5;
2632
2633                 /* Look for an enemy */
2634                 get_enemy_dir(m_idx, mm);
2635         }
2636         /* Normal movement */
2637         else
2638         {
2639                 /* Logical moves, may do nothing */
2640                 if (!get_moves(m_idx, mm)) return;
2641         }
2642
2643         /* Assume nothing */
2644         do_turn = FALSE;
2645         do_move = FALSE;
2646         do_view = FALSE;
2647         must_alter_to_move = FALSE;
2648
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;
2657
2658
2659         /* Take a zero-terminated array of "directions" */
2660         for (i = 0; mm[i]; i++)
2661         {
2662                 /* Get the direction */
2663                 d = mm[i];
2664
2665                 /* Hack -- allow "randomized" motion */
2666                 if (d == 5) d = ddd[randint0(8)];
2667
2668                 /* Get the destination */
2669                 ny = oy + ddy[d];
2670                 nx = ox + ddx[d];
2671
2672                 /* Ignore locations off of edge */
2673                 if (!in_bounds2(ny, nx)) continue;
2674
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);
2679
2680                 /* Access that cave grid's contents */
2681                 y_ptr = &m_list[c_ptr->m_idx];
2682
2683                 /* Hack -- player 'in' wall */
2684                 if (player_bold(ny, nx))
2685                 {
2686                         do_move = TRUE;
2687                 }
2688
2689                 /* Possibly a monster to attack */
2690                 else if (c_ptr->m_idx)
2691                 {
2692                         do_move = TRUE;
2693                 }
2694
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))
2700                 {
2701                         /* Eat through walls/doors/rubble */
2702                         do_move = TRUE;
2703                         if (!can_cross) must_alter_to_move = TRUE;
2704
2705                         /* Monster destroyed a wall (later) */
2706                         did_kill_wall = TRUE;
2707                 }
2708
2709                 /* Floor is open? */
2710                 else if (can_cross)
2711                 {
2712                         /* Go ahead and move */
2713                         do_move = TRUE;
2714
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))
2718                         {
2719                                 /* Monster went through a wall */
2720                                 did_pass_wall = TRUE;
2721                         }
2722                 }
2723
2724                 /* Handle doors and secret doors */
2725                 else if (is_closed_door(c_ptr->feat))
2726                 {
2727                         bool may_bash = TRUE;
2728
2729                         /* Assume no move allowed */
2730                         do_move = FALSE;
2731
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)))
2735                         {
2736                                 /* Closed doors */
2737                                 if (!f_ptr->power)
2738                                 {
2739                                         /* The door is open */
2740                                         did_open_door = TRUE;
2741
2742                                         /* Do not bash the door */
2743                                         may_bash = FALSE;
2744
2745                                         /* Take a turn */
2746                                         do_turn = TRUE;
2747                                 }
2748
2749                                 /* Locked doors (not jammed) */
2750                                 else
2751                                 {
2752                                         /* Try to unlock it XXX XXX XXX */
2753                                         if (randint0(m_ptr->hp / 10) > f_ptr->power)
2754                                         {
2755                                                 /* Unlock the door */
2756                                                 cave_alter_feat(ny, nx, FF_DISARM);
2757
2758                                                 /* Do not bash the door */
2759                                                 may_bash = FALSE;
2760
2761                                                 /* Take a turn */
2762                                                 do_turn = TRUE;
2763                                         }
2764                                 }
2765                         }
2766
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)))
2770                         {
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))
2773                                 {
2774                                         /* Message */
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!"));
2777                                         else
2778                                                 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2779
2780                                         /* Disturb (sometimes) */
2781                                         if (disturb_minor) disturb(0, 0);
2782
2783                                         /* The door was bashed open */
2784                                         did_bash_door = TRUE;
2785
2786                                         /* Hack -- fall into doorway */
2787                                         do_move = TRUE;
2788                                         must_alter_to_move = TRUE;
2789                                 }
2790                         }
2791
2792
2793                         /* Deal with doors in the way */
2794                         if (did_open_door || did_bash_door)
2795                         {
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)))
2798                                 {
2799                                         cave_alter_feat(ny, nx, FF_BASH);
2800
2801                                         if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
2802                                         {
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);
2807
2808                                                 return;
2809                                         }
2810                                 }
2811
2812                                 /* Open the door */
2813                                 else
2814                                 {
2815                                         cave_alter_feat(ny, nx, FF_OPEN);
2816                                 }
2817
2818                                 f_ptr = &f_info[c_ptr->feat];
2819
2820                                 /* Handle viewable doors */
2821                                 do_view = TRUE;
2822                         }
2823                 }
2824
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)))
2828                 {
2829                         /* Assume no move allowed */
2830                         do_move = FALSE;
2831
2832                         /* Break the ward */
2833                         if (!is_pet(m_ptr) && (randint1(BREAK_GLYPH) < r_ptr->level))
2834                         {
2835                                 /* Describe observable breakage */
2836                                 if (c_ptr->info & CAVE_MARK)
2837                                 {
2838                                         msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2839                                 }
2840
2841                                 /* Forget the rune */
2842                                 c_ptr->info &= ~(CAVE_MARK);
2843
2844                                 /* Break the rune */
2845                                 c_ptr->info &= ~(CAVE_OBJECT);
2846                                 c_ptr->mimic = 0;
2847
2848                                 /* Allow movement */
2849                                 do_move = TRUE;
2850
2851                                 /* Notice */
2852                                 note_spot(ny, nx);
2853                         }
2854                 }
2855                 else if (do_move && is_explosive_rune_grid(c_ptr) &&
2856                          !((r_ptr->flags1 & RF1_NEVER_BLOW) && player_bold(ny, nx)))
2857                 {
2858                         /* Assume no move allowed */
2859                         do_move = FALSE;
2860
2861                         /* Break the ward */
2862                         if (!is_pet(m_ptr))
2863                         {
2864                                 /* Break the ward */
2865                                 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2866                                 {
2867                                         /* Describe observable breakage */
2868                                         if (c_ptr->info & CAVE_MARK)
2869                                         {
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);
2872                                         }
2873                                 }
2874                                 else
2875                                 {
2876                                         msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2877                                 }
2878
2879                                 /* Forget the rune */
2880                                 c_ptr->info &= ~(CAVE_MARK);
2881
2882                                 /* Break the rune */
2883                                 c_ptr->info &= ~(CAVE_OBJECT);
2884                                 c_ptr->mimic = 0;
2885
2886                                 note_spot(ny, nx);
2887                                 lite_spot(ny, nx);
2888
2889                                 if (!m_ptr->r_idx) return;
2890                                 /* Allow movement */
2891                                 do_move = TRUE;
2892                         }
2893                 }
2894
2895                 /* The player is in the way */
2896                 if (do_move && player_bold(ny, nx))
2897                 {
2898                         /* Some monsters never attack */
2899                         if (r_ptr->flags1 & RF1_NEVER_BLOW)
2900                         {
2901                                 /* Hack -- memorize lack of attacks */
2902                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
2903
2904                                 /* Do not move */
2905                                 do_move = FALSE;
2906                         }
2907
2908                         /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2909                         if (do_move && (d_info[dungeon_type].flags1 & DF1_NO_MELEE))
2910                         {
2911                                 if (!MON_CONFUSED(m_ptr))
2912                                 {
2913                                         if (!(r_ptr->flags2 & RF2_STUPID)) do_move = FALSE;
2914                                         else
2915                                         {
2916                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2917                                         }
2918                                 }
2919                         }
2920
2921                         /* The player is in the way.  Attack him. */
2922                         if (do_move)
2923                         {
2924                                 if (!p_ptr->riding || one_in_(2))
2925                                 {
2926                                         /* Do the attack */
2927                                         (void)make_attack_normal(m_idx);
2928
2929                                         /* Do not move */
2930                                         do_move = FALSE;
2931
2932                                         /* Took a turn */
2933                                         do_turn = TRUE;
2934                                 }
2935                         }
2936                 }
2937
2938                 /* A monster is in the way */
2939                 if (do_move && c_ptr->m_idx)
2940                 {
2941                         monster_race *z_ptr = &r_info[y_ptr->r_idx];
2942
2943                         /* Assume no movement */
2944                         do_move = FALSE;
2945
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))
2951                         {
2952                                 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
2953                                 {
2954                                         if (r_ptr->flags2 & RF2_KILL_BODY)
2955                                         {
2956                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
2957                                         }
2958
2959                                         /* attack */
2960                                         if (y_ptr->r_idx && (y_ptr->hp >= 0))
2961                                         {
2962                                                 if (monst_attack_monst(m_idx, c_ptr->m_idx)) return;
2963
2964                                                 /* In anti-melee dungeon, stupid or confused monster takes useless turn */
2965                                                 else if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
2966                                                 {
2967                                                         if (MON_CONFUSED(m_ptr)) return;
2968                                                         else if (r_ptr->flags2 & RF2_STUPID)
2969                                                         {
2970                                                                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
2971                                                                 return;
2972                                                         }
2973                                                 }
2974                                         }
2975                                 }
2976                         }
2977
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))
2983                         {
2984                                 /* Allow movement */
2985                                 do_move = TRUE;
2986
2987                                 /* Monster pushed past another monster */
2988                                 did_move_body = TRUE;
2989
2990                                 /* Wake up the moved monster */
2991                                 (void)set_monster_csleep(c_ptr->m_idx, 0);
2992
2993                                 /* XXX XXX XXX Message */
2994                         }
2995                 }
2996
2997                 if (is_riding_mon)
2998                 {
2999                         if (!p_ptr->riding_ryoute && !MON_MONFEAR(&m_list[p_ptr->riding])) do_move = FALSE;
3000                 }
3001
3002                 if (did_kill_wall && do_move)
3003                 {
3004                         if (one_in_(GRINDNOISE))
3005                         {
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."));
3008                                 else
3009                                         msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
3010                         }
3011
3012                         cave_alter_feat(ny, nx, FF_HURT_DISI);
3013
3014                         if (!m_ptr->r_idx) /* Killed by shards of glass, etc. */
3015                         {
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);
3020
3021                                 return;
3022                         }
3023
3024                         f_ptr = &f_info[c_ptr->feat];
3025
3026                         /* Note changes to viewable region */
3027                         do_view = TRUE;
3028
3029                         /* Take a turn */
3030                         do_turn = TRUE;
3031                 }
3032
3033                 if (must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
3034                 {
3035                         if (!monster_can_cross_terrain(c_ptr->feat, r_ptr, is_riding_mon ? CEM_RIDING : 0))
3036                         {
3037                                 /* Assume no move allowed */
3038                                 do_move = FALSE;
3039                         }
3040                 }
3041
3042                 /*
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.
3047                  */
3048                 if (do_move && !can_cross && !did_kill_wall && !did_bash_door)
3049                 {
3050                         /* Assume no move allowed */
3051                         do_move = FALSE;
3052                 }
3053
3054                 /* Some monsters never move */
3055                 if (do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
3056                 {
3057                         /* Hack -- memorize lack of moves */
3058                         if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
3059
3060                         /* Do not move */
3061                         do_move = FALSE;
3062                 }
3063
3064                 /* Creature has been allowed move */
3065                 if (do_move)
3066                 {
3067                         /* Take a turn */
3068                         do_turn = TRUE;
3069
3070                         if (have_flag(f_ptr->flags, FF_TREE))
3071                         {
3072                                 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
3073                                 {
3074                                         m_ptr->energy_need += ENERGY_NEED();
3075                                 }
3076                         }
3077
3078                         if (!is_riding_mon)
3079                         {
3080                                 /* Hack -- Update the old location */
3081                                 cave[oy][ox].m_idx = c_ptr->m_idx;
3082
3083                                 /* Mega-Hack -- move the old monster, if any */
3084                                 if (c_ptr->m_idx)
3085                                 {
3086                                         /* Move the old monster */
3087                                         y_ptr->fy = oy;
3088                                         y_ptr->fx = ox;
3089
3090                                         /* Update the old monster */
3091                                         update_mon(c_ptr->m_idx, TRUE);
3092                                 }
3093
3094                                 /* Hack -- Update the new location */
3095                                 c_ptr->m_idx = (s16b)m_idx;
3096
3097                                 /* Move the monster */
3098                                 m_ptr->fy = ny;
3099                                 m_ptr->fx = nx;
3100
3101                                 /* Update the monster */
3102                                 update_mon(m_idx, TRUE);
3103
3104                                 /* Redraw the old grid */
3105                                 lite_spot(oy, ox);
3106
3107                                 /* Redraw the new grid */
3108                                 lite_spot(ny, nx);
3109                         }
3110                         else
3111                         {
3112                                 /* sound(SOUND_WALK); */
3113
3114                                 /* Move the player */
3115                                 if (!move_player_effect(ny, nx, MPE_DONT_PICKUP)) break;
3116                         }
3117
3118                         /* Possible disturb */
3119                         if (m_ptr->ml &&
3120                             (disturb_move ||
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)))
3123                         {
3124                                 /* Disturb */
3125                                 if (is_hostile(m_ptr))
3126                                         disturb(0, 1);
3127                         }
3128
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))))
3132                         {
3133                                 s16b this_o_idx, next_o_idx;
3134                                 bool do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) ? TRUE : FALSE;
3135
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)
3138                                 {
3139                                         BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
3140                                         char m_name[80], o_name[MAX_NLEN];
3141
3142                                         /* Acquire object */
3143                                         object_type *o_ptr = &o_list[this_o_idx];
3144
3145                                         /* Acquire next object */
3146                                         next_o_idx = o_ptr->next_o_idx;
3147
3148                                         if (do_take)
3149                                         {
3150                                                 /* Skip gold */
3151                                                 if (o_ptr->tval == TV_GOLD) continue;
3152
3153                                                 /*
3154                                                  * Skip "real" corpses and statues, to avoid extreme
3155                                                  * silliness like a novice rogue pockets full of statues
3156                                                  * and corpses.
3157                                                  */
3158                                                 if ((o_ptr->tval == TV_CORPSE) ||
3159                                                     (o_ptr->tval == TV_STATUE)) continue;
3160                                         }
3161
3162                                         /* Extract some flags */
3163                                         object_flags(o_ptr, flgs);
3164
3165                                         /* Acquire the object name */
3166                                         object_desc(o_name, o_ptr, 0);
3167
3168                                         /* Acquire the monster name */
3169                                         monster_desc(m_name, m_ptr, MD_INDEF_HIDDEN);
3170
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);
3195
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)))
3199                                         {
3200                                                 /* Only give a message for "take_item" */
3201                                                 if (do_take && (r_ptr->flags2 & RF2_STUPID))
3202                                                 {
3203                                                         /* Take note */
3204                                                         did_take_item = TRUE;
3205
3206                                                         /* Describe observable situations */
3207                                                         if (m_ptr->ml && player_can_see_bold(ny, nx))
3208                                                         {
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);
3211                                                         }
3212                                                 }
3213                                         }
3214
3215                                         /* Pick up the item */
3216                                         else if (do_take)
3217                                         {
3218                                                 /* Take note */
3219                                                 did_take_item = TRUE;
3220
3221                                                 /* Describe observable situations */
3222                                                 if (player_can_see_bold(ny, nx))
3223                                                 {
3224                                                         /* Dump a message */
3225                                                         msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
3226                                                 }
3227
3228                                                 /* Excise the object */
3229                                                 excise_object_idx(this_o_idx);
3230
3231                                                 /* Forget mark */
3232                                                 o_ptr->marked &= OM_TOUCHED;
3233
3234                                                 /* Forget location */
3235                                                 o_ptr->iy = o_ptr->ix = 0;
3236
3237                                                 /* Memorize monster */
3238                                                 o_ptr->held_m_idx = (s16b)m_idx;
3239
3240                                                 /* Build a stack */
3241                                                 o_ptr->next_o_idx = m_ptr->hold_o_idx;
3242
3243                                                 /* Carry object */
3244                                                 m_ptr->hold_o_idx = this_o_idx;
3245                                         }
3246
3247                                         /* Destroy the item if not a pet */
3248                                         else if (!is_pet(m_ptr))
3249                                         {
3250                                                 /* Take note */
3251                                                 did_kill_item = TRUE;
3252
3253                                                 /* Describe observable situations */
3254                                                 if (player_has_los_bold(ny, nx))
3255                                                 {
3256                                                         /* Dump a message */
3257                                                         msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
3258                                                 }
3259
3260                                                 /* Delete the object */
3261                                                 delete_object_idx(this_o_idx);
3262                                         }
3263                                 }
3264                         }
3265                 }
3266
3267                 /* Stop when done */
3268                 if (do_turn) break;
3269         }
3270
3271         /*
3272          *  Forward movements failed, but now received LOS attack!
3273          *  Try to flow by smell.
3274          */
3275         if (p_ptr->no_flowed && i > 2 &&  m_ptr->target_y)
3276                 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3277
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)
3280         {
3281                 /* Try to cast spell again */
3282                 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
3283                 {
3284                         if (make_attack_spell(m_idx)) return;
3285                 }
3286         }
3287
3288
3289         /* Notice changes in view */
3290         if (do_view)
3291         {
3292                 /* Update some things */
3293                 p_ptr->update |= (PU_FLOW);
3294
3295                 /* Window stuff */
3296                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
3297         }
3298
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)))
3302         {
3303                 /* Update some things */
3304                 p_ptr->update |= (PU_MON_LITE);
3305         }
3306
3307         /* Learn things from observable monster */
3308         if (is_original_ap_and_seen(m_ptr))
3309         {
3310                 /* Monster opened a door */
3311                 if (did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
3312
3313                 /* Monster bashed a door */
3314                 if (did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
3315
3316                 /* Monster tried to pick something up */
3317                 if (did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
3318
3319                 /* Monster tried to crush something */
3320                 if (did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
3321
3322                 /* Monster pushed past another monster */
3323                 if (did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
3324
3325                 /* Monster passed through a wall */
3326                 if (did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
3327
3328                 /* Monster destroyed a wall */
3329                 if (did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
3330         }
3331
3332
3333         /* Hack -- get "bold" if out of options */
3334         if (!do_turn && !do_move && MON_MONFEAR(m_ptr) && aware)
3335         {
3336                 /* No longer afraid */
3337                 (void)set_monster_monfear(m_idx, 0);
3338
3339                 /* Message if seen */
3340                 if (see_m)
3341                 {
3342                         char m_name[80];
3343
3344                         /* Acquire the monster name */
3345                         monster_desc(m_name, m_ptr, 0);
3346
3347                         /* Dump a message */
3348                         msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
3349                 }
3350
3351                 if (m_ptr->ml) chg_virtue(V_COMPASSION, -1);
3352
3353                 /* XXX XXX XXX Actually do something now (?) */
3354         }
3355 }
3356
3357 /*!
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.
3360  * @return なし
3361  * @details
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
3365  *\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
3368  *\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
3371  * normal things.\n
3372  *\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
3375  *\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
3378  *\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
3383  *\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
3386  *\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
3389  * recall window.\n
3390  */
3391 void process_monsters(void)
3392 {
3393         IDX i;
3394         POSITION fx, fy;
3395
3396         bool            test;
3397
3398         monster_type    *m_ptr;
3399         monster_race    *r_ptr;
3400
3401         int             old_monster_race_idx;
3402
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;
3410
3411         byte    old_r_blows0 = 0;
3412         byte    old_r_blows1 = 0;
3413         byte    old_r_blows2 = 0;
3414         byte    old_r_blows3 = 0;
3415
3416         byte    old_r_cast_spell = 0;
3417
3418         int speed;
3419
3420         /* Clear monster fighting indicator */
3421         mon_fight = FALSE;
3422
3423         /* Memorize old race */
3424         old_monster_race_idx = p_ptr->monster_race_idx;
3425
3426         /* Acquire knowledge */
3427         if (p_ptr->monster_race_idx)
3428         {
3429                 /* Acquire current monster */
3430                 r_ptr = &r_info[p_ptr->monster_race_idx];
3431
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;
3440
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];
3446
3447                 /* Memorize castings */
3448                 old_r_cast_spell = r_ptr->r_cast_spell;
3449         }
3450
3451
3452         /* Process the monsters (backwards) */
3453         for (i = m_max - 1; i >= 1; i--)
3454         {
3455                 /* Access the monster */
3456                 m_ptr = &m_list[i];
3457                 r_ptr = &r_info[m_ptr->r_idx];
3458
3459                 /* Handle "leaving" */
3460                 if (p_ptr->leaving) break;
3461
3462                 /* Ignore "dead" monsters */
3463                 if (!m_ptr->r_idx) continue;
3464
3465                 if (p_ptr->wild_mode) continue;
3466
3467
3468                 /* Handle "fresh" monsters */
3469                 if (m_ptr->mflag & MFLAG_BORN)
3470                 {
3471                         /* No longer "fresh" */
3472                         m_ptr->mflag &= ~(MFLAG_BORN);
3473
3474                         /* Skip */
3475                         continue;
3476                 }
3477
3478                 /* Hack -- Require proximity */
3479                 if (m_ptr->cdis >= AAF_LIMIT) continue;
3480
3481
3482                 /* Access the location */
3483                 fx = m_ptr->fx;
3484                 fy = m_ptr->fy;
3485
3486                 /* Flow by smell is allowed */
3487                 if (!p_ptr->no_flowed)
3488                 {
3489                         m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
3490                 }
3491
3492                 /* Assume no move */
3493                 test = FALSE;
3494
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))
3497                 {
3498                         /* We can "sense" the player */
3499                         test = TRUE;
3500                 }
3501
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)))
3505                 {
3506                         /* We can "see" or "feel" the player */
3507                         test = TRUE;
3508                 }
3509
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))
3518                 {
3519                         /* We can "smell" the player */
3520                         test = TRUE;
3521                 }
3522 #endif
3523                 else if (m_ptr->target_y) test = TRUE;
3524
3525                 /* Do nothing */
3526                 if (!test) continue;
3527
3528
3529                 if (p_ptr->riding == i)
3530                         speed = p_ptr->pspeed;
3531                 else
3532                 {
3533                         speed = m_ptr->mspeed;
3534
3535                         /* Monsters move quickly in Nightmare mode */
3536                         if (ironman_nightmare) speed += 5;
3537
3538                         if (MON_FAST(m_ptr)) speed += 10;
3539                         if (MON_SLOW(m_ptr)) speed -= 10;
3540                 }
3541
3542                 /* Give this monster some energy */
3543                 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
3544
3545                 /* Not enough energy to move */
3546                 if (m_ptr->energy_need > 0) continue;
3547
3548                 /* Use up "some" energy */
3549                 m_ptr->energy_need += ENERGY_NEED();
3550
3551
3552                 /* Save global index */
3553                 hack_m_idx = i;
3554
3555                 /* Process the monster */
3556                 process_monster(i);
3557
3558                 reset_target(m_ptr);
3559
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;
3563
3564                 /* Hack -- notice death or departure */
3565                 if (!p_ptr->playing || p_ptr->is_dead) break;
3566
3567                 /* Notice leaving */
3568                 if (p_ptr->leaving) break;
3569         }
3570
3571         /* Reset global index */
3572         hack_m_idx = 0;
3573
3574
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))
3577         {
3578                 /* Acquire monster race */
3579                 r_ptr = &r_info[p_ptr->monster_race_idx];
3580
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))
3594                 {
3595                         /* Window stuff */
3596                         p_ptr->window |= (PW_MONSTER);
3597                 }
3598         }
3599 }
3600