2 * @file monster-process.c
3 * @brief モンスターの特殊技能とターン経過処理 (移動等)/ Monster spells and movement for passaging a turn
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
12 * This file has several additions to it by Keldon Jones (keldon@umr.edu)
13 * to improve the general quality of the AI (version 0.1.1).
24 #include "spells-floor.h"
25 #include "spells-summon.h"
28 #include "realm-hex.h"
29 #include "object-flavor.h"
30 #include "object-hook.h"
33 #include "player-move.h"
34 #include "monster-status.h"
35 #include "monster-spell.h"
36 #include "monster-process.h"
37 #include "monsterrace-hook.h"
41 #include "view-mainwindow.h"
49 bool must_alter_to_move;
60 void decide_drop_from_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon);
61 bool vanish_summoned_children(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
62 void awake_monster(player_type *target_ptr, MONSTER_IDX m_idx);
63 void process_angar(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
64 bool process_quantum_effect(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
65 void vanish_nonunique(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
66 void produce_quantum_effect(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
67 bool decide_monster_multiplication(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox);
68 bool decide_monster_movement_direction(player_type *target_ptr, DIRECTION *mm, MONSTER_IDX m_idx, bool aware);
69 bool runaway_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon, bool see_m);
70 void process_special(player_type *target_ptr, MONSTER_IDX m_idx);
71 void process_speak_sound(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox, bool aware);
72 bool cast_spell(player_type *target_ptr, MONSTER_IDX m_idx, bool aware);
74 bool process_wall(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx, bool can_cross);
75 bool process_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx);
76 bool bash_normal_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx);
77 void bash_glass_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, grid_type *g_ptr, feature_type *f_ptr, bool may_bash);
78 bool process_protection_rune(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx);
79 bool process_explosive_rune(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx);
82 * @brief モンスターが敵に接近するための方向を決める /
83 * Calculate the direction to the next enemy
84 * @param target_ptr プレーヤーへの参照ポインタ
85 * @param m_idx モンスターの参照ID
86 * @param mm 移動するべき方角IDを返す参照ポインタ
87 * @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
89 static bool get_enemy_dir(player_type *target_ptr, MONSTER_IDX m_idx, int *mm)
91 floor_type *floor_ptr = target_ptr->current_floor_ptr;
92 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
93 monster_race *r_ptr = &r_info[m_ptr->r_idx];
95 POSITION x = 0, y = 0;
96 if (target_ptr->riding_t_m_idx && player_bold(target_ptr, m_ptr->fy, m_ptr->fx))
98 y = floor_ptr->m_list[target_ptr->riding_t_m_idx].fy;
99 x = floor_ptr->m_list[target_ptr->riding_t_m_idx].fx;
101 else if (is_pet(m_ptr) && target_ptr->pet_t_m_idx)
103 y = floor_ptr->m_list[target_ptr->pet_t_m_idx].fy;
104 x = floor_ptr->m_list[target_ptr->pet_t_m_idx].fx;
110 if (target_ptr->phase_out)
112 start = randint1(floor_ptr->m_max - 1) + floor_ptr->m_max;
113 if (randint0(2)) plus = -1;
117 start = floor_ptr->m_max + 1;
120 for (int i = start; ((i < start + floor_ptr->m_max) && (i > start - floor_ptr->m_max)); i += plus)
122 MONSTER_IDX dummy = (i % floor_ptr->m_max);
123 if (!dummy) continue;
125 MONSTER_IDX t_idx = dummy;
127 t_ptr = &floor_ptr->m_list[t_idx];
129 if (t_ptr == m_ptr) continue;
130 if (!monster_is_valid(t_ptr)) continue;
134 if (target_ptr->pet_follow_distance < 0)
136 if (t_ptr->cdis <= (0 - target_ptr->pet_follow_distance))
141 else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > target_ptr->pet_follow_distance))
146 if (r_ptr->aaf < t_ptr->cdis) continue;
149 if (!are_enemies(target_ptr, m_ptr, t_ptr)) continue;
151 if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) ||
152 ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding)))
154 if (!in_disintegration_range(floor_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
158 if (!projectable(target_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
167 if (!x && !y) return FALSE;
173 /* North, South, East, West, North-West, North-East, South-West, South-East */
174 if ((y < 0) && (x == 0))
180 else if ((y > 0) && (x == 0))
186 else if ((x > 0) && (y == 0))
192 else if ((x < 0) && (y == 0))
198 else if ((y < 0) && (x < 0))
204 else if ((y < 0) && (x > 0))
210 else if ((y > 0) && (x < 0))
216 else if ((y > 0) && (x > 0))
228 * @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 /
229 * Returns whether a given monster will try to run from the player.
230 * @param m_idx 逃走するモンスターの参照ID
231 * @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。
233 * Monsters will attempt to avoid very powerful players. See below.\n
235 * Because this function is called so often, little details are important\n
236 * for efficiency. Like not using "mod" or "div" when possible. And\n
237 * attempting to check the conditions in an optimal order. Note that\n
238 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
240 * Note that this function is responsible for about one to five percent\n
241 * of the processor use in normal conditions...\n
243 static bool mon_will_run(player_type *target_ptr, MONSTER_IDX m_idx)
245 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
246 monster_race *r_ptr = &r_info[m_ptr->r_idx];
250 return ((target_ptr->pet_follow_distance < 0) &&
251 (m_ptr->cdis <= (0 - target_ptr->pet_follow_distance)));
254 if (m_ptr->cdis > MAX_SIGHT + 5) return FALSE;
255 if (MON_MONFEAR(m_ptr)) return TRUE;
256 if (m_ptr->cdis <= 5) return FALSE;
258 PLAYER_LEVEL p_lev = target_ptr->lev;
259 DEPTH m_lev = r_ptr->level + (m_idx & 0x08) + 25;
260 if (m_lev > p_lev + 4) return FALSE;
261 if (m_lev + 4 <= p_lev) return TRUE;
263 HIT_POINT p_chp = target_ptr->chp;
264 HIT_POINT p_mhp = target_ptr->mhp;
265 HIT_POINT m_chp = m_ptr->hp;
266 HIT_POINT m_mhp = m_ptr->maxhp;
267 u32b p_val = (p_lev * p_mhp) + (p_chp << 2);
268 u32b m_val = (m_lev * m_mhp) + (m_chp << 2);
269 if (p_val * m_mhp > m_val * p_mhp) return TRUE;
276 * @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 /
277 * Search spell castable grid
278 * @param target_ptr プレーヤーへの参照ポインタ
279 * @param m_idx モンスターの参照ID
280 * @param yp 適したマスのY座標を返す参照ポインタ
281 * @param xp 適したマスのX座標を返す参照ポインタ
282 * @return 有効なマスがあった場合TRUEを返す
284 static bool get_moves_aux2(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
286 floor_type *floor_ptr = target_ptr->current_floor_ptr;
287 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
288 monster_race *r_ptr = &r_info[m_ptr->r_idx];
290 POSITION y1 = m_ptr->fy;
291 POSITION x1 = m_ptr->fx;
293 if (projectable(target_ptr, y1, x1, target_ptr->y, target_ptr->x)) return FALSE;
295 int now_cost = floor_ptr->grid_array[y1][x1].cost;
296 if (now_cost == 0) now_cost = 999;
298 bool can_open_door = FALSE;
299 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
301 can_open_door = TRUE;
305 for (int i = 7; i >= 0; i--)
307 POSITION y = y1 + ddy_ddd[i];
308 POSITION x = x1 + ddx_ddd[i];
309 if (!in_bounds2(floor_ptr, y, x)) continue;
310 if (player_bold(target_ptr, y, x)) return FALSE;
313 g_ptr = &floor_ptr->grid_array[y][x];
314 int cost = g_ptr->cost;
315 if (!(((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) || ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding))))
317 if (cost == 0) continue;
318 if (!can_open_door && is_closed_door(target_ptr, g_ptr->feat)) continue;
321 if (cost == 0) cost = 998;
323 if (now_cost < cost) continue;
324 if (!projectable(target_ptr, y, x, target_ptr->y, target_ptr->x)) continue;
325 if (best < cost) continue;
328 *yp = y1 + ddy_ddd[i];
329 *xp = x1 + ddx_ddd[i];
332 if (best == 999) return FALSE;
339 * @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 /
340 * Choose the "best" direction for "flowing"
341 * @param m_idx モンスターの参照ID
342 * @param yp 移動先のマスのY座標を返す参照ポインタ
343 * @param xp 移動先のマスのX座標を返す参照ポインタ
344 * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
345 * @return 有効なマスがあった場合TRUEを返す
347 * Note that ghosts and rock-eaters are never allowed to "flow",\n
348 * since they should move directly towards the player.\n
350 * Prefer "non-diagonal" directions, but twiddle them a little\n
351 * to angle slightly towards the player's actual location.\n
353 * Allow very perceptive monsters to track old "spoor" left by\n
354 * previous locations occupied by the player. This will tend\n
355 * to have monsters end up either near the player or on a grid\n
356 * recently occupied by the player (and left via "teleport").\n
358 * Note that if "smell" is turned on, all monsters get vicious.\n
360 * Also note that teleporting away from a location will cause\n
361 * the monsters who were chasing you to converge on that location\n
362 * as long as you are still near enough to "annoy" them without\n
363 * being close enough to chase directly. I have no idea what will\n
364 * happen if you combine "smell" with low "aaf" values.\n
366 static bool get_moves_aux(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
369 floor_type *floor_ptr = target_ptr->current_floor_ptr;
370 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
371 monster_race *r_ptr = &r_info[m_ptr->r_idx];
373 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
374 r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
375 r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
377 if (get_moves_aux2(target_ptr, m_idx, yp, xp)) return TRUE;
380 if (no_flow) return FALSE;
381 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) return FALSE;
382 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding)) return FALSE;
384 POSITION y1 = m_ptr->fy;
385 POSITION x1 = m_ptr->fx;
386 if (player_has_los_bold(target_ptr, y1, x1) && projectable(target_ptr, target_ptr->y, target_ptr->x, y1, x1)) return FALSE;
388 g_ptr = &floor_ptr->grid_array[y1][x1];
391 bool use_scent = FALSE;
396 else if (g_ptr->when)
398 if (floor_ptr->grid_array[target_ptr->y][target_ptr->x].when - g_ptr->when > 127) return FALSE;
408 for (int i = 7; i >= 0; i--)
410 POSITION y = y1 + ddy_ddd[i];
411 POSITION x = x1 + ddx_ddd[i];
413 if (!in_bounds2(floor_ptr, y, x)) continue;
415 g_ptr = &floor_ptr->grid_array[y][x];
418 int when = g_ptr->when;
419 if (best > when) continue;
426 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
435 if ((cost == 0) || (best < cost)) continue;
440 *yp = target_ptr->y + 16 * ddy_ddd[i];
441 *xp = target_ptr->x + 16 * ddx_ddd[i];
444 if (best == 999 || best == 0) return FALSE;
451 * @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 /
452 * Provide a location to flee to, but give the player a wide berth.
453 * @param m_idx モンスターの参照ID
454 * @param yp 移動先のマスのY座標を返す参照ポインタ
455 * @param xp 移動先のマスのX座標を返す参照ポインタ
456 * @return 有効なマスがあった場合TRUEを返す
458 * A monster may wish to flee to a location that is behind the player,\n
459 * but instead of heading directly for it, the monster should "swerve"\n
460 * around the player so that he has a smaller chance of getting hit.\n
462 static bool get_fear_moves_aux(floor_type *floor_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
464 POSITION gy = 0, gx = 0;
466 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
467 POSITION fy = m_ptr->fy;
468 POSITION fx = m_ptr->fx;
470 POSITION y1 = fy - (*yp);
471 POSITION x1 = fx - (*xp);
474 for (int i = 7; i >= 0; i--)
476 POSITION y = fy + ddy_ddd[i];
477 POSITION x = fx + ddx_ddd[i];
478 if (!in_bounds2(floor_ptr, y, x)) continue;
480 POSITION dis = distance(y, x, y1, x1);
481 POSITION s = 5000 / (dis + 3) - 500 / (floor_ptr->grid_array[y][x].dist + 1);
484 if (s < score) continue;
491 if (score == -1) return FALSE;
501 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
504 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
505 * offsets of all the locations with a distance of n from a central point,
506 * with an offset of (0,0) indicating no more offsets at this distance.
508 * This is, of course, fairly unreadable, but it eliminates multiple loops
509 * from the previous version.
511 * It is probably better to replace these arrays with code to compute
512 * the relevant arrays, even if the storage is pre-allocated in hard
513 * coded sizes. At the very least, code should be included which is
514 * able to generate and dump these arrays (ala "los()").
516 * Also, the storage needs could be halved by using bytes.
518 * These arrays could be combined into two big arrays, using sub-arrays
519 * to hold the offsets and lengths of each portion of the sub-arrays, and
520 * this could perhaps also be used somehow in the "look" code.
524 static POSITION d_off_y_0[] = { 0 };
525 static POSITION d_off_x_0[] = { 0 };
527 static POSITION d_off_y_1[] = { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
528 static POSITION d_off_x_1[] = { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
530 static POSITION d_off_y_2[] = { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
531 static POSITION d_off_x_2[] = { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
533 static POSITION d_off_y_3[] = { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2, 3, 3, 3, 0 };
534 static POSITION d_off_x_3[] = { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2, -1, 0, 1, 0 };
536 static POSITION d_off_y_4[] = { -1, -1, -2, -2, -3, -3, -3, -3, -4, -4, -4, 0, 0, 1, 1, 2, 2, 3, 3, 3, 3, 4, 4, 4, 0 };
537 static POSITION d_off_x_4[] = { -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, -4, 4, -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, 0 };
540 static POSITION d_off_y_5[] =
541 { -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
542 -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
545 static POSITION d_off_x_5[] =
546 { -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
547 -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
551 static POSITION d_off_y_6[] =
552 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
553 -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
556 static POSITION d_off_x_6[] =
557 { -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
558 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
559 -3, 2, 3, -1, 0, 1, 0 };
562 static POSITION d_off_y_7[] =
563 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
564 -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
565 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
567 static POSITION d_off_x_7[] =
568 { -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
569 -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
570 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
574 static POSITION d_off_y_8[] =
575 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
576 -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
577 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
580 static POSITION d_off_x_8[] =
581 { -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
582 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
583 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
587 static POSITION d_off_y_9[] =
588 { -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
589 -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
590 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
591 7, 8, 8, 8, 8, 9, 9, 9, 0 };
593 static POSITION d_off_x_9[] =
594 { -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
595 -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
596 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
597 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
600 static POSITION *dist_offsets_y[10] =
602 d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
603 d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
606 static POSITION *dist_offsets_x[10] =
608 d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
609 d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
613 * @brief モンスターが逃げ込める安全な地点を返す /
614 * Choose a "safe" location near a monster for it to run toward.
615 * @param target_ptr プレーヤーへの参照ポインタ
616 * @param m_idx モンスターの参照ID
617 * @param yp 移動先のマスのY座標を返す参照ポインタ
618 * @param xp 移動先のマスのX座標を返す参照ポインタ
619 * @return 有効なマスがあった場合TRUEを返す
621 * A location is "safe" if it can be reached quickly and the player\n
622 * is not able to fire into it (it isn't a "clean shot"). So, this will\n
623 * cause monsters to "duck" behind walls. Hopefully, monsters will also\n
624 * try to run towards corridor openings if they are in a room.\n
626 * This function may take lots of CPU time if lots of monsters are\n
629 * Return TRUE if a safe location is available.\n
631 static bool find_safety(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
633 floor_type *floor_ptr = target_ptr->current_floor_ptr;
634 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
636 POSITION fy = m_ptr->fy;
637 POSITION fx = m_ptr->fx;
639 POSITION gy = 0, gx = 0, gdis = 0;
641 for (POSITION d = 1; d < 10; d++)
644 y_offsets = dist_offsets_y[d];
647 x_offsets = dist_offsets_x[d];
649 for (POSITION i = 0, dx = x_offsets[0], dy = y_offsets[0];
651 i++, dx = x_offsets[i], dy = y_offsets[i])
653 POSITION y = fy + dy;
654 POSITION x = fx + dx;
655 if (!in_bounds(floor_ptr, y, x)) continue;
658 g_ptr = &floor_ptr->grid_array[y][x];
660 BIT_FLAGS16 riding_mode = (m_idx == target_ptr->riding) ? CEM_RIDING : 0;
661 if (!monster_can_cross_terrain(target_ptr, g_ptr->feat, &r_info[m_ptr->r_idx], riding_mode))
664 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
666 if (g_ptr->dist == 0) continue;
667 if (g_ptr->dist > floor_ptr->grid_array[fy][fx].dist + 2 * d) continue;
670 if (projectable(target_ptr, target_ptr->y, target_ptr->x, y, x)) continue;
672 POSITION dis = distance(y, x, target_ptr->y, target_ptr->x);
673 if (dis <= gdis) continue;
680 if (gdis <= 0) continue;
693 * @brief モンスターが隠れ潜める地点を返す /
694 * Choose a good hiding place near a monster for it to run toward.
695 * @param target_ptr プレーヤーへの参照ポインタ
696 * @param m_idx モンスターの参照ID
697 * @param yp 移動先のマスのY座標を返す参照ポインタ
698 * @param xp 移動先のマスのX座標を返す参照ポインタ
699 * @return 有効なマスがあった場合TRUEを返す
701 * Pack monsters will use this to "ambush" the player and lure him out\n
702 * of corridors into open space so they can swarm him.\n
704 * Return TRUE if a good location is available.\n
706 static bool find_hiding(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
708 floor_type *floor_ptr = target_ptr->current_floor_ptr;
709 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
710 monster_race *r_ptr = &r_info[m_ptr->r_idx];
712 POSITION fy = m_ptr->fy;
713 POSITION fx = m_ptr->fx;
715 POSITION gy = 0, gx = 0, gdis = 999;
717 for (POSITION d = 1; d < 10; d++)
720 y_offsets = dist_offsets_y[d];
723 x_offsets = dist_offsets_x[d];
725 for (POSITION i = 0, dx = x_offsets[0], dy = y_offsets[0];
727 i++, dx = x_offsets[i], dy = y_offsets[i])
729 POSITION y = fy + dy;
730 POSITION x = fx + dx;
732 if (!in_bounds(floor_ptr, y, x)) continue;
733 if (!monster_can_enter(target_ptr, y, x, r_ptr, 0)) continue;
734 if (projectable(target_ptr, target_ptr->y, target_ptr->x, y, x) && clean_shot(target_ptr, fy, fx, y, x, FALSE))
737 POSITION dis = distance(y, x, target_ptr->y, target_ptr->x);
738 if (dis < gdis && dis >= 2)
746 if (gdis >= 999) continue;
759 * @brief モンスターの移動方向を返す /
760 * Choose "logical" directions for monster movement
761 * @param target_ptr プレーヤーへの参照ポインタ
762 * @param m_idx モンスターの参照ID
763 * @param mm 移動方向を返す方向IDの参照ポインタ
764 * @return 有効方向があった場合TRUEを返す
766 static bool get_moves(player_type *target_ptr, MONSTER_IDX m_idx, DIRECTION *mm)
768 floor_type *floor_ptr = target_ptr->current_floor_ptr;
769 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
770 monster_race *r_ptr = &r_info[m_ptr->r_idx];
771 POSITION y = 0, ay, x = 0, ax;
772 POSITION y2 = target_ptr->y;
773 POSITION x2 = target_ptr->x;
775 bool will_run = mon_will_run(target_ptr, m_idx);
777 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) != 0) && (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].cost > 2);
778 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) != 0) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall);
780 if (!will_run && m_ptr->target_y)
782 int t_m_idx = floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
784 are_enemies(target_ptr, m_ptr, &floor_ptr->m_list[t_m_idx]) &&
785 los(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
786 projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
788 y = m_ptr->fy - m_ptr->target_y;
789 x = m_ptr->fx - m_ptr->target_x;
794 if (!done && !will_run && is_hostile(m_ptr) &&
795 (r_ptr->flags1 & RF1_FRIENDS) &&
796 ((los(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x) && projectable(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x)) ||
797 (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
799 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
800 !(r_ptr->flags2 & RF2_KILL_WALL))
803 for (int i = 0; i < 8; i++)
805 int xx = target_ptr->x + ddx_ddd[i];
806 int yy = target_ptr->y + ddy_ddd[i];
808 if (!in_bounds2(floor_ptr, yy, xx)) continue;
810 g_ptr = &floor_ptr->grid_array[yy][xx];
811 if (monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, 0))
817 if (floor_ptr->grid_array[target_ptr->y][target_ptr->x].info & CAVE_ROOM) room -= 2;
818 if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
820 if (room < (8 * (target_ptr->chp + target_ptr->csp)) /
821 (target_ptr->mhp + target_ptr->msp))
823 if (find_hiding(target_ptr, m_idx, &y, &x)) done = TRUE;
827 if (!done && (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < 3))
829 for (int i = 0; i < 8; i++)
831 y2 = target_ptr->y + ddy_ddd[(m_idx + i) & 7];
832 x2 = target_ptr->x + ddx_ddd[(m_idx + i) & 7];
833 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
840 if (!in_bounds2(floor_ptr, y2, x2)) continue;
841 if (!monster_can_enter(target_ptr, y2, x2, r_ptr, 0)) continue;
854 (void)get_moves_aux(target_ptr, m_idx, &y2, &x2, no_flow);
859 if (is_pet(m_ptr) && will_run)
865 if (!done && will_run)
869 if (find_safety(target_ptr, m_idx, &y, &x) && !no_flow)
871 if (get_fear_moves_aux(target_ptr->current_floor_ptr, m_idx, &y, &x))
883 if (!x && !y) return FALSE;
889 if (y < 0) move_val += 8;
890 if (x > 0) move_val += 4;
892 if (ay > (ax << 1)) move_val += 2;
893 else if (ax > (ay << 1)) move_val++;
1043 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
1045 return !have_flag(f_ptr->flags, FF_GLASS) ||
1046 (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
1047 (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
1052 * @brief モンスター単体の1ターン行動処理メインルーチン /
1054 * @param target_ptr プレーヤーへの参照ポインタ
1055 * @param m_idx 行動モンスターの参照ID
1058 * The monster is known to be within 100 grids of the player\n
1060 * In several cases, we directly update the monster lore\n
1062 * Note that a monster is only allowed to "reproduce" if there\n
1063 * are a limited number of "reproducing" monsters on the current\n
1064 * level. This should prevent the level from being "swamped" by\n
1065 * reproducing monsters. It also allows a large mass of mice to\n
1066 * prevent a louse from multiplying, but this is a small price to\n
1067 * pay for a simple multiplication method.\n
1069 * XXX Monster fear is slightly odd, in particular, monsters will\n
1070 * fixate on opening a door even if they cannot open it. Actually,\n
1071 * the same thing happens to normal monsters when they hit a door\n
1073 * In addition, monsters which *cannot* open or bash\n
1074 * down a door will still stand there trying to open it...\n
1076 * XXX Technically, need to check for monster in the way\n
1077 * combined with that monster being in a wall (or door?)\n
1079 * A "direction" of "5" means "pick a random direction".\n
1081 void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
1083 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1084 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1085 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
1088 turn_flags tmp_flags;
1089 turn_flags *turn_flags_ptr = &tmp_flags;
1090 turn_flags_ptr->is_riding_mon = (m_idx == target_ptr->riding);
1091 turn_flags_ptr->do_turn = FALSE;
1092 turn_flags_ptr->do_move = FALSE;
1093 turn_flags_ptr->do_view = FALSE;
1094 turn_flags_ptr->must_alter_to_move = FALSE;
1095 turn_flags_ptr->did_open_door = FALSE;
1096 turn_flags_ptr->did_bash_door = FALSE;
1097 turn_flags_ptr->did_take_item = FALSE;
1098 turn_flags_ptr->did_kill_item = FALSE;
1099 turn_flags_ptr->did_move_body = FALSE;
1100 turn_flags_ptr->did_pass_wall = FALSE;
1101 turn_flags_ptr->did_kill_wall = FALSE;
1103 bool see_m = is_seen(m_ptr);
1105 decide_drop_from_monster(target_ptr, m_idx, turn_flags_ptr->is_riding_mon);
1106 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
1108 choose_new_monster(target_ptr, m_idx, FALSE, 0);
1109 r_ptr = &r_info[m_ptr->r_idx];
1113 if (target_ptr->special_defense & NINJA_S_STEALTH)
1115 int tmp = target_ptr->lev * 6 + (target_ptr->skill_stl + 10) * 4;
1116 if (target_ptr->monlite) tmp /= 3;
1117 if (target_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1118 if (r_ptr->level > (target_ptr->lev * target_ptr->lev / 20 + 10)) tmp /= 3;
1119 if (randint0(tmp) > (r_ptr->level + 20)) aware = FALSE;
1122 if (vanish_summoned_children(target_ptr, m_idx, see_m)) return;
1123 if (process_quantum_effect(target_ptr,m_idx, see_m)) return;
1125 if (m_ptr->r_idx == MON_SHURYUUDAN)
1128 mon_take_hit_mon(target_ptr, m_idx, 1, &dead, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
1132 if (runaway_monster(target_ptr, m_idx, turn_flags_ptr->is_riding_mon, see_m)) return;
1134 awake_monster(target_ptr, m_idx);
1136 if (MON_STUNNED(m_ptr))
1138 if (one_in_(2)) return;
1141 if (turn_flags_ptr->is_riding_mon)
1143 target_ptr->update |= (PU_BONUS);
1146 process_angar(target_ptr, m_idx, see_m);
1148 POSITION oy = m_ptr->fy;
1149 POSITION ox = m_ptr->fx;
1150 if (decide_monster_multiplication(target_ptr, m_idx, oy, ox)) return;
1152 process_special(target_ptr, m_idx);
1153 process_speak_sound(target_ptr, m_idx, oy, ox, aware);
1154 if (cast_spell(target_ptr, m_idx, aware)) return;
1156 mm[0] = mm[1] = mm[2] = mm[3] = 0;
1157 mm[4] = mm[5] = mm[6] = mm[7] = 0;
1159 if (!decide_monster_movement_direction(target_ptr, mm, m_idx, aware)) return;
1162 for (i = 0; mm[i]; i++)
1165 if (d == 5) d = ddd[randint0(8)];
1167 POSITION ny = oy + ddy[d];
1168 POSITION nx = ox + ddx[d];
1169 if (!in_bounds2(target_ptr->current_floor_ptr, ny, nx)) continue;
1172 g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
1173 feature_type *f_ptr;
1174 f_ptr = &f_info[g_ptr->feat];
1175 bool can_cross = monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, turn_flags_ptr->is_riding_mon ? CEM_RIDING : 0);
1176 monster_type *y_ptr;
1177 y_ptr = &target_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
1179 if (!process_wall(target_ptr, turn_flags_ptr, m_ptr, ny, nx, can_cross))
1181 if (!process_door(target_ptr, turn_flags_ptr, m_ptr, ny, nx))
1185 if (!process_protection_rune(target_ptr, turn_flags_ptr, m_ptr, ny, nx))
1187 if (!process_explosive_rune(target_ptr, turn_flags_ptr, m_ptr, ny, nx))
1191 if (turn_flags_ptr->do_move && player_bold(target_ptr, ny, nx))
1193 if (r_ptr->flags1 & RF1_NEVER_BLOW)
1195 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
1197 turn_flags_ptr->do_move = FALSE;
1200 if (turn_flags_ptr->do_move && (d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MELEE))
1202 if (!MON_CONFUSED(m_ptr))
1204 if (!(r_ptr->flags2 & RF2_STUPID)) turn_flags_ptr->do_move = FALSE;
1207 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
1212 if (turn_flags_ptr->do_move)
1214 if (!target_ptr->riding || one_in_(2))
1216 (void)make_attack_normal(target_ptr, m_idx);
1217 turn_flags_ptr->do_move = FALSE;
1218 turn_flags_ptr->do_turn = TRUE;
1223 if (turn_flags_ptr->do_move && g_ptr->m_idx)
1225 monster_race *z_ptr = &r_info[y_ptr->r_idx];
1226 turn_flags_ptr->do_move = FALSE;
1227 if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
1228 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
1229 can_cross && (g_ptr->m_idx != target_ptr->riding)) ||
1230 are_enemies(target_ptr, m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
1232 if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
1234 if (r_ptr->flags2 & RF2_KILL_BODY)
1236 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
1239 if (y_ptr->r_idx && (y_ptr->hp >= 0))
1241 if (monst_attack_monst(target_ptr, m_idx, g_ptr->m_idx)) return;
1243 if (d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
1245 if (MON_CONFUSED(m_ptr)) return;
1246 if (r_ptr->flags2 & RF2_STUPID)
1248 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
1255 else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
1256 (r_ptr->mexp > z_ptr->mexp) &&
1257 can_cross && (g_ptr->m_idx != target_ptr->riding) &&
1258 monster_can_cross_terrain(target_ptr, target_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
1260 turn_flags_ptr->do_move = TRUE;
1261 turn_flags_ptr->did_move_body = TRUE;
1262 (void)set_monster_csleep(target_ptr, g_ptr->m_idx, 0);
1266 if (turn_flags_ptr->is_riding_mon)
1268 if (!target_ptr->riding_ryoute && !MON_MONFEAR(&target_ptr->current_floor_ptr->m_list[target_ptr->riding])) turn_flags_ptr->do_move = FALSE;
1271 if (turn_flags_ptr->did_kill_wall && turn_flags_ptr->do_move)
1273 if (one_in_(GRINDNOISE))
1275 if (have_flag(f_ptr->flags, FF_GLASS))
1276 msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
1278 msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
1281 cave_alter_feat(target_ptr, ny, nx, FF_HURT_DISI);
1283 if (!monster_is_valid(m_ptr))
1285 target_ptr->update |= (PU_FLOW);
1286 target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1287 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
1292 f_ptr = &f_info[g_ptr->feat];
1293 turn_flags_ptr->do_view = TRUE;
1294 turn_flags_ptr->do_turn = TRUE;
1297 if (turn_flags_ptr->must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
1299 if (!monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, turn_flags_ptr->is_riding_mon ? CEM_RIDING : 0))
1301 turn_flags_ptr->do_move = FALSE;
1305 if (turn_flags_ptr->do_move && !can_cross && !turn_flags_ptr->did_kill_wall && !turn_flags_ptr->did_bash_door)
1307 turn_flags_ptr->do_move = FALSE;
1310 if (turn_flags_ptr->do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
1312 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
1314 turn_flags_ptr->do_move = FALSE;
1317 if (!turn_flags_ptr->do_move)
1319 if (turn_flags_ptr->do_turn) break;
1324 turn_flags_ptr->do_turn = TRUE;
1325 if (have_flag(f_ptr->flags, FF_TREE))
1327 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
1329 m_ptr->energy_need += ENERGY_NEED();
1333 if (!turn_flags_ptr->is_riding_mon)
1335 target_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
1340 update_monster(target_ptr, g_ptr->m_idx, TRUE);
1343 g_ptr->m_idx = m_idx;
1346 update_monster(target_ptr, m_idx, TRUE);
1348 lite_spot(target_ptr, oy, ox);
1349 lite_spot(target_ptr, ny, nx);
1353 if (!move_player_effect(target_ptr, ny, nx, MPE_DONT_PICKUP)) break;
1358 (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(target_ptr, target_ptr->y, target_ptr->x, m_ptr->fy, m_ptr->fx)) ||
1359 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= target_ptr->lev)))
1361 if (is_hostile(m_ptr))
1362 disturb(target_ptr, FALSE, TRUE);
1365 bool is_takable_or_killable = g_ptr->o_idx > 0;
1366 is_takable_or_killable &= (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) != 0;
1368 bool is_pickup_items = (target_ptr->pet_extra_flags & PF_PICKUP_ITEMS) != 0;
1369 is_pickup_items &= (r_ptr->flags2 & RF2_TAKE_ITEM) != 0;
1371 is_takable_or_killable &= !is_pet(m_ptr) || is_pickup_items;
1372 if (!is_takable_or_killable)
1374 if (turn_flags_ptr->do_turn) break;
1379 OBJECT_IDX this_o_idx, next_o_idx;
1380 turn_flags_ptr->do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) != 0;
1381 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
1383 BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
1384 GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
1385 object_type *o_ptr = &target_ptr->current_floor_ptr->o_list[this_o_idx];
1386 next_o_idx = o_ptr->next_o_idx;
1388 if (turn_flags_ptr->do_take)
1390 /* Skip gold, corpse and statue */
1391 if (o_ptr->tval == TV_GOLD || (o_ptr->tval == TV_CORPSE) || (o_ptr->tval == TV_STATUE))
1395 object_flags(o_ptr, flgs);
1396 object_desc(target_ptr, o_name, o_ptr, 0);
1397 monster_desc(target_ptr, m_name, m_ptr, MD_INDEF_HIDDEN);
1399 if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
1400 if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
1401 if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
1402 if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
1403 if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
1404 if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
1405 if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
1406 if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
1407 if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
1408 if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
1409 if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
1410 if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
1411 if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
1412 if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
1413 if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
1414 if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
1415 if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
1416 if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
1417 if (have_flag(flgs, TR_BRAND_ACID)) flgr |= (RFR_IM_ACID);
1418 if (have_flag(flgs, TR_BRAND_ELEC)) flgr |= (RFR_IM_ELEC);
1419 if (have_flag(flgs, TR_BRAND_FIRE)) flgr |= (RFR_IM_FIRE);
1420 if (have_flag(flgs, TR_BRAND_COLD)) flgr |= (RFR_IM_COLD);
1421 if (have_flag(flgs, TR_BRAND_POIS)) flgr |= (RFR_IM_POIS);
1423 if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
1424 ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
1426 if (turn_flags_ptr->do_take && (r_ptr->flags2 & RF2_STUPID))
1428 turn_flags_ptr->did_take_item = TRUE;
1429 if (m_ptr->ml && player_can_see_bold(target_ptr, ny, nx))
1431 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);
1435 else if (turn_flags_ptr->do_take)
1437 turn_flags_ptr->did_take_item = TRUE;
1438 if (player_can_see_bold(target_ptr, ny, nx))
1440 msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
1443 excise_object_idx(target_ptr->current_floor_ptr, this_o_idx);
1444 o_ptr->marked &= OM_TOUCHED;
1445 o_ptr->iy = o_ptr->ix = 0;
1446 o_ptr->held_m_idx = m_idx;
1447 o_ptr->next_o_idx = m_ptr->hold_o_idx;
1448 m_ptr->hold_o_idx = this_o_idx;
1450 else if (!is_pet(m_ptr))
1452 turn_flags_ptr->did_kill_item = TRUE;
1453 if (player_has_los_bold(target_ptr, ny, nx))
1455 msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
1458 delete_object_idx(target_ptr, this_o_idx);
1462 if (turn_flags_ptr->do_turn) break;
1466 * Forward movements failed, but now received LOS attack!
1467 * Try to flow by smell.
1469 if (target_ptr->no_flowed && i > 2 && m_ptr->target_y)
1470 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
1472 if (!turn_flags_ptr->do_turn && !turn_flags_ptr->do_move && !MON_MONFEAR(m_ptr) && !turn_flags_ptr->is_riding_mon && aware)
1474 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
1476 if (make_attack_spell(m_idx, target_ptr)) return;
1480 if (turn_flags_ptr->do_view)
1482 target_ptr->update |= (PU_FLOW);
1483 target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1486 if (turn_flags_ptr->do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
1487 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !target_ptr->phase_out)))
1489 target_ptr->update |= (PU_MON_LITE);
1492 if (is_original_ap_and_seen(target_ptr, m_ptr))
1494 if (turn_flags_ptr->did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
1495 if (turn_flags_ptr->did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
1496 if (turn_flags_ptr->did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
1497 if (turn_flags_ptr->did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
1498 if (turn_flags_ptr->did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
1499 if (turn_flags_ptr->did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
1500 if (turn_flags_ptr->did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
1503 bool is_battle_determined = !turn_flags_ptr->do_turn && !turn_flags_ptr->do_move && MON_MONFEAR(m_ptr) && aware;
1504 if (!is_battle_determined) return;
1506 (void)set_monster_monfear(target_ptr, m_idx, 0);
1509 GAME_TEXT m_name[MAX_NLEN];
1510 monster_desc(target_ptr, m_name, m_ptr, 0);
1511 msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
1514 if (m_ptr->ml) chg_virtue(target_ptr, V_COMPASSION, -1);
1519 * @brief 死亡したモンスターが乗馬中のモンスターだった場合に落馬処理を行う
1520 * @param target_ptr プレーヤーへの参照ポインタ
1521 * @param m_idx モンスターID
1522 * @param is_riding_mon 騎乗中であればTRUE
1525 void decide_drop_from_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon)
1527 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1528 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1529 if (!is_riding_mon || ((r_ptr->flags7 & RF7_RIDING) != 0)) return;
1531 if (rakuba(target_ptr, 0, TRUE))
1534 msg_print("地面に落とされた。");
1536 GAME_TEXT m_name[MAX_NLEN];
1537 monster_desc(target_ptr, m_name, &target_ptr->current_floor_ptr->m_list[target_ptr->riding], 0);
1538 msg_format("You have fallen from %s.", m_name);
1545 * @brief 召喚の親元が消滅した時、子供も消滅させる
1546 * @param target_ptr プレーヤーへの参照ポインタ
1547 * @param m_idx モンスターID
1548 * @param see_m モンスターが視界内にいたらTRUE
1549 * @return 召喚モンスターが消滅したらTRUE
1551 bool vanish_summoned_children(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
1553 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1554 if ((m_ptr->parent_m_idx == 0) || (target_ptr->current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx > 0))
1559 GAME_TEXT m_name[MAX_NLEN];
1560 monster_desc(target_ptr, m_name, m_ptr, 0);
1561 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
1564 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1566 GAME_TEXT m_name[MAX_NLEN];
1567 monster_desc(target_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
1568 exe_write_diary(target_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
1571 delete_monster_idx(target_ptr, m_idx);
1577 * @brief 寝ているモンスターの起床を判定する
1578 * @param target_ptr プレーヤーへの参照ポインタ
1579 * @param m_idx モンスターID
1582 void awake_monster(player_type *target_ptr, MONSTER_IDX m_idx)
1584 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1585 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1586 if (!MON_CSLEEP(m_ptr)) return;
1587 if (!(target_ptr->cursed & TRC_AGGRAVATE)) return;
1589 (void)set_monster_csleep(target_ptr, m_idx, 0);
1592 GAME_TEXT m_name[MAX_NLEN];
1593 monster_desc(target_ptr, m_name, m_ptr, 0);
1594 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1597 if (is_original_ap_and_seen(target_ptr, m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
1605 * @brief モンスターの怒り状態を判定する (起こっていたら敵に回す)
1606 * @param target_ptr プレーヤーへの参照ポインタ
1607 * @param m_idx モンスターID
1608 * @param see_m モンスターが視界内にいたらTRUE
1611 void process_angar(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
1613 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1614 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1615 bool gets_angry = FALSE;
1616 if (is_friendly(m_ptr) && (target_ptr->cursed & TRC_AGGRAVATE))
1619 if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
1620 monster_has_hostile_align(target_ptr, NULL, 10, -10, r_ptr)) || (r_ptr->flagsr & RFR_RES_ALL)))
1625 if (target_ptr->phase_out || !gets_angry) return;
1627 if (is_pet(m_ptr) || see_m)
1629 GAME_TEXT m_name[MAX_NLEN];
1630 monster_desc(target_ptr, m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
1631 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
1634 set_hostile(target_ptr, m_ptr);
1639 * @brief 量子生物の量子的効果を実行する
1640 * @param target_ptr プレーヤーへの参照ポインタ
1641 * @param m_idx モンスターID
1642 * @param see_m モンスターが視界内にいたらTRUE
1643 * @return モンスターが量子的効果により消滅したらTRUE
1645 bool process_quantum_effect(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
1647 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1648 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1649 if ((r_ptr->flags2 & RF2_QUANTUM) == 0) return FALSE;
1650 if (!randint0(2)) return FALSE;
1651 if (randint0((m_idx % 100) + 10)) return FALSE;
1653 bool can_disappear = (r_ptr->flags1 & RF1_UNIQUE) == 0;
1654 can_disappear &= (r_ptr->flags1 & RF1_QUESTOR) == 0;
1657 vanish_nonunique(target_ptr, m_idx, see_m);
1661 produce_quantum_effect(target_ptr, m_idx, see_m);
1667 * @brief ユニークでない量子生物を消滅させる
1668 * @param target_ptr プレーヤーへの参照ポインタ
1669 * @param m_idx モンスターID
1670 * @param see_m モンスターが視界内にいたらTRUE
1673 void vanish_nonunique(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
1675 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1678 GAME_TEXT m_name[MAX_NLEN];
1679 monster_desc(target_ptr, m_name, m_ptr, 0);
1680 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
1683 monster_death(target_ptr, m_idx, FALSE);
1684 delete_monster_idx(target_ptr, m_idx);
1685 if (is_pet(m_ptr) && !(m_ptr->ml))
1687 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
1693 * @brief 量子生物ユニークの量子的効果 (ショート・テレポートまたは距離10のテレポート・アウェイ)を実行する
1694 * @param target_ptr プレーヤーへの参照ポインタ
1695 * @param m_idx モンスターID
1696 * @param see_m モンスターが視界内にいたらTRUE
1699 * プレーヤーが量子生物を観測しているか、量子生物がプレーヤーを観測している場合、互いの相対的な位置を確定させる
1700 * 波動関数の収縮はテレポートではないので反テレポート無効
1701 * todo パターンは収縮どころか拡散しているが、この際気にしてはいけない
1703 void produce_quantum_effect(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
1705 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1706 bool coherent = los(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x);
1707 if (!see_m && !coherent) return;
1711 GAME_TEXT m_name[MAX_NLEN];
1712 monster_desc(target_ptr, m_name, m_ptr, 0);
1713 msg_format(_("%sは量子的効果を起こした!", "%^s produced a decoherence!"), m_name);
1717 msg_print(_("量子的効果が起こった!", "A decoherence was produced!"));
1720 bool target = one_in_(2);
1721 const int blink = 32 * 5 + 4;
1724 (void)monspell_to_monster(target_ptr, blink, m_ptr->fy, m_ptr->fx, m_idx, m_idx);
1729 teleport_player_away(m_idx, target_ptr, 10, TRUE);
1735 * @brief モンスター依存の特別な行動を取らせる
1736 * @param target_ptr プレーヤーへの参照ポインタ
1737 * @param m_idx モンスターID
1739 void process_special(player_type *target_ptr, MONSTER_IDX m_idx)
1741 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1742 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1743 if ((r_ptr->a_ability_flags2 & RF6_SPECIAL) == 0) return;
1744 if (m_ptr->r_idx != MON_OHMU) return;
1745 if (target_ptr->current_floor_ptr->inside_arena || target_ptr->phase_out) return;
1746 if ((r_ptr->freq_spell == 0) || !(randint1(100) <= r_ptr->freq_spell)) return;
1749 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1750 BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
1752 for (int k = 0; k < A_MAX; k++)
1754 if (summon_specific(target_ptr, m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
1756 if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml) count++;
1760 if (count && is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
1765 * @brief モンスターを喋らせたり足音を立てたりする
1766 * @param target_ptr プレーヤーへの参照ポインタ
1767 * @param m_idx モンスターID
1768 * @param oy モンスターが元々いたY座標
1769 * @param ox モンスターが元々いたX座標
1770 * @param aware 起きていればTRUE
1773 void process_speak_sound(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox, bool aware)
1775 if (target_ptr->phase_out) return;
1777 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1778 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
1779 if (m_ptr->ap_r_idx == MON_CYBER &&
1780 one_in_(CYBERNOISE) &&
1781 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
1783 if (disturb_minor) disturb(target_ptr, FALSE, FALSE);
1784 msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
1787 if (((ap_r_ptr->flags2 & RF2_CAN_SPEAK) == 0) || !aware ||
1788 !one_in_(SPEAK_CHANCE) ||
1789 !player_has_los_bold(target_ptr, oy, ox) ||
1790 !projectable(target_ptr, oy, ox, target_ptr->y, target_ptr->x))
1793 GAME_TEXT m_name[MAX_NLEN];
1794 char monmessage[1024];
1798 monster_desc(target_ptr, m_name, m_ptr, 0);
1800 strcpy(m_name, _("それ", "It"));
1802 if (MON_MONFEAR(m_ptr))
1803 filename = _("monfear_j.txt", "monfear.txt");
1804 else if (is_pet(m_ptr))
1805 filename = _("monpet_j.txt", "monpet.txt");
1806 else if (is_friendly(m_ptr))
1807 filename = _("monfrien_j.txt", "monfrien.txt");
1809 filename = _("monspeak_j.txt", "monspeak.txt");
1811 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
1813 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
1819 * @brief モンスターを分裂させるかどうかを決定する (分裂もさせる)
1820 * @param target_ptr プレーヤーへの参照ポインタ
1821 * @param m_idx モンスターID
1822 * @param oy 分裂元モンスターのY座標
1823 * @param ox 分裂元モンスターのX座標
1824 * @return 実際に分裂したらTRUEを返す
1826 bool decide_monster_multiplication(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox)
1828 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1829 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1830 if (((r_ptr->flags2 & RF2_MULTIPLY) == 0) || (target_ptr->current_floor_ptr->num_repro >= MAX_REPRO))
1834 for (POSITION y = oy - 1; y <= oy + 1; y++)
1836 for (POSITION x = ox - 1; x <= ox + 1; x++)
1838 if (!in_bounds2(target_ptr->current_floor_ptr, y, x)) continue;
1839 if (target_ptr->current_floor_ptr->grid_array[y][x].m_idx) k++;
1843 if (multiply_barrier(target_ptr, m_idx)) k = 8;
1845 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
1847 if (multiply_monster(target_ptr, m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
1849 if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(target_ptr, m_ptr))
1851 r_ptr->r_flags2 |= (RF2_MULTIPLY);
1863 * @brief モンスターの移動パターンを決定する
1864 * @param target_ptr プレーヤーへの参照ポインタ
1866 * @param m_idx モンスターID
1867 * @param aware 起きていればTRUE
1868 * @return 移動先が存在すればTRUE
1870 bool decide_monster_movement_direction(player_type *target_ptr, DIRECTION *mm, MONSTER_IDX m_idx, bool aware)
1872 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1873 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1875 if (MON_CONFUSED(m_ptr) || !aware)
1877 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1881 if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) && (randint0(100) < 75))
1883 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
1885 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1889 if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 50))
1891 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
1893 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1897 if ((r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 25))
1899 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
1901 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1905 if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
1907 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1913 bool avoid = ((target_ptr->pet_follow_distance < 0) && (m_ptr->cdis <= (0 - target_ptr->pet_follow_distance)));
1914 bool lonely = (!avoid && (m_ptr->cdis > target_ptr->pet_follow_distance));
1915 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
1916 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1917 if (!get_enemy_dir(target_ptr, m_idx, mm))
1919 if (avoid || lonely || distant)
1921 POSITION dis = target_ptr->pet_follow_distance;
1922 if (target_ptr->pet_follow_distance > PET_SEEK_DIST)
1924 target_ptr->pet_follow_distance = PET_SEEK_DIST;
1927 (void)get_moves(target_ptr, m_idx, mm);
1928 target_ptr->pet_follow_distance = (s16b)dis;
1935 if (!is_hostile(m_ptr))
1937 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1938 get_enemy_dir(target_ptr, m_idx, mm);
1942 if (!get_moves(target_ptr, m_idx, mm)) return FALSE;
1949 * @brief ペットや友好的なモンスターがフロアから逃げる処理を行う
1950 * @param target_ptr プレーヤーへの参照ポインタ
1951 * @param m_idx モンスターID
1952 * @param is_riding_mon 騎乗状態ならばTRUE
1953 * @param see_m モンスターが視界内にいたらTRUE
1954 * @return モンスターがフロアから消えたらTRUE
1956 bool runaway_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon, bool see_m)
1958 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1959 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1960 bool can_runaway = is_pet(m_ptr) || is_friendly(m_ptr);
1961 can_runaway &= ((r_ptr->flags1 & RF1_UNIQUE) != 0) || ((r_ptr->flags7 & RF7_NAZGUL) != 0);
1962 can_runaway &= !target_ptr->phase_out;
1963 if (!can_runaway) return FALSE;
1965 static int riding_pinch = 0;
1967 if (m_ptr->hp >= m_ptr->maxhp / 3)
1969 /* Reset the counter */
1970 if (is_riding_mon) riding_pinch = 0;
1975 GAME_TEXT m_name[MAX_NLEN];
1976 monster_desc(target_ptr, m_name, m_ptr, 0);
1977 if (is_riding_mon && riding_pinch < 2)
1979 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。",
1980 "%^s seems to be in so much pain and tries to escape from your restriction."), m_name);
1982 disturb(target_ptr, TRUE, TRUE);
1988 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);
1989 if (rakuba(target_ptr, -1, FALSE))
1991 msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
1997 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) &&
1998 player_has_los_bold(target_ptr, m_ptr->fy, m_ptr->fx) && projectable(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x))
2000 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);
2003 msg_format(_("%^sがテレポート・レベルの巻物を読んだ。", "%^s reads a scroll of teleport level."), m_name);
2004 msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
2007 if (is_riding_mon && rakuba(target_ptr, -1, FALSE))
2009 msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
2012 check_quest_completion(target_ptr, m_ptr);
2013 delete_monster_idx(target_ptr, m_idx);
2019 * @brief モンスターに魔法を試行させる
2020 * @param target_ptr プレーヤーへの参照ポインタ
2021 * @param m_idx モンスターID
2022 * @param aware 起きていればTRUE
2023 * @return 魔法を唱えられなければ強制的にFALSE、その後モンスターが実際に魔法を唱えればTRUE
2025 bool cast_spell(player_type *target_ptr, MONSTER_IDX m_idx, bool aware)
2027 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
2028 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2029 if ((r_ptr->freq_spell == 0) || (randint1(100) > r_ptr->freq_spell))
2032 bool counterattack = FALSE;
2033 if (m_ptr->target_y)
2035 MONSTER_IDX t_m_idx = target_ptr->current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
2036 if (t_m_idx && are_enemies(target_ptr, m_ptr, &target_ptr->current_floor_ptr->m_list[t_m_idx]) &&
2037 projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
2039 counterattack = TRUE;
2045 if (monst_spell_monst(target_ptr, m_idx)) return TRUE;
2046 if (aware && make_attack_spell(m_idx, target_ptr)) return TRUE;
2050 if (aware && make_attack_spell(m_idx, target_ptr)) return TRUE;
2051 if (monst_spell_monst(target_ptr, m_idx)) return TRUE;
2059 * @brief モンスターによる壁の透過・破壊を行う
2060 * @param target_ptr プレーヤーへの参照ポインタ
2061 * @param m_ptr モンスターへの参照ポインタ
2062 * @param ny モンスターのY座標
2063 * @param nx モンスターのX座標
2064 * @return 透過も破壊もしなかった場合はFALSE、それ以外はTRUE
2066 bool process_wall(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx, bool can_cross)
2068 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2070 g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
2071 feature_type *f_ptr;
2072 f_ptr = &f_info[g_ptr->feat];
2073 if (player_bold(target_ptr, ny, nx))
2075 turn_flags_ptr->do_move = TRUE;
2079 if (g_ptr->m_idx > 0)
2081 turn_flags_ptr->do_move = TRUE;
2085 if (((r_ptr->flags2 & RF2_KILL_WALL) != 0) &&
2086 (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !turn_flags_ptr->is_riding_mon) &&
2087 have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
2088 check_hp_for_feat_destruction(f_ptr, m_ptr))
2090 turn_flags_ptr->do_move = TRUE;
2091 if (!can_cross) turn_flags_ptr->must_alter_to_move = TRUE;
2093 turn_flags_ptr->did_kill_wall = TRUE;
2097 if (!can_cross) return FALSE;
2099 turn_flags_ptr->do_move = TRUE;
2100 if (((r_ptr->flags2 & RF2_PASS_WALL) != 0) && (!turn_flags_ptr->is_riding_mon || target_ptr->pass_wall) &&
2101 have_flag(f_ptr->flags, FF_CAN_PASS))
2103 turn_flags_ptr->did_pass_wall = TRUE;
2111 * @brief モンスターによるドアの開放・破壊を行う
2112 * @param target_ptr プレーヤーへの参照ポインタ
2113 * @param m_ptr モンスターへの参照ポインタ
2114 * @param ny モンスターのY座標
2115 * @param nx モンスターのX座標
2116 * @return モンスターIDが異常でない限りTRUE
2118 bool process_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx)
2120 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2122 g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
2123 if (!is_closed_door(target_ptr, g_ptr->feat)) return TRUE;
2125 feature_type *f_ptr;
2126 f_ptr = &f_info[g_ptr->feat];
2127 bool may_bash = bash_normal_door(target_ptr, turn_flags_ptr, m_ptr, ny, nx);
2128 bash_glass_door(target_ptr, turn_flags_ptr, m_ptr, g_ptr, f_ptr, may_bash);
2130 if (!turn_flags_ptr->did_open_door && !turn_flags_ptr->did_bash_door) return TRUE;
2132 if (turn_flags_ptr->did_bash_door &&
2133 ((randint0(100) < 50) || (feat_state(target_ptr, g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
2135 cave_alter_feat(target_ptr, ny, nx, FF_BASH);
2136 if (!monster_is_valid(m_ptr))
2138 target_ptr->update |= (PU_FLOW);
2139 target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2140 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2147 cave_alter_feat(target_ptr, ny, nx, FF_OPEN);
2150 f_ptr = &f_info[g_ptr->feat];
2151 turn_flags_ptr->do_view = TRUE;
2157 * @brief モンスターが普通のドアを開ける処理
2158 * @param target_ptr プレーヤーへの参照ポインタ
2159 * @param m_ptr モンスターへの参照ポインタ
2160 * @param ny モンスターのY座標
2161 * @param nx モンスターのX座標
2162 * @return ここではドアを開けず、ガラスのドアを開ける可能性があるならTRUE
2164 bool bash_normal_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx)
2166 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2168 g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
2169 feature_type *f_ptr;
2170 f_ptr = &f_info[g_ptr->feat];
2171 turn_flags_ptr->do_move = FALSE;
2172 if (((r_ptr->flags2 & RF2_OPEN_DOOR) == 0) || !have_flag(f_ptr->flags, FF_OPEN) ||
2173 (is_pet(m_ptr) && ((target_ptr->pet_extra_flags & PF_OPEN_DOORS) == 0)))
2176 if (f_ptr->power == 0)
2178 turn_flags_ptr->did_open_door = TRUE;
2179 turn_flags_ptr->do_turn = TRUE;
2183 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2185 cave_alter_feat(target_ptr, ny, nx, FF_DISARM);
2186 turn_flags_ptr->do_turn = TRUE;
2195 * @brief モンスターがガラスのドアを開ける処理
2196 * @param target_ptr プレーヤーへの参照ポインタ
2197 * @param m_ptr モンスターへの参照ポインタ
2198 * @param ny モンスターのY座標
2199 * @param nx モンスターのX座標
2202 void bash_glass_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, grid_type *g_ptr, feature_type *f_ptr, bool may_bash)
2204 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2205 if (!may_bash || ((r_ptr->flags2 & RF2_BASH_DOOR) == 0) || !have_flag(f_ptr->flags, FF_BASH) ||
2206 (is_pet(m_ptr) && ((target_ptr->pet_extra_flags & PF_OPEN_DOORS) == 0)))
2209 if (!check_hp_for_feat_destruction(f_ptr, m_ptr) || (randint0(m_ptr->hp / 10) <= f_ptr->power))
2212 if (have_flag(f_ptr->flags, FF_GLASS))
2213 msg_print(_("ガラスが砕ける音がした!", "You hear glass breaking!"));
2215 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2217 if (disturb_minor) disturb(target_ptr, FALSE, FALSE);
2219 turn_flags_ptr->did_bash_door = TRUE;
2220 turn_flags_ptr->do_move = TRUE;
2221 turn_flags_ptr->must_alter_to_move = TRUE;
2226 * @brief 守りのルーンによるモンスターの移動制限を処理する
2227 * @param target_ptr プレーヤーへの参照ポインタ
2228 * @param m_ptr モンスターへの参照ポインタ
2229 * @param ny モンスターのY座標
2230 * @param nx モンスターのX座標
2233 bool process_protection_rune(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx)
2236 g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
2237 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2238 if (!turn_flags_ptr->do_move || !is_glyph_grid(g_ptr) ||
2239 (((r_ptr->flags1 & RF1_NEVER_BLOW) != 0) && player_bold(target_ptr, ny, nx)))
2242 turn_flags_ptr->do_move = FALSE;
2243 if (is_pet(m_ptr) || (randint1(BREAK_GLYPH) >= r_ptr->level))
2246 if (g_ptr->info & CAVE_MARK)
2248 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2251 g_ptr->info &= ~(CAVE_MARK);
2252 g_ptr->info &= ~(CAVE_OBJECT);
2254 turn_flags_ptr->do_move = TRUE;
2255 note_spot(target_ptr, ny, nx);
2261 * @brief 爆発のルーンにを処理する
2262 * @param target_ptr プレーヤーへの参照ポインタ
2263 * @param m_ptr モンスターへの参照ポインタ
2264 * @param ny モンスターのY座標
2265 * @param nx モンスターのX座標
2266 * @return モンスター情報が異常でない限りTRUE
2268 bool process_explosive_rune(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx)
2271 g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
2272 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2273 if (!turn_flags_ptr->do_move || !is_explosive_rune_grid(g_ptr) ||
2274 (((r_ptr->flags1 & RF1_NEVER_BLOW) != 0) && player_bold(target_ptr, ny, nx)))
2277 turn_flags_ptr->do_move = FALSE;
2278 if (is_pet(m_ptr)) return TRUE;
2280 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2282 if (g_ptr->info & CAVE_MARK)
2284 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2285 BIT_FLAGS project_flags = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI;
2286 project(target_ptr, 0, 2, ny, nx, 2 * (target_ptr->lev + damroll(7, 7)), GF_MANA, project_flags, -1);
2291 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2294 g_ptr->info &= ~(CAVE_MARK);
2295 g_ptr->info &= ~(CAVE_OBJECT);
2298 note_spot(target_ptr, ny, nx);
2299 lite_spot(target_ptr, ny, nx);
2301 if (!monster_is_valid(m_ptr)) return FALSE;
2303 turn_flags_ptr->do_move = TRUE;
2309 * @brief 全モンスターのターン管理メインルーチン /
2310 * Process all the "live" monsters, once per game turn.
2313 * During each game current game turn, we scan through the list of all the "live" monsters,\n
2314 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
2315 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
2317 * Note that monsters can never move in the monster array (except when the\n
2318 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
2320 * This function is responsible for at least half of the processor time\n
2321 * on a normal system with a "normal" amount of monsters and a player doing\n
2324 * When the player is resting, virtually 90% of the processor time is spent\n
2325 * in this function, and its children, "process_monster()" and "make_move()".\n
2327 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
2328 * especially when the player is running.\n
2330 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
2331 * monsters while they are still being "born". A monster is "fresh" only\n
2332 * during the game turn in which it is created, and we use the "hack_m_idx" to\n
2333 * determine if the monster is yet to be processed during the game turn.\n
2335 * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
2336 * move before any "nasty" monsters get to use their spell attacks.\n
2338 * Note that when the "knowledge" about the currently tracked monster\n
2339 * changes (flags, attacks, spells), we induce a redraw of the monster\n
2342 void process_monsters(player_type *target_ptr)
2344 BIT_FLAGS old_r_flags1 = 0L;
2345 BIT_FLAGS old_r_flags2 = 0L;
2346 BIT_FLAGS old_r_flags3 = 0L;
2347 BIT_FLAGS old_r_flags4 = 0L;
2348 BIT_FLAGS old_r_flags5 = 0L;
2349 BIT_FLAGS old_r_flags6 = 0L;
2350 BIT_FLAGS old_r_flagsr = 0L;
2352 byte old_r_blows0 = 0;
2353 byte old_r_blows1 = 0;
2354 byte old_r_blows2 = 0;
2355 byte old_r_blows3 = 0;
2357 floor_type *floor_ptr = target_ptr->current_floor_ptr;
2358 floor_ptr->monster_noise = FALSE;
2360 MONRACE_IDX old_monster_race_idx = target_ptr->monster_race_idx;
2361 byte old_r_cast_spell = 0;
2362 if (target_ptr->monster_race_idx)
2364 monster_race *r_ptr;
2365 r_ptr = &r_info[target_ptr->monster_race_idx];
2367 old_r_flags1 = r_ptr->r_flags1;
2368 old_r_flags2 = r_ptr->r_flags2;
2369 old_r_flags3 = r_ptr->r_flags3;
2370 old_r_flags4 = r_ptr->r_flags4;
2371 old_r_flags5 = r_ptr->r_flags5;
2372 old_r_flags6 = r_ptr->r_flags6;
2373 old_r_flagsr = r_ptr->r_flagsr;
2375 old_r_blows0 = r_ptr->r_blows[0];
2376 old_r_blows1 = r_ptr->r_blows[1];
2377 old_r_blows2 = r_ptr->r_blows[2];
2378 old_r_blows3 = r_ptr->r_blows[3];
2380 old_r_cast_spell = r_ptr->r_cast_spell;
2383 for (MONSTER_IDX i = floor_ptr->m_max - 1; i >= 1; i--)
2385 monster_type *m_ptr;
2386 monster_race *r_ptr;
2387 m_ptr = &floor_ptr->m_list[i];
2388 r_ptr = &r_info[m_ptr->r_idx];
2390 if (target_ptr->leaving) break;
2391 if (!monster_is_valid(m_ptr)) continue;
2392 if (target_ptr->wild_mode) continue;
2394 if (m_ptr->mflag & MFLAG_BORN)
2396 m_ptr->mflag &= ~(MFLAG_BORN);
2400 if (m_ptr->cdis >= AAF_LIMIT) continue;
2402 POSITION fx = m_ptr->fx;
2403 POSITION fy = m_ptr->fy;
2404 if (!target_ptr->no_flowed)
2406 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
2410 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
2414 else if ((m_ptr->cdis <= MAX_SIGHT || target_ptr->phase_out) &&
2415 (player_has_los_bold(target_ptr, fy, fx) || (target_ptr->cursed & TRC_AGGRAVATE)))
2419 else if (m_ptr->target_y)
2424 if (!test) continue;
2427 if (target_ptr->riding == i)
2429 speed = target_ptr->pspeed;
2433 speed = m_ptr->mspeed;
2434 if (ironman_nightmare) speed += 5;
2436 if (MON_FAST(m_ptr)) speed += 10;
2437 if (MON_SLOW(m_ptr)) speed -= 10;
2440 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
2441 if (m_ptr->energy_need > 0) continue;
2443 m_ptr->energy_need += ENERGY_NEED();
2445 process_monster(target_ptr, i);
2446 reset_target(m_ptr);
2448 if (target_ptr->no_flowed && one_in_(3))
2449 m_ptr->mflag2 |= MFLAG2_NOFLOW;
2451 if (!target_ptr->playing || target_ptr->is_dead) break;
2452 if (target_ptr->leaving) break;
2456 if (!target_ptr->monster_race_idx || (target_ptr->monster_race_idx != old_monster_race_idx))
2459 monster_race *r_ptr;
2460 r_ptr = &r_info[target_ptr->monster_race_idx];
2462 if ((old_r_flags1 != r_ptr->r_flags1) ||
2463 (old_r_flags2 != r_ptr->r_flags2) ||
2464 (old_r_flags3 != r_ptr->r_flags3) ||
2465 (old_r_flags4 != r_ptr->r_flags4) ||
2466 (old_r_flags5 != r_ptr->r_flags5) ||
2467 (old_r_flags6 != r_ptr->r_flags6) ||
2468 (old_r_flagsr != r_ptr->r_flagsr) ||
2469 (old_r_blows0 != r_ptr->r_blows[0]) ||
2470 (old_r_blows1 != r_ptr->r_blows[1]) ||
2471 (old_r_blows2 != r_ptr->r_blows[2]) ||
2472 (old_r_blows3 != r_ptr->r_blows[3]) ||
2473 (old_r_cast_spell != r_ptr->r_cast_spell))
2475 target_ptr->window |= (PW_MONSTER);