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 "monster-dist-offsets.h"
38 #include "monsterrace-hook.h"
42 #include "view-mainwindow.h"
52 bool must_alter_to_move;
64 BIT_FLAGS old_r_flags1;
65 BIT_FLAGS old_r_flags2;
66 BIT_FLAGS old_r_flags3;
67 BIT_FLAGS old_r_flags4;
68 BIT_FLAGS old_r_flags5;
69 BIT_FLAGS old_r_flags6;
70 BIT_FLAGS old_r_flagsr;
77 byte old_r_cast_spell;
84 } coordinate_candidate;
86 turn_flags *init_turn_flags(player_type *target_ptr, MONSTER_IDX m_idx, turn_flags *turn_flags_ptr);
87 old_race_flags *init_old_race_flags(old_race_flags *old_race_flags_ptr);
89 bool get_enemy_dir(player_type *target_ptr, MONSTER_IDX m_idx, int *mm);
90 void decide_enemy_approch_direction(player_type *target_ptr, MONSTER_IDX m_idx, int start, int plus, POSITION *y, POSITION *x);
91 bool decide_pet_approch_direction(player_type *target_ptr, monster_type *m_ptr, monster_type *t_ptr);
92 void store_enemy_approch_direction(int *mm, POSITION y, POSITION x);
94 bool find_safety(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp);
95 coordinate_candidate sweep_safe_coordinate(player_type *target_ptr, MONSTER_IDX m_idx, const POSITION *y_offsets, const POSITION *x_offsets, int d);
97 bool find_hiding(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp);
98 void sweep_hiding_candidate(player_type *target_ptr, monster_type *m_ptr, const POSITION *y_offsets, const POSITION *x_offsets, coordinate_candidate *candidate);
100 void decide_drop_from_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon);
101 bool process_stealth(player_type *target_ptr, MONSTER_IDX m_idx);
102 bool vanish_summoned_children(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
103 void awake_monster(player_type *target_ptr, MONSTER_IDX m_idx);
104 void process_angar(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
105 bool process_quantum_effect(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
106 void vanish_nonunique(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
107 void produce_quantum_effect(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
108 bool explode_monster(player_type *target_ptr, MONSTER_IDX m_idx);
109 bool decide_monster_multiplication(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox);
110 bool decide_monster_movement_direction(player_type *target_ptr, DIRECTION *mm, MONSTER_IDX m_idx, bool aware);
111 bool random_walk(player_type *target_ptr, DIRECTION *mm, monster_type *m_ptr);
112 bool decide_pet_movement_direction(player_type *target_ptr, DIRECTION *mm, MONSTER_IDX m_idx);
113 bool runaway_monster(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx);
114 void escape_monster(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, GAME_TEXT *m_name);
115 void process_special(player_type *target_ptr, MONSTER_IDX m_idx);
116 void process_speak_sound(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox, bool aware);
117 bool cast_spell(player_type *target_ptr, MONSTER_IDX m_idx, bool aware);
119 bool process_wall(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx, bool can_cross);
120 bool process_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx);
121 bool bash_normal_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx);
122 void bash_glass_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, feature_type *f_ptr, bool may_bash);
123 bool process_protection_rune(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx);
124 bool process_explosive_rune(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx);
126 void exe_monster_attack_to_player(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, POSITION ny, POSITION nx);
127 bool process_monster_attack_to_monster(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, grid_type *g_ptr, bool can_cross);
128 bool exe_monster_attack_to_monster(player_type *target_ptr, MONSTER_IDX m_idx, grid_type *g_ptr);
130 bool process_monster_movement(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, DIRECTION *mm, POSITION oy, POSITION ox, int *count);
131 bool process_post_dig_wall(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx);
132 bool update_riding_monster(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox, POSITION ny, POSITION nx);
134 void update_object_by_monster_movement(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, POSITION ny, POSITION nx);
136 void update_player_type(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_race *r_ptr);
137 void update_monster_race_flags(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr);
138 void update_object_flags(BIT_FLAGS *flgs, BIT_FLAGS *flg2, BIT_FLAGS *flg3, BIT_FLAGS *flgr);
139 void monster_pickup_object(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, object_type *o_ptr, bool is_special_object, POSITION ny, POSITION nx, GAME_TEXT *m_name, GAME_TEXT *o_name, OBJECT_IDX this_o_idx);
140 bool process_monster_fear(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx);
142 void save_old_race_flags(player_type *target_ptr, old_race_flags *old_race_flags_ptr);
143 void sweep_monster_process(player_type *target_ptr);
144 bool decide_process_continue(player_type *target_ptr, monster_type *m_ptr);
145 SPEED decide_monster_speed(player_type *target_ptr, monster_type *m_ptr, int monster_number);
146 void update_player_window(player_type *target_ptr, old_race_flags *old_race_flags_ptr);
149 * @brief モンスターが敵に接近するための方向を計算するメインルーチン
150 * Calculate the direction to the next enemy
151 * @param target_ptr プレーヤーへの参照ポインタ
152 * @param m_idx モンスターの参照ID
153 * @param mm 移動するべき方角IDを返す参照ポインタ
154 * @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
156 bool get_enemy_dir(player_type *target_ptr, MONSTER_IDX m_idx, int *mm)
158 floor_type *floor_ptr = target_ptr->current_floor_ptr;
159 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
161 POSITION x = 0, y = 0;
162 if (target_ptr->riding_t_m_idx && player_bold(target_ptr, m_ptr->fy, m_ptr->fx))
164 y = floor_ptr->m_list[target_ptr->riding_t_m_idx].fy;
165 x = floor_ptr->m_list[target_ptr->riding_t_m_idx].fx;
167 else if (is_pet(m_ptr) && target_ptr->pet_t_m_idx)
169 y = floor_ptr->m_list[target_ptr->pet_t_m_idx].fy;
170 x = floor_ptr->m_list[target_ptr->pet_t_m_idx].fx;
176 if (target_ptr->phase_out)
178 start = randint1(floor_ptr->m_max - 1) + floor_ptr->m_max;
179 if (randint0(2)) plus = -1;
183 start = floor_ptr->m_max + 1;
186 decide_enemy_approch_direction(target_ptr, m_idx, start, plus, &y, &x);
188 if ((x == 0) && (y == 0)) return FALSE;
194 store_enemy_approch_direction(mm, y, x);
200 * @brief モンスターが敵に接近するための方向を決定する
201 * @param target_ptr プレーヤーへの参照ポインタ
202 * @param m_idx モンスターID
203 * @param start モンスターIDの開始
204 * @param plus モンスターIDの増減 (1/2 の確率で+1、1/2の確率で-1)
205 * @param y モンスターの移動方向Y
206 * @param x モンスターの移動方向X
209 void decide_enemy_approch_direction(player_type *target_ptr, MONSTER_IDX m_idx, int start, int plus, POSITION *y, POSITION *x)
211 floor_type *floor_ptr = target_ptr->current_floor_ptr;
212 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
213 monster_race *r_ptr = &r_info[m_ptr->r_idx];
214 for (int i = start; ((i < start + floor_ptr->m_max) && (i > start - floor_ptr->m_max)); i += plus)
216 MONSTER_IDX dummy = (i % floor_ptr->m_max);
217 if (dummy == 0) continue;
219 MONSTER_IDX t_idx = dummy;
221 t_ptr = &floor_ptr->m_list[t_idx];
222 if (t_ptr == m_ptr) continue;
223 if (!monster_is_valid(t_ptr)) continue;
224 if (decide_pet_approch_direction(target_ptr, m_ptr, t_ptr)) continue;
225 if (!are_enemies(target_ptr, m_ptr, t_ptr)) continue;
227 if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) ||
228 ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding)))
230 if (!in_disintegration_range(floor_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
234 if (!projectable(target_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
245 * @brief ペットが敵に接近するための方向を決定する
246 * @param target_ptr プレーヤーへの参照ポインタ
247 * @param m_ptr 移動を試みているモンスターへの参照ポインタ
248 * @param t_ptr 移動先モンスターへの参照ポインタ
249 * @param plus モンスターIDの増減 (1/2 の確率で+1、1/2の確率で-1)
250 * @return ペットがモンスターに近づくならばTRUE
252 bool decide_pet_approch_direction(player_type *target_ptr, monster_type *m_ptr, monster_type *t_ptr)
254 monster_race *r_ptr = &r_info[m_ptr->r_idx];
255 if (!is_pet(m_ptr)) return FALSE;
257 if (target_ptr->pet_follow_distance < 0)
259 if (t_ptr->cdis <= (0 - target_ptr->pet_follow_distance))
264 else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > target_ptr->pet_follow_distance))
269 return (r_ptr->aaf < t_ptr->cdis);
274 * @brief モンスターの移動方向を保存する
279 void store_enemy_approch_direction(int *mm, POSITION y, POSITION x)
281 /* North, South, East, West, North-West, North-East, South-West, South-East */
282 if ((y < 0) && (x == 0))
288 else if ((y > 0) && (x == 0))
294 else if ((x > 0) && (y == 0))
300 else if ((x < 0) && (y == 0))
306 else if ((y < 0) && (x < 0))
312 else if ((y < 0) && (x > 0))
318 else if ((y > 0) && (x < 0))
324 else if ((y > 0) && (x > 0))
334 * @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 /
335 * Returns whether a given monster will try to run from the player.
336 * @param m_idx 逃走するモンスターの参照ID
337 * @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。
339 * Monsters will attempt to avoid very powerful players. See below.\n
341 * Because this function is called so often, little details are important\n
342 * for efficiency. Like not using "mod" or "div" when possible. And\n
343 * attempting to check the conditions in an optimal order. Note that\n
344 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
346 * Note that this function is responsible for about one to five percent\n
347 * of the processor use in normal conditions...\n
349 static bool mon_will_run(player_type *target_ptr, MONSTER_IDX m_idx)
351 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
352 monster_race *r_ptr = &r_info[m_ptr->r_idx];
356 return ((target_ptr->pet_follow_distance < 0) &&
357 (m_ptr->cdis <= (0 - target_ptr->pet_follow_distance)));
360 if (m_ptr->cdis > MAX_SIGHT + 5) return FALSE;
361 if (MON_MONFEAR(m_ptr)) return TRUE;
362 if (m_ptr->cdis <= 5) return FALSE;
364 PLAYER_LEVEL p_lev = target_ptr->lev;
365 DEPTH m_lev = r_ptr->level + (m_idx & 0x08) + 25;
366 if (m_lev > p_lev + 4) return FALSE;
367 if (m_lev + 4 <= p_lev) return TRUE;
369 HIT_POINT p_chp = target_ptr->chp;
370 HIT_POINT p_mhp = target_ptr->mhp;
371 HIT_POINT m_chp = m_ptr->hp;
372 HIT_POINT m_mhp = m_ptr->maxhp;
373 u32b p_val = (p_lev * p_mhp) + (p_chp << 2);
374 u32b m_val = (m_lev * m_mhp) + (m_chp << 2);
375 if (p_val * m_mhp > m_val * p_mhp) return TRUE;
382 * @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 /
383 * Search spell castable grid
384 * @param target_ptr プレーヤーへの参照ポインタ
385 * @param m_idx モンスターの参照ID
386 * @param yp 適したマスのY座標を返す参照ポインタ
387 * @param xp 適したマスのX座標を返す参照ポインタ
388 * @return 有効なマスがあった場合TRUEを返す
390 static bool get_moves_aux2(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
392 floor_type *floor_ptr = target_ptr->current_floor_ptr;
393 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
394 monster_race *r_ptr = &r_info[m_ptr->r_idx];
396 POSITION y1 = m_ptr->fy;
397 POSITION x1 = m_ptr->fx;
399 if (projectable(target_ptr, y1, x1, target_ptr->y, target_ptr->x)) return FALSE;
401 int now_cost = floor_ptr->grid_array[y1][x1].cost;
402 if (now_cost == 0) now_cost = 999;
404 bool can_open_door = FALSE;
405 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
407 can_open_door = TRUE;
411 for (int i = 7; i >= 0; i--)
413 POSITION y = y1 + ddy_ddd[i];
414 POSITION x = x1 + ddx_ddd[i];
415 if (!in_bounds2(floor_ptr, y, x)) continue;
416 if (player_bold(target_ptr, y, x)) return FALSE;
419 g_ptr = &floor_ptr->grid_array[y][x];
420 int cost = g_ptr->cost;
421 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))))
423 if (cost == 0) continue;
424 if (!can_open_door && is_closed_door(target_ptr, g_ptr->feat)) continue;
427 if (cost == 0) cost = 998;
429 if (now_cost < cost) continue;
430 if (!projectable(target_ptr, y, x, target_ptr->y, target_ptr->x)) continue;
431 if (best < cost) continue;
434 *yp = y1 + ddy_ddd[i];
435 *xp = x1 + ddx_ddd[i];
438 if (best == 999) return FALSE;
445 * todo まだ分割せず放置 (このままいくと3000行を超えかねない)
446 * @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 /
447 * Choose the "best" direction for "flowing"
448 * @param m_idx モンスターの参照ID
449 * @param yp 移動先のマスのY座標を返す参照ポインタ
450 * @param xp 移動先のマスのX座標を返す参照ポインタ
451 * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
452 * @return 有効なマスがあった場合TRUEを返す
454 * Note that ghosts and rock-eaters are never allowed to "flow",\n
455 * since they should move directly towards the player.\n
457 * Prefer "non-diagonal" directions, but twiddle them a little\n
458 * to angle slightly towards the player's actual location.\n
460 * Allow very perceptive monsters to track old "spoor" left by\n
461 * previous locations occupied by the player. This will tend\n
462 * to have monsters end up either near the player or on a grid\n
463 * recently occupied by the player (and left via "teleport").\n
465 * Note that if "smell" is turned on, all monsters get vicious.\n
467 * Also note that teleporting away from a location will cause\n
468 * the monsters who were chasing you to converge on that location\n
469 * as long as you are still near enough to "annoy" them without\n
470 * being close enough to chase directly. I have no idea what will\n
471 * happen if you combine "smell" with low "aaf" values.\n
473 static bool get_moves_aux(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
476 floor_type *floor_ptr = target_ptr->current_floor_ptr;
477 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
478 monster_race *r_ptr = &r_info[m_ptr->r_idx];
480 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
481 r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
482 r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
484 if (get_moves_aux2(target_ptr, m_idx, yp, xp)) return TRUE;
487 if (no_flow) return FALSE;
488 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) return FALSE;
489 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding)) return FALSE;
491 POSITION y1 = m_ptr->fy;
492 POSITION x1 = m_ptr->fx;
493 if (player_has_los_bold(target_ptr, y1, x1) && projectable(target_ptr, target_ptr->y, target_ptr->x, y1, x1)) return FALSE;
495 g_ptr = &floor_ptr->grid_array[y1][x1];
498 bool use_scent = FALSE;
503 else if (g_ptr->when)
505 if (floor_ptr->grid_array[target_ptr->y][target_ptr->x].when - g_ptr->when > 127) return FALSE;
515 for (int i = 7; i >= 0; i--)
517 POSITION y = y1 + ddy_ddd[i];
518 POSITION x = x1 + ddx_ddd[i];
520 if (!in_bounds2(floor_ptr, y, x)) continue;
522 g_ptr = &floor_ptr->grid_array[y][x];
525 int when = g_ptr->when;
526 if (best > when) continue;
533 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
542 if ((cost == 0) || (best < cost)) continue;
547 *yp = target_ptr->y + 16 * ddy_ddd[i];
548 *xp = target_ptr->x + 16 * ddx_ddd[i];
551 if (best == 999 || best == 0) return FALSE;
558 * @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 /
559 * Provide a location to flee to, but give the player a wide berth.
560 * @param m_idx モンスターの参照ID
561 * @param yp 移動先のマスのY座標を返す参照ポインタ
562 * @param xp 移動先のマスのX座標を返す参照ポインタ
563 * @return 有効なマスがあった場合TRUEを返す
565 * A monster may wish to flee to a location that is behind the player,\n
566 * but instead of heading directly for it, the monster should "swerve"\n
567 * around the player so that he has a smaller chance of getting hit.\n
569 static bool get_fear_moves_aux(floor_type *floor_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
571 POSITION gy = 0, gx = 0;
573 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
574 POSITION fy = m_ptr->fy;
575 POSITION fx = m_ptr->fx;
577 POSITION y1 = fy - (*yp);
578 POSITION x1 = fx - (*xp);
581 for (int i = 7; i >= 0; i--)
583 POSITION y = fy + ddy_ddd[i];
584 POSITION x = fx + ddx_ddd[i];
585 if (!in_bounds2(floor_ptr, y, x)) continue;
587 POSITION dis = distance(y, x, y1, x1);
588 POSITION s = 5000 / (dis + 3) - 500 / (floor_ptr->grid_array[y][x].dist + 1);
591 if (s < score) continue;
598 if (score == -1) return FALSE;
607 coordinate_candidate init_coordinate_candidate(void)
609 coordinate_candidate candidate;
617 * @brief モンスターが逃げ込める安全な地点を返す /
618 * Choose a "safe" location near a monster for it to run toward.
619 * @param target_ptr プレーヤーへの参照ポインタ
620 * @param m_idx モンスターの参照ID
621 * @param yp 移動先のマスのY座標を返す参照ポインタ
622 * @param xp 移動先のマスのX座標を返す参照ポインタ
623 * @return 有効なマスがあった場合TRUEを返す
625 * A location is "safe" if it can be reached quickly and the player\n
626 * is not able to fire into it (it isn't a "clean shot"). So, this will\n
627 * cause monsters to "duck" behind walls. Hopefully, monsters will also\n
628 * try to run towards corridor openings if they are in a room.\n
630 * This function may take lots of CPU time if lots of monsters are\n
633 * Return TRUE if a safe location is available.\n
635 bool find_safety(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
637 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
638 for (POSITION d = 1; d < 10; d++)
640 const POSITION *y_offsets;
641 y_offsets = dist_offsets_y[d];
643 const POSITION *x_offsets;
644 x_offsets = dist_offsets_x[d];
646 coordinate_candidate candidate = sweep_safe_coordinate(target_ptr, m_idx, y_offsets, x_offsets, d);
648 if (candidate.gdis <= 0) continue;
650 *yp = m_ptr->fy - candidate.gy;
651 *xp = m_ptr->fx - candidate.gx;
661 * @brief モンスターが逃げ込める地点を走査する
662 * @param target_ptr プレーヤーへの参照ポインタ
663 * @param m_idx モンスターID
666 * @param d モンスターがいる地点からの距離
667 * @return 逃げ込める地点の候補地
669 coordinate_candidate sweep_safe_coordinate(player_type *target_ptr, MONSTER_IDX m_idx, const POSITION *y_offsets, const POSITION *x_offsets, int d)
671 coordinate_candidate candidate = init_coordinate_candidate();
672 floor_type *floor_ptr = target_ptr->current_floor_ptr;
673 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
674 for (POSITION i = 0, dx = x_offsets[0], dy = y_offsets[0];
676 i++, dx = x_offsets[i], dy = y_offsets[i])
678 POSITION y = m_ptr->fy + dy;
679 POSITION x = m_ptr->fx + dx;
680 if (!in_bounds(floor_ptr, y, x)) continue;
683 g_ptr = &floor_ptr->grid_array[y][x];
685 BIT_FLAGS16 riding_mode = (m_idx == target_ptr->riding) ? CEM_RIDING : 0;
686 if (!monster_can_cross_terrain(target_ptr, g_ptr->feat, &r_info[m_ptr->r_idx], riding_mode))
689 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
691 if (g_ptr->dist == 0) continue;
692 if (g_ptr->dist > floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist + 2 * d) continue;
695 if (projectable(target_ptr, target_ptr->y, target_ptr->x, y, x)) continue;
697 POSITION dis = distance(y, x, target_ptr->y, target_ptr->x);
698 if (dis <= candidate.gdis) continue;
702 candidate.gdis = dis;
710 * @brief モンスターが隠れ潜める地点を返す /
711 * Choose a good hiding place near a monster for it to run toward.
712 * @param target_ptr プレーヤーへの参照ポインタ
713 * @param m_idx モンスターの参照ID
714 * @param yp 移動先のマスのY座標を返す参照ポインタ
715 * @param xp 移動先のマスのX座標を返す参照ポインタ
716 * @return 有効なマスがあった場合TRUEを返す
718 * Pack monsters will use this to "ambush" the player and lure him out\n
719 * of corridors into open space so they can swarm him.\n
721 * Return TRUE if a good location is available.\n
723 bool find_hiding(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
725 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
726 coordinate_candidate candidate = init_coordinate_candidate();
727 candidate.gdis = 999;
729 for (POSITION d = 1; d < 10; d++)
731 const POSITION *y_offsets;
732 y_offsets = dist_offsets_y[d];
734 const POSITION *x_offsets;
735 x_offsets = dist_offsets_x[d];
737 sweep_hiding_candidate(target_ptr, m_ptr, y_offsets, x_offsets, &candidate);
738 if (candidate.gdis >= 999) continue;
740 *yp = m_ptr->fy - candidate.gy;
741 *xp = m_ptr->fx - candidate.gx;
750 * @brief モンスターが隠れられる地点を走査する
751 * @param target_ptr プレーヤーへの参照ポインタ
752 * @param m_idx モンスターID
755 * @param candidate 隠れられる地点の候補地
758 void sweep_hiding_candidate(player_type *target_ptr, monster_type *m_ptr, const POSITION *y_offsets, const POSITION *x_offsets, coordinate_candidate *candidate)
760 monster_race *r_ptr = &r_info[m_ptr->r_idx];
761 for (POSITION i = 0, dx = x_offsets[0], dy = y_offsets[0];
763 i++, dx = x_offsets[i], dy = y_offsets[i])
765 POSITION y = m_ptr->fy + dy;
766 POSITION x = m_ptr->fx + dx;
767 if (!in_bounds(target_ptr->current_floor_ptr, y, x)) continue;
768 if (!monster_can_enter(target_ptr, y, x, r_ptr, 0)) continue;
769 if (projectable(target_ptr, target_ptr->y, target_ptr->x, y, x) && clean_shot(target_ptr, m_ptr->fy, m_ptr->fx, y, x, FALSE))
772 POSITION dis = distance(y, x, target_ptr->y, target_ptr->x);
773 if (dis < candidate->gdis && dis >= 2)
777 candidate->gdis = dis;
784 * todo 分割したいが条件が多すぎて適切な関数名と詳細処理を追いきれない……
785 * @brief モンスターの移動方向を返す /
786 * Choose "logical" directions for monster movement
787 * @param target_ptr プレーヤーへの参照ポインタ
788 * @param m_idx モンスターの参照ID
789 * @param mm 移動方向を返す方向IDの参照ポインタ
790 * @return 有効方向があった場合TRUEを返す
792 static bool get_moves(player_type *target_ptr, MONSTER_IDX m_idx, DIRECTION *mm)
794 floor_type *floor_ptr = target_ptr->current_floor_ptr;
795 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
796 monster_race *r_ptr = &r_info[m_ptr->r_idx];
797 POSITION y = 0, ay, x = 0, ax;
798 POSITION y2 = target_ptr->y;
799 POSITION x2 = target_ptr->x;
801 bool will_run = mon_will_run(target_ptr, m_idx);
803 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) != 0) && (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].cost > 2);
804 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) != 0) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall);
806 if (!will_run && m_ptr->target_y)
808 int t_m_idx = floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
810 are_enemies(target_ptr, m_ptr, &floor_ptr->m_list[t_m_idx]) &&
811 los(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
812 projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
814 y = m_ptr->fy - m_ptr->target_y;
815 x = m_ptr->fx - m_ptr->target_x;
820 if (!done && !will_run && is_hostile(m_ptr) &&
821 (r_ptr->flags1 & RF1_FRIENDS) &&
822 ((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)) ||
823 (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
825 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
826 !(r_ptr->flags2 & RF2_KILL_WALL))
829 for (int i = 0; i < 8; i++)
831 int xx = target_ptr->x + ddx_ddd[i];
832 int yy = target_ptr->y + ddy_ddd[i];
834 if (!in_bounds2(floor_ptr, yy, xx)) continue;
836 g_ptr = &floor_ptr->grid_array[yy][xx];
837 if (monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, 0))
843 if (floor_ptr->grid_array[target_ptr->y][target_ptr->x].info & CAVE_ROOM) room -= 2;
844 if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
846 if (room < (8 * (target_ptr->chp + target_ptr->csp)) /
847 (target_ptr->mhp + target_ptr->msp))
849 if (find_hiding(target_ptr, m_idx, &y, &x)) done = TRUE;
853 if (!done && (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < 3))
855 for (int i = 0; i < 8; i++)
857 y2 = target_ptr->y + ddy_ddd[(m_idx + i) & 7];
858 x2 = target_ptr->x + ddx_ddd[(m_idx + i) & 7];
859 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
866 if (!in_bounds2(floor_ptr, y2, x2)) continue;
867 if (!monster_can_enter(target_ptr, y2, x2, r_ptr, 0)) continue;
880 (void)get_moves_aux(target_ptr, m_idx, &y2, &x2, no_flow);
885 if (is_pet(m_ptr) && will_run)
891 if (!done && will_run)
895 if (find_safety(target_ptr, m_idx, &y, &x) && !no_flow)
897 if (get_fear_moves_aux(target_ptr->current_floor_ptr, m_idx, &y, &x))
909 if (!x && !y) return FALSE;
915 if (y < 0) move_val += 8;
916 if (x > 0) move_val += 4;
918 if (ay > (ax << 1)) move_val += 2;
919 else if (ax > (ay << 1)) move_val++;
1069 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
1071 return !have_flag(f_ptr->flags, FF_GLASS) ||
1072 (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
1073 (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
1078 * @brief モンスター単体の1ターン行動処理メインルーチン /
1080 * @param target_ptr プレーヤーへの参照ポインタ
1081 * @param m_idx 行動モンスターの参照ID
1084 * The monster is known to be within 100 grids of the player\n
1086 * In several cases, we directly update the monster lore\n
1088 * Note that a monster is only allowed to "reproduce" if there\n
1089 * are a limited number of "reproducing" monsters on the current\n
1090 * level. This should prevent the level from being "swamped" by\n
1091 * reproducing monsters. It also allows a large mass of mice to\n
1092 * prevent a louse from multiplying, but this is a small price to\n
1093 * pay for a simple multiplication method.\n
1095 * XXX Monster fear is slightly odd, in particular, monsters will\n
1096 * fixate on opening a door even if they cannot open it. Actually,\n
1097 * the same thing happens to normal monsters when they hit a door\n
1099 * In addition, monsters which *cannot* open or bash\n
1100 * down a door will still stand there trying to open it...\n
1102 * XXX Technically, need to check for monster in the way\n
1103 * combined with that monster being in a wall (or door?)\n
1105 * A "direction" of "5" means "pick a random direction".\n
1107 void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
1109 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1110 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1111 turn_flags tmp_flags;
1112 turn_flags *turn_flags_ptr = init_turn_flags(target_ptr, m_idx, &tmp_flags);
1113 turn_flags_ptr->see_m = is_seen(m_ptr);
1115 decide_drop_from_monster(target_ptr, m_idx, turn_flags_ptr->is_riding_mon);
1116 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
1118 choose_new_monster(target_ptr, m_idx, FALSE, 0);
1119 r_ptr = &r_info[m_ptr->r_idx];
1122 turn_flags_ptr->aware = process_stealth(target_ptr, m_idx);
1123 if (vanish_summoned_children(target_ptr, m_idx, turn_flags_ptr->see_m)) return;
1124 if (process_quantum_effect(target_ptr, m_idx, turn_flags_ptr->see_m)) return;
1125 if (explode_monster(target_ptr, m_idx)) return;
1126 if (runaway_monster(target_ptr, turn_flags_ptr, m_idx)) return;
1128 awake_monster(target_ptr, m_idx);
1129 if (MON_STUNNED(m_ptr))
1131 if (one_in_(2)) return;
1134 if (turn_flags_ptr->is_riding_mon)
1136 target_ptr->update |= (PU_BONUS);
1139 process_angar(target_ptr, m_idx, turn_flags_ptr->see_m);
1141 POSITION oy = m_ptr->fy;
1142 POSITION ox = m_ptr->fx;
1143 if (decide_monster_multiplication(target_ptr, m_idx, oy, ox)) return;
1145 process_special(target_ptr, m_idx);
1146 process_speak_sound(target_ptr, m_idx, oy, ox, turn_flags_ptr->aware);
1147 if (cast_spell(target_ptr, m_idx, turn_flags_ptr->aware)) return;
1150 mm[0] = mm[1] = mm[2] = mm[3] = 0;
1151 mm[4] = mm[5] = mm[6] = mm[7] = 0;
1153 if (!decide_monster_movement_direction(target_ptr, mm, m_idx, turn_flags_ptr->aware)) return;
1156 if (!process_monster_movement(target_ptr, turn_flags_ptr, m_idx, mm, oy, ox, &count)) return;
1159 * Forward movements failed, but now received LOS attack!
1160 * Try to flow by smell.
1162 if (target_ptr->no_flowed && count > 2 && m_ptr->target_y)
1163 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
1165 if (!turn_flags_ptr->do_turn && !turn_flags_ptr->do_move && !MON_MONFEAR(m_ptr) && !turn_flags_ptr->is_riding_mon && turn_flags_ptr->aware)
1167 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
1169 if (make_attack_spell(m_idx, target_ptr)) return;
1173 update_player_type(target_ptr, turn_flags_ptr, r_ptr);
1174 update_monster_race_flags(target_ptr, turn_flags_ptr, m_ptr);
1176 if (!process_monster_fear(target_ptr, turn_flags_ptr, m_idx)) return;
1178 if (m_ptr->ml) chg_virtue(target_ptr, V_COMPASSION, -1);
1183 * @brief ターン経過フラグ構造体の初期化
1184 * @param target_ptr プレーヤーへの参照ポインタ
1185 * @param m_idx モンスターID
1186 * @return 初期化済のターン経過フラグ
1188 turn_flags *init_turn_flags(player_type *target_ptr, MONSTER_IDX m_idx, turn_flags *turn_flags_ptr)
1190 turn_flags_ptr->is_riding_mon = (m_idx == target_ptr->riding);
1191 turn_flags_ptr->do_turn = FALSE;
1192 turn_flags_ptr->do_move = FALSE;
1193 turn_flags_ptr->do_view = FALSE;
1194 turn_flags_ptr->must_alter_to_move = FALSE;
1195 turn_flags_ptr->did_open_door = FALSE;
1196 turn_flags_ptr->did_bash_door = FALSE;
1197 turn_flags_ptr->did_take_item = FALSE;
1198 turn_flags_ptr->did_kill_item = FALSE;
1199 turn_flags_ptr->did_move_body = FALSE;
1200 turn_flags_ptr->did_pass_wall = FALSE;
1201 turn_flags_ptr->did_kill_wall = FALSE;
1202 return turn_flags_ptr;
1208 * @param target_ptr プレーヤーへの参照ポインタ
1209 * @param m_idx モンスターID
1210 * @return モンスターがプレーヤーに気付いているならばTRUE、超隠密状態ならばFALSE
1212 bool process_stealth(player_type *target_ptr, MONSTER_IDX m_idx)
1214 if ((target_ptr->special_defense & NINJA_S_STEALTH) == 0) return TRUE;
1216 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1217 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1218 int tmp = target_ptr->lev * 6 + (target_ptr->skill_stl + 10) * 4;
1219 if (target_ptr->monlite) tmp /= 3;
1220 if (target_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1221 if (r_ptr->level > (target_ptr->lev * target_ptr->lev / 20 + 10)) tmp /= 3;
1222 return (randint0(tmp) <= (r_ptr->level + 20));
1227 * @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
1228 * @param target_ptr プレーヤーへの参照ポインタ
1229 * @param m_idx モンスターID
1230 * @param is_riding_mon 騎乗中であればTRUE
1233 void decide_drop_from_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon)
1235 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1236 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1237 if (!is_riding_mon || ((r_ptr->flags7 & RF7_RIDING) != 0)) return;
1239 if (rakuba(target_ptr, 0, TRUE))
1242 msg_print("地面に落とされた。");
1244 GAME_TEXT m_name[MAX_NLEN];
1245 monster_desc(target_ptr, m_name, &target_ptr->current_floor_ptr->m_list[target_ptr->riding], 0);
1246 msg_format("You have fallen from %s.", m_name);
1253 * @brief 召喚の親元が消滅した時、子供も消滅させる
1254 * @param target_ptr プレーヤーへの参照ポインタ
1255 * @param m_idx モンスターID
1256 * @param see_m モンスターが視界内にいたらTRUE
1257 * @return 召喚モンスターが消滅したらTRUE
1259 bool vanish_summoned_children(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
1261 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1262 if ((m_ptr->parent_m_idx == 0) || (target_ptr->current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx > 0))
1267 GAME_TEXT m_name[MAX_NLEN];
1268 monster_desc(target_ptr, m_name, m_ptr, 0);
1269 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
1272 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1274 GAME_TEXT m_name[MAX_NLEN];
1275 monster_desc(target_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
1276 exe_write_diary(target_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
1279 delete_monster_idx(target_ptr, m_idx);
1285 * @brief 寝ているモンスターの起床を判定する
1286 * @param target_ptr プレーヤーへの参照ポインタ
1287 * @param m_idx モンスターID
1290 void awake_monster(player_type *target_ptr, MONSTER_IDX m_idx)
1292 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1293 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1294 if (!MON_CSLEEP(m_ptr)) return;
1295 if (!(target_ptr->cursed & TRC_AGGRAVATE)) return;
1297 (void)set_monster_csleep(target_ptr, m_idx, 0);
1300 GAME_TEXT m_name[MAX_NLEN];
1301 monster_desc(target_ptr, m_name, m_ptr, 0);
1302 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1305 if (is_original_ap_and_seen(target_ptr, m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
1313 * @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)
1314 * @param target_ptr プレーヤーへの参照ポインタ
1315 * @param m_idx モンスターID
1316 * @param see_m モンスターが視界内にいたらTRUE
1319 void process_angar(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
1321 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1322 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1323 bool gets_angry = FALSE;
1324 if (is_friendly(m_ptr) && (target_ptr->cursed & TRC_AGGRAVATE))
1327 if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
1328 monster_has_hostile_align(target_ptr, NULL, 10, -10, r_ptr)) || (r_ptr->flagsr & RFR_RES_ALL)))
1333 if (target_ptr->phase_out || !gets_angry) return;
1335 if (is_pet(m_ptr) || see_m)
1337 GAME_TEXT m_name[MAX_NLEN];
1338 monster_desc(target_ptr, m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
1339 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
1342 set_hostile(target_ptr, m_ptr);
1347 * @brief 量子生物の量子的効果を実行する
1348 * @param target_ptr プレーヤーへの参照ポインタ
1349 * @param m_idx モンスターID
1350 * @param see_m モンスターが視界内にいたらTRUE
1351 * @return モンスターが量子的効果により消滅したらTRUE
1353 bool process_quantum_effect(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
1355 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1356 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1357 if ((r_ptr->flags2 & RF2_QUANTUM) == 0) return FALSE;
1358 if (!randint0(2)) return FALSE;
1359 if (randint0((m_idx % 100) + 10)) return FALSE;
1361 bool can_disappear = (r_ptr->flags1 & RF1_UNIQUE) == 0;
1362 can_disappear &= (r_ptr->flags1 & RF1_QUESTOR) == 0;
1365 vanish_nonunique(target_ptr, m_idx, see_m);
1369 produce_quantum_effect(target_ptr, m_idx, see_m);
1375 * @brief ユニークでない量子生物を消滅させる
1376 * @param target_ptr プレーヤーへの参照ポインタ
1377 * @param m_idx モンスターID
1378 * @param see_m モンスターが視界内にいたらTRUE
1381 void vanish_nonunique(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
1383 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1386 GAME_TEXT m_name[MAX_NLEN];
1387 monster_desc(target_ptr, m_name, m_ptr, 0);
1388 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
1391 monster_death(target_ptr, m_idx, FALSE);
1392 delete_monster_idx(target_ptr, m_idx);
1393 if (is_pet(m_ptr) && !(m_ptr->ml))
1395 msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
1401 * @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
1402 * @param target_ptr プレーヤーへの参照ポインタ
1403 * @param m_idx モンスターID
1404 * @param see_m モンスターが視界内にいたらTRUE
1407 * 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
1408 * 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
1409 * 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
1411 void produce_quantum_effect(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
1413 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1414 bool coherent = los(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x);
1415 if (!see_m && !coherent) return;
1419 GAME_TEXT m_name[MAX_NLEN];
1420 monster_desc(target_ptr, m_name, m_ptr, 0);
1421 msg_format(_("%sは量子的効果を起こした!", "%^s produced a decoherence!"), m_name);
1425 msg_print(_("量子的効果が起こった!", "A decoherence was produced!"));
1428 bool target = one_in_(2);
1429 const int blink = 32 * 5 + 4;
1432 (void)monspell_to_monster(target_ptr, blink, m_ptr->fy, m_ptr->fx, m_idx, m_idx);
1436 teleport_player_away(m_idx, target_ptr, 10, TRUE);
1443 * @param target_ptr プレーヤーへの参照ポインタ
1444 * @param m_idx モンスターID
1447 bool explode_monster(player_type *target_ptr, MONSTER_IDX m_idx)
1449 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1450 if (m_ptr->r_idx != MON_SHURYUUDAN) return FALSE;
1453 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);
1459 * @brief モンスター依存の特別な行動を取らせる
1460 * @param target_ptr プレーヤーへの参照ポインタ
1461 * @param m_idx モンスターID
1464 void process_special(player_type *target_ptr, MONSTER_IDX m_idx)
1466 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1467 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1468 if ((r_ptr->a_ability_flags2 & RF6_SPECIAL) == 0) return;
1469 if (m_ptr->r_idx != MON_OHMU) return;
1470 if (target_ptr->current_floor_ptr->inside_arena || target_ptr->phase_out) return;
1471 if ((r_ptr->freq_spell == 0) || !(randint1(100) <= r_ptr->freq_spell)) return;
1474 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1475 BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
1477 for (int k = 0; k < A_MAX; k++)
1479 if (summon_specific(target_ptr, m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
1481 if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml) count++;
1485 if (count && is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
1490 * @brief モンスターを喋らせたり足音を立てたりする
1491 * @param target_ptr プレーヤーへの参照ポインタ
1492 * @param m_idx モンスターID
1493 * @param oy モンスターが元々いたY座標
1494 * @param ox モンスターが元々いたX座標
1495 * @param aware モンスターがプレーヤーに気付いているならばTRUE、超隠密状態ならばFALSE
1498 void process_speak_sound(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox, bool aware)
1500 if (target_ptr->phase_out) return;
1502 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1503 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
1504 if (m_ptr->ap_r_idx == MON_CYBER &&
1505 one_in_(CYBERNOISE) &&
1506 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
1508 if (disturb_minor) disturb(target_ptr, FALSE, FALSE);
1509 msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
1512 if (((ap_r_ptr->flags2 & RF2_CAN_SPEAK) == 0) || !aware ||
1513 !one_in_(SPEAK_CHANCE) ||
1514 !player_has_los_bold(target_ptr, oy, ox) ||
1515 !projectable(target_ptr, oy, ox, target_ptr->y, target_ptr->x))
1518 GAME_TEXT m_name[MAX_NLEN];
1519 char monmessage[1024];
1523 monster_desc(target_ptr, m_name, m_ptr, 0);
1525 strcpy(m_name, _("それ", "It"));
1527 if (MON_MONFEAR(m_ptr))
1528 filename = _("monfear_j.txt", "monfear.txt");
1529 else if (is_pet(m_ptr))
1530 filename = _("monpet_j.txt", "monpet.txt");
1531 else if (is_friendly(m_ptr))
1532 filename = _("monfrien_j.txt", "monfrien.txt");
1534 filename = _("monspeak_j.txt", "monspeak.txt");
1536 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
1538 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
1544 * @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)
1545 * @param target_ptr プレーヤーへの参照ポインタ
1546 * @param m_idx モンスターID
1547 * @param oy 分裂元モンスターのY座標
1548 * @param ox 分裂元モンスターのX座標
1549 * @return 実際に分裂したらTRUEを返す
1551 bool decide_monster_multiplication(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox)
1553 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1554 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1555 if (((r_ptr->flags2 & RF2_MULTIPLY) == 0) || (target_ptr->current_floor_ptr->num_repro >= MAX_REPRO))
1559 for (POSITION y = oy - 1; y <= oy + 1; y++)
1561 for (POSITION x = ox - 1; x <= ox + 1; x++)
1563 if (!in_bounds2(target_ptr->current_floor_ptr, y, x)) continue;
1564 if (target_ptr->current_floor_ptr->grid_array[y][x].m_idx) k++;
1568 if (multiply_barrier(target_ptr, m_idx)) k = 8;
1570 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
1572 if (multiply_monster(target_ptr, m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
1574 if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(target_ptr, m_ptr))
1576 r_ptr->r_flags2 |= (RF2_MULTIPLY);
1588 * @brief モンスターの移動パターンを決定する
1589 * @param target_ptr プレーヤーへの参照ポインタ
1591 * @param m_idx モンスターID
1592 * @param aware モンスターがプレーヤーに気付いているならばTRUE、超隠密状態ならばFALSE
1593 * @return 移動先が存在すればTRUE
1595 bool decide_monster_movement_direction(player_type *target_ptr, DIRECTION *mm, MONSTER_IDX m_idx, bool aware)
1597 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1598 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1600 if (MON_CONFUSED(m_ptr) || !aware)
1602 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1606 if (random_walk(target_ptr, mm, m_ptr)) return TRUE;
1608 if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
1610 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1614 if (decide_pet_movement_direction(target_ptr, mm, m_idx)) return TRUE;
1616 if (!is_hostile(m_ptr))
1618 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1619 get_enemy_dir(target_ptr, m_idx, mm);
1623 if (!get_moves(target_ptr, m_idx, mm)) return FALSE;
1630 * todo ↓のように書いたが、"5"とはもしかして「その場に留まる」という意味か?
1631 * @brief 不規則歩行フラグを持つモンスターの移動方向をその確率に基づいて決定する
1632 * @param target_ptr プレーヤーへの参照ポインタ
1634 * @param m_ptr モンスターへの参照ポインタ
1635 * @return 不規則な方向へ歩くことになったらTRUE
1637 bool random_walk(player_type *target_ptr, DIRECTION *mm, monster_type *m_ptr)
1639 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1640 if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) && (randint0(100) < 75))
1642 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
1644 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1648 if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 50))
1650 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= RF1_RAND_50;
1652 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1656 if ((r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 25))
1658 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
1660 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1669 * @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
1670 * @param target_ptr プレーヤーへの参照ポインタ
1672 * @param m_idx モンスターID
1673 * @return モンスターがペットであればTRUE
1675 bool decide_pet_movement_direction(player_type *target_ptr, DIRECTION *mm, MONSTER_IDX m_idx)
1677 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1678 if (!is_pet(m_ptr)) return FALSE;
1680 bool avoid = ((target_ptr->pet_follow_distance < 0) && (m_ptr->cdis <= (0 - target_ptr->pet_follow_distance)));
1681 bool lonely = (!avoid && (m_ptr->cdis > target_ptr->pet_follow_distance));
1682 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
1683 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1684 if (get_enemy_dir(target_ptr, m_idx, mm)) return TRUE;
1685 if (!avoid && !lonely && !distant) return TRUE;
1687 POSITION dis = target_ptr->pet_follow_distance;
1688 if (target_ptr->pet_follow_distance > PET_SEEK_DIST)
1690 target_ptr->pet_follow_distance = PET_SEEK_DIST;
1693 (void)get_moves(target_ptr, m_idx, mm);
1694 target_ptr->pet_follow_distance = (s16b)dis;
1700 * @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
1701 * @param target_ptr プレーヤーへの参照ポインタ
1702 * @param m_idx モンスターID
1703 * @param is_riding_mon 騎乗状態ならばTRUE
1704 * @param see_m モンスターが視界内にいたらTRUE
1705 * @return モンスターがフロアから消えたらTRUE
1707 bool runaway_monster(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx)
1709 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1710 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1711 bool can_runaway = is_pet(m_ptr) || is_friendly(m_ptr);
1712 can_runaway &= ((r_ptr->flags1 & RF1_UNIQUE) != 0) || ((r_ptr->flags7 & RF7_NAZGUL) != 0);
1713 can_runaway &= !target_ptr->phase_out;
1714 if (!can_runaway) return FALSE;
1716 static int riding_pinch = 0;
1718 if (m_ptr->hp >= m_ptr->maxhp / 3)
1720 /* Reset the counter */
1721 if (turn_flags_ptr->is_riding_mon) riding_pinch = 0;
1726 GAME_TEXT m_name[MAX_NLEN];
1727 monster_desc(target_ptr, m_name, m_ptr, 0);
1728 if (turn_flags_ptr->is_riding_mon && riding_pinch < 2)
1730 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。",
1731 "%^s seems to be in so much pain and tries to escape from your restriction."), m_name);
1733 disturb(target_ptr, TRUE, TRUE);
1737 escape_monster(target_ptr, turn_flags_ptr, m_ptr, m_name);
1738 check_quest_completion(target_ptr, m_ptr);
1739 delete_monster_idx(target_ptr, m_idx);
1745 * @brief HPが1/3未満になった有効的なユニークモンスターの逃走処理を行う
1746 * @param target_ptr プレーヤーへの参照ポインタ
1747 * @param is_riding_mon 騎乗状態ならばTRUE
1748 * @param m_ptr モンスターへの参照ポインタ
1749 * @param m_name モンスター名称
1750 * @param see_m モンスターが視界内にいたらTRUE
1753 void escape_monster(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, GAME_TEXT *m_name)
1755 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1756 if (turn_flags_ptr->is_riding_mon)
1758 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);
1759 if (rakuba(target_ptr, -1, FALSE))
1761 msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
1765 if (turn_flags_ptr->see_m)
1767 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) &&
1768 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))
1770 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);
1773 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);
1774 msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
1777 if (turn_flags_ptr->is_riding_mon && rakuba(target_ptr, -1, FALSE))
1779 msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
1785 * @brief モンスターに魔法を試行させる
1786 * @param target_ptr プレーヤーへの参照ポインタ
1787 * @param m_idx モンスターID
1788 * @param aware モンスターがプレーヤーに気付いているならばTRUE、超隠密状態ならばFALSE
1789 * @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
1791 bool cast_spell(player_type *target_ptr, MONSTER_IDX m_idx, bool aware)
1793 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1794 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1795 if ((r_ptr->freq_spell == 0) || (randint1(100) > r_ptr->freq_spell))
1798 bool counterattack = FALSE;
1799 if (m_ptr->target_y)
1801 MONSTER_IDX t_m_idx = target_ptr->current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
1802 if (t_m_idx && are_enemies(target_ptr, m_ptr, &target_ptr->current_floor_ptr->m_list[t_m_idx]) &&
1803 projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1805 counterattack = TRUE;
1811 if (monst_spell_monst(target_ptr, m_idx)) return TRUE;
1812 if (aware && make_attack_spell(m_idx, target_ptr)) return TRUE;
1816 if (aware && make_attack_spell(m_idx, target_ptr)) return TRUE;
1817 if (monst_spell_monst(target_ptr, m_idx)) return TRUE;
1825 * todo 少し長いが、これといってブロックとしてまとまった部分もないので暫定でこのままとする
1826 * @brief モンスターの移動に関するメインルーチン
1827 * @param target_ptr プレーヤーへの参照ポインタ
1828 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
1829 * @param m_idx モンスターID
1830 * @param mm モンスターの移動方向
1831 * @param oy 移動前の、モンスターのY座標
1832 * @param ox 移動前の、モンスターのX座標
1833 * @param count 移動回数 (のはず todo)
1834 * @return 移動が阻害される何か (ドア等)があったらFALSE
1836 bool process_monster_movement(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, DIRECTION *mm, POSITION oy, POSITION ox, int *count)
1838 for (int i = 0; mm[i]; i++)
1841 if (d == 5) d = ddd[randint0(8)];
1843 POSITION ny = oy + ddy[d];
1844 POSITION nx = ox + ddx[d];
1845 if (!in_bounds2(target_ptr->current_floor_ptr, ny, nx)) continue;
1848 g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
1849 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1850 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1851 bool can_cross = monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, turn_flags_ptr->is_riding_mon ? CEM_RIDING : 0);
1853 if (!process_wall(target_ptr, turn_flags_ptr, m_ptr, ny, nx, can_cross))
1855 if (!process_door(target_ptr, turn_flags_ptr, m_ptr, ny, nx))
1859 if (!process_protection_rune(target_ptr, turn_flags_ptr, m_ptr, ny, nx))
1861 if (!process_explosive_rune(target_ptr, turn_flags_ptr, m_ptr, ny, nx))
1865 exe_monster_attack_to_player(target_ptr, turn_flags_ptr, m_idx, ny, nx);
1866 if (process_monster_attack_to_monster(target_ptr, turn_flags_ptr, m_idx, g_ptr, can_cross)) return FALSE;
1868 if (turn_flags_ptr->is_riding_mon)
1870 if (!target_ptr->riding_ryoute && !MON_MONFEAR(&target_ptr->current_floor_ptr->m_list[target_ptr->riding])) turn_flags_ptr->do_move = FALSE;
1873 if (!process_post_dig_wall(target_ptr, turn_flags_ptr, m_ptr, ny, nx)) return FALSE;
1875 if (turn_flags_ptr->must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
1877 if (!monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, turn_flags_ptr->is_riding_mon ? CEM_RIDING : 0))
1878 turn_flags_ptr->do_move = FALSE;
1881 if (turn_flags_ptr->do_move && !can_cross && !turn_flags_ptr->did_kill_wall && !turn_flags_ptr->did_bash_door)
1882 turn_flags_ptr->do_move = FALSE;
1884 if (turn_flags_ptr->do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
1886 if (is_original_ap_and_seen(target_ptr, m_ptr))
1887 r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
1889 turn_flags_ptr->do_move = FALSE;
1892 if (!turn_flags_ptr->do_move)
1894 if (turn_flags_ptr->do_turn) break;
1899 turn_flags_ptr->do_turn = TRUE;
1900 feature_type *f_ptr;
1901 f_ptr = &f_info[g_ptr->feat];
1902 if (have_flag(f_ptr->flags, FF_TREE))
1904 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
1906 m_ptr->energy_need += ENERGY_NEED();
1910 if (!update_riding_monster(target_ptr, turn_flags_ptr, m_idx, oy, ox, ny, nx)) break;
1912 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
1915 (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(target_ptr, target_ptr->y, target_ptr->x, m_ptr->fy, m_ptr->fx)) ||
1916 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= target_ptr->lev)))
1918 if (is_hostile(m_ptr))
1919 disturb(target_ptr, FALSE, TRUE);
1922 bool is_takable_or_killable = g_ptr->o_idx > 0;
1923 is_takable_or_killable &= (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) != 0;
1925 bool is_pickup_items = (target_ptr->pet_extra_flags & PF_PICKUP_ITEMS) != 0;
1926 is_pickup_items &= (r_ptr->flags2 & RF2_TAKE_ITEM) != 0;
1928 is_takable_or_killable &= !is_pet(m_ptr) || is_pickup_items;
1929 if (!is_takable_or_killable)
1931 if (turn_flags_ptr->do_turn) break;
1936 update_object_by_monster_movement(target_ptr, turn_flags_ptr, m_idx, ny, nx);
1937 if (turn_flags_ptr->do_turn) break;
1947 * @brief モンスターによる壁の透過・破壊を行う
1948 * @param target_ptr プレーヤーへの参照ポインタ
1949 * @param m_ptr モンスターへの参照ポインタ
1950 * @param ny モンスターのY座標
1951 * @param nx モンスターのX座標
1952 * @param can_cross モンスターが地形を踏破できるならばTRUE
1953 * @return 透過も破壊もしなかった場合はFALSE、それ以外はTRUE
1955 bool process_wall(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx, bool can_cross)
1957 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1959 g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
1960 feature_type *f_ptr;
1961 f_ptr = &f_info[g_ptr->feat];
1962 if (player_bold(target_ptr, ny, nx))
1964 turn_flags_ptr->do_move = TRUE;
1968 if (g_ptr->m_idx > 0)
1970 turn_flags_ptr->do_move = TRUE;
1974 if (((r_ptr->flags2 & RF2_KILL_WALL) != 0) &&
1975 (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !turn_flags_ptr->is_riding_mon) &&
1976 have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
1977 check_hp_for_feat_destruction(f_ptr, m_ptr))
1979 turn_flags_ptr->do_move = TRUE;
1980 if (!can_cross) turn_flags_ptr->must_alter_to_move = TRUE;
1982 turn_flags_ptr->did_kill_wall = TRUE;
1986 if (!can_cross) return FALSE;
1988 turn_flags_ptr->do_move = TRUE;
1989 if (((r_ptr->flags2 & RF2_PASS_WALL) != 0) && (!turn_flags_ptr->is_riding_mon || target_ptr->pass_wall) &&
1990 have_flag(f_ptr->flags, FF_CAN_PASS))
1992 turn_flags_ptr->did_pass_wall = TRUE;
2000 * @brief モンスターによるドアの開放・破壊を行う
2001 * @param target_ptr プレーヤーへの参照ポインタ
2002 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
2003 * @param m_ptr モンスターへの参照ポインタ
2004 * @param ny モンスターのY座標
2005 * @param nx モンスターのX座標
2006 * @return モンスターが死亡した場合のみFALSE
2008 bool process_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx)
2010 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2012 g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
2013 if (!is_closed_door(target_ptr, g_ptr->feat)) return TRUE;
2015 feature_type *f_ptr;
2016 f_ptr = &f_info[g_ptr->feat];
2017 bool may_bash = bash_normal_door(target_ptr, turn_flags_ptr, m_ptr, ny, nx);
2018 bash_glass_door(target_ptr, turn_flags_ptr, m_ptr, f_ptr, may_bash);
2020 if (!turn_flags_ptr->did_open_door && !turn_flags_ptr->did_bash_door) return TRUE;
2022 if (turn_flags_ptr->did_bash_door &&
2023 ((randint0(100) < 50) || (feat_state(target_ptr, g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
2025 cave_alter_feat(target_ptr, ny, nx, FF_BASH);
2026 if (!monster_is_valid(m_ptr))
2028 target_ptr->update |= (PU_FLOW);
2029 target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2030 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2037 cave_alter_feat(target_ptr, ny, nx, FF_OPEN);
2040 f_ptr = &f_info[g_ptr->feat];
2041 turn_flags_ptr->do_view = TRUE;
2047 * @brief モンスターが普通のドアを開ける処理
2048 * @param target_ptr プレーヤーへの参照ポインタ
2049 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
2050 * @param m_ptr モンスターへの参照ポインタ
2051 * @param ny モンスターのY座標
2052 * @param nx モンスターのX座標
2053 * @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
2055 bool bash_normal_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx)
2057 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2059 g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
2060 feature_type *f_ptr;
2061 f_ptr = &f_info[g_ptr->feat];
2062 turn_flags_ptr->do_move = FALSE;
2063 if (((r_ptr->flags2 & RF2_OPEN_DOOR) == 0) || !have_flag(f_ptr->flags, FF_OPEN) ||
2064 (is_pet(m_ptr) && ((target_ptr->pet_extra_flags & PF_OPEN_DOORS) == 0)))
2067 if (f_ptr->power == 0)
2069 turn_flags_ptr->did_open_door = TRUE;
2070 turn_flags_ptr->do_turn = TRUE;
2074 if (randint0(m_ptr->hp / 10) > f_ptr->power)
2076 cave_alter_feat(target_ptr, ny, nx, FF_DISARM);
2077 turn_flags_ptr->do_turn = TRUE;
2086 * @brief モンスターがガラスのドアを開ける処理
2087 * @param target_ptr プレーヤーへの参照ポインタ
2088 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
2089 * @param m_ptr モンスターへの参照ポインタ
2090 * @param g_ptr グリッドへの参照ポインタ
2091 * @param f_ptr 地形への参照ポインタ
2094 void bash_glass_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, feature_type *f_ptr, bool may_bash)
2096 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2097 if (!may_bash || ((r_ptr->flags2 & RF2_BASH_DOOR) == 0) || !have_flag(f_ptr->flags, FF_BASH) ||
2098 (is_pet(m_ptr) && ((target_ptr->pet_extra_flags & PF_OPEN_DOORS) == 0)))
2101 if (!check_hp_for_feat_destruction(f_ptr, m_ptr) || (randint0(m_ptr->hp / 10) <= f_ptr->power))
2104 if (have_flag(f_ptr->flags, FF_GLASS))
2105 msg_print(_("ガラスが砕ける音がした!", "You hear glass breaking!"));
2107 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2109 if (disturb_minor) disturb(target_ptr, FALSE, FALSE);
2111 turn_flags_ptr->did_bash_door = TRUE;
2112 turn_flags_ptr->do_move = TRUE;
2113 turn_flags_ptr->must_alter_to_move = TRUE;
2118 * @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
2119 * @param target_ptr プレーヤーへの参照ポインタ
2120 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
2121 * @param m_ptr モンスターへの参照ポインタ
2122 * @param ny モンスターのY座標
2123 * @param nx モンスターのX座標
2126 bool process_protection_rune(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx)
2129 g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
2130 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2131 if (!turn_flags_ptr->do_move || !is_glyph_grid(g_ptr) ||
2132 (((r_ptr->flags1 & RF1_NEVER_BLOW) != 0) && player_bold(target_ptr, ny, nx)))
2135 turn_flags_ptr->do_move = FALSE;
2136 if (is_pet(m_ptr) || (randint1(BREAK_GLYPH) >= r_ptr->level))
2139 if (g_ptr->info & CAVE_MARK)
2141 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2144 g_ptr->info &= ~(CAVE_MARK);
2145 g_ptr->info &= ~(CAVE_OBJECT);
2147 turn_flags_ptr->do_move = TRUE;
2148 note_spot(target_ptr, ny, nx);
2154 * @brief 爆発のルーンにを処理する
2155 * @param target_ptr プレーヤーへの参照ポインタ
2156 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
2157 * @param m_ptr モンスターへの参照ポインタ
2158 * @param ny モンスターのY座標
2159 * @param nx モンスターのX座標
2160 * @return モンスターが死亡した場合のみFALSE
2162 bool process_explosive_rune(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx)
2165 g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
2166 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2167 if (!turn_flags_ptr->do_move || !is_explosive_rune_grid(g_ptr) ||
2168 (((r_ptr->flags1 & RF1_NEVER_BLOW) != 0) && player_bold(target_ptr, ny, nx)))
2171 turn_flags_ptr->do_move = FALSE;
2172 if (is_pet(m_ptr)) return TRUE;
2174 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2176 if (g_ptr->info & CAVE_MARK)
2178 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2179 BIT_FLAGS project_flags = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI;
2180 project(target_ptr, 0, 2, ny, nx, 2 * (target_ptr->lev + damroll(7, 7)), GF_MANA, project_flags, -1);
2185 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2188 g_ptr->info &= ~(CAVE_MARK);
2189 g_ptr->info &= ~(CAVE_OBJECT);
2192 note_spot(target_ptr, ny, nx);
2193 lite_spot(target_ptr, ny, nx);
2195 if (!monster_is_valid(m_ptr)) return FALSE;
2197 turn_flags_ptr->do_move = TRUE;
2203 * @brief モンスターが移動した結果、そこにプレーヤーがいたら直接攻撃を行う
2204 * @param target_ptr プレーヤーへの参照ポインタ
2205 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
2206 * @param m_idx モンスターID
2207 * @param ny 移動後の、モンスターのY座標
2208 * @param nx 移動後の、モンスターのX座標
2211 * 反攻撃の洞窟など、直接攻撃ができない場所では処理をスキップする
2213 void exe_monster_attack_to_player(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, POSITION ny, POSITION nx)
2215 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
2216 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2217 if (!turn_flags_ptr->do_move || !player_bold(target_ptr, ny, nx))
2220 if (r_ptr->flags1 & RF1_NEVER_BLOW)
2222 if (is_original_ap_and_seen(target_ptr, m_ptr))
2223 r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
2225 turn_flags_ptr->do_move = FALSE;
2228 if (turn_flags_ptr->do_move && ((d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) != 0) && !MON_CONFUSED(m_ptr))
2230 if (!(r_ptr->flags2 & RF2_STUPID))
2231 turn_flags_ptr->do_move = FALSE;
2232 else if (is_original_ap_and_seen(target_ptr, m_ptr))
2233 r_ptr->r_flags2 |= (RF2_STUPID);
2236 if (!turn_flags_ptr->do_move) return;
2238 if (!target_ptr->riding || one_in_(2))
2240 (void)make_attack_normal(target_ptr, m_idx);
2241 turn_flags_ptr->do_move = FALSE;
2242 turn_flags_ptr->do_turn = TRUE;
2248 * @brief モンスターからモンスターへの攻撃処理
2249 * @param target_ptr プレーヤーへの参照ポインタ
2250 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
2251 * @param m_idx モンスターID
2252 * @param g_ptr グリッドへの参照ポインタ
2253 * @param can_cross モンスターが地形を踏破できるならばTRUE
2254 * @return ターン消費が発生したらTRUE
2256 bool process_monster_attack_to_monster(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, grid_type *g_ptr, bool can_cross)
2258 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
2259 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2260 monster_type *y_ptr;
2261 y_ptr = &target_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2262 if (!turn_flags_ptr->do_move || (g_ptr->m_idx == 0)) return FALSE;
2264 monster_race *z_ptr = &r_info[y_ptr->r_idx];
2265 turn_flags_ptr->do_move = FALSE;
2266 if ((((r_ptr->flags2 & RF2_KILL_BODY) != 0) && ((r_ptr->flags1 & RF1_NEVER_BLOW) == 0) &&
2267 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
2268 can_cross && (g_ptr->m_idx != target_ptr->riding)) ||
2269 are_enemies(target_ptr, m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
2271 return exe_monster_attack_to_monster(target_ptr, m_idx, g_ptr);
2274 if (((r_ptr->flags2 & RF2_MOVE_BODY) != 0) && ((r_ptr->flags1 & RF1_NEVER_MOVE) == 0) &&
2275 (r_ptr->mexp > z_ptr->mexp) &&
2276 can_cross && (g_ptr->m_idx != target_ptr->riding) &&
2277 monster_can_cross_terrain(target_ptr, target_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
2279 turn_flags_ptr->do_move = TRUE;
2280 turn_flags_ptr->did_move_body = TRUE;
2281 (void)set_monster_csleep(target_ptr, g_ptr->m_idx, 0);
2289 * @brief モンスターからモンスターへの直接攻撃を実行する
2290 * @param target_ptr プレーヤーへの参照ポインタ
2291 * @param m_idx モンスターID
2292 * @param g_ptr グリッドへの参照ポインタ
2294 bool exe_monster_attack_to_monster(player_type *target_ptr, MONSTER_IDX m_idx, grid_type *g_ptr)
2296 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
2297 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2298 monster_type *y_ptr;
2299 y_ptr = &target_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2300 if ((r_ptr->flags1 & RF1_NEVER_BLOW) != 0) return FALSE;
2302 if (((r_ptr->flags2 & RF2_KILL_BODY) == 0) && is_original_ap_and_seen(target_ptr, m_ptr))
2303 r_ptr->r_flags2 |= (RF2_KILL_BODY);
2305 if ((y_ptr->r_idx == 0) || (y_ptr->hp < 0)) return FALSE;
2306 if (monst_attack_monst(target_ptr, m_idx, g_ptr->m_idx)) return TRUE;
2307 if ((d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) == 0) return FALSE;
2308 if (MON_CONFUSED(m_ptr)) return TRUE;
2309 if ((r_ptr->flags2 & RF2_STUPID) == 0) return FALSE;
2311 if (is_original_ap_and_seen(target_ptr, m_ptr))
2312 r_ptr->r_flags2 |= (RF2_STUPID);
2319 * @brief モンスターが壁を掘った後続処理を実行する
2320 * @param target_ptr プレーヤーへの参照ポインタ
2321 * @turn_flags_ptr ターン経過処理フラグへの参照ポインタ
2322 * @param m_ptr モンスターへの参照ポインタ
2323 * @param ny モンスターのY座標
2324 * @param nx モンスターのX座標
2325 * @return モンスターが死亡した場合のみFALSE
2327 bool process_post_dig_wall(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx)
2329 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2331 g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
2332 feature_type *f_ptr;
2333 f_ptr = &f_info[g_ptr->feat];
2334 if (!turn_flags_ptr->did_kill_wall || !turn_flags_ptr->do_move) return TRUE;
2336 if (one_in_(GRINDNOISE))
2338 if (have_flag(f_ptr->flags, FF_GLASS))
2339 msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
2341 msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
2344 cave_alter_feat(target_ptr, ny, nx, FF_HURT_DISI);
2346 if (!monster_is_valid(m_ptr))
2348 target_ptr->update |= (PU_FLOW);
2349 target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2350 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
2355 f_ptr = &f_info[g_ptr->feat];
2356 turn_flags_ptr->do_view = TRUE;
2357 turn_flags_ptr->do_turn = TRUE;
2363 * @brief 騎乗中のモンスター情報を更新する
2364 * @param target_ptr プレーヤーへの参照ポインタ
2365 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
2366 * @param m_idx モンスターID
2367 * @param oy 移動前の、モンスターのY座標
2368 * @param ox 移動前の、モンスターのX座標
2369 * @param ny 移動後の、モンスターのY座標
2370 * @param ox 移動後の、モンスターのX座標
2371 * @return アイテム等に影響を及ぼしたらTRUE
2373 bool update_riding_monster(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox, POSITION ny, POSITION nx)
2375 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
2377 g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
2378 monster_type *y_ptr;
2379 y_ptr = &target_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2380 if (turn_flags_ptr->is_riding_mon)
2381 return move_player_effect(target_ptr, ny, nx, MPE_DONT_PICKUP);
2383 target_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
2388 update_monster(target_ptr, g_ptr->m_idx, TRUE);
2391 g_ptr->m_idx = m_idx;
2394 update_monster(target_ptr, m_idx, TRUE);
2396 lite_spot(target_ptr, oy, ox);
2397 lite_spot(target_ptr, ny, nx);
2403 * @brief モンスターの移動に伴うオブジェクト処理 (アイテム破壊等)
2404 * @param target_ptr プレーヤーへの参照ポインタ
2405 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
2406 * @param m_idx モンスターID
2407 * @param ny 移動後の、モンスターのY座標
2408 * @param nx 移動後の、モンスターのX座標
2410 void update_object_by_monster_movement(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, POSITION ny, POSITION nx)
2412 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
2413 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2415 g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
2417 OBJECT_IDX this_o_idx, next_o_idx;
2418 turn_flags_ptr->do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) != 0;
2419 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
2421 BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
2422 GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
2423 object_type *o_ptr = &target_ptr->current_floor_ptr->o_list[this_o_idx];
2424 next_o_idx = o_ptr->next_o_idx;
2426 if (turn_flags_ptr->do_take)
2428 /* Skip gold, corpse and statue */
2429 if (o_ptr->tval == TV_GOLD || (o_ptr->tval == TV_CORPSE) || (o_ptr->tval == TV_STATUE))
2433 object_flags(o_ptr, flgs);
2434 object_desc(target_ptr, o_name, o_ptr, 0);
2435 monster_desc(target_ptr, m_name, m_ptr, MD_INDEF_HIDDEN);
2436 update_object_flags(flgs, &flg2, &flg3, &flgr);
2438 bool is_special_object = object_is_artifact(o_ptr) ||
2439 ((r_ptr->flags3 & flg3) != 0) ||
2440 ((r_ptr->flags2 & flg2) != 0) ||
2441 (((~(r_ptr->flagsr) & flgr) != 0) && !(r_ptr->flagsr & RFR_RES_ALL));
2442 monster_pickup_object(target_ptr, turn_flags_ptr, m_idx, o_ptr, is_special_object, ny, nx, m_name, o_name, this_o_idx);
2448 * @brief オブジェクトのフラグを更新する
2450 void update_object_flags(BIT_FLAGS *flgs, BIT_FLAGS *flg2, BIT_FLAGS *flg3, BIT_FLAGS *flgr)
2452 if (have_flag(flgs, TR_SLAY_DRAGON)) *flg3 |= (RF3_DRAGON);
2453 if (have_flag(flgs, TR_KILL_DRAGON)) *flg3 |= (RF3_DRAGON);
2454 if (have_flag(flgs, TR_SLAY_TROLL)) *flg3 |= (RF3_TROLL);
2455 if (have_flag(flgs, TR_KILL_TROLL)) *flg3 |= (RF3_TROLL);
2456 if (have_flag(flgs, TR_SLAY_GIANT)) *flg3 |= (RF3_GIANT);
2457 if (have_flag(flgs, TR_KILL_GIANT)) *flg3 |= (RF3_GIANT);
2458 if (have_flag(flgs, TR_SLAY_ORC)) *flg3 |= (RF3_ORC);
2459 if (have_flag(flgs, TR_KILL_ORC)) *flg3 |= (RF3_ORC);
2460 if (have_flag(flgs, TR_SLAY_DEMON)) *flg3 |= (RF3_DEMON);
2461 if (have_flag(flgs, TR_KILL_DEMON)) *flg3 |= (RF3_DEMON);
2462 if (have_flag(flgs, TR_SLAY_UNDEAD)) *flg3 |= (RF3_UNDEAD);
2463 if (have_flag(flgs, TR_KILL_UNDEAD)) *flg3 |= (RF3_UNDEAD);
2464 if (have_flag(flgs, TR_SLAY_ANIMAL)) *flg3 |= (RF3_ANIMAL);
2465 if (have_flag(flgs, TR_KILL_ANIMAL)) *flg3 |= (RF3_ANIMAL);
2466 if (have_flag(flgs, TR_SLAY_EVIL)) *flg3 |= (RF3_EVIL);
2467 if (have_flag(flgs, TR_KILL_EVIL)) *flg3 |= (RF3_EVIL);
2468 if (have_flag(flgs, TR_SLAY_HUMAN)) *flg2 |= (RF2_HUMAN);
2469 if (have_flag(flgs, TR_KILL_HUMAN)) *flg2 |= (RF2_HUMAN);
2470 if (have_flag(flgs, TR_BRAND_ACID)) *flgr |= (RFR_IM_ACID);
2471 if (have_flag(flgs, TR_BRAND_ELEC)) *flgr |= (RFR_IM_ELEC);
2472 if (have_flag(flgs, TR_BRAND_FIRE)) *flgr |= (RFR_IM_FIRE);
2473 if (have_flag(flgs, TR_BRAND_COLD)) *flgr |= (RFR_IM_COLD);
2474 if (have_flag(flgs, TR_BRAND_POIS)) *flgr |= (RFR_IM_POIS);
2479 * @brief モンスターがアイテムを拾うか壊す処理
2480 * @param target_ptr プレーヤーへの参照ポインタ
2481 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
2482 * @param m_idx モンスターID
2483 * @param o_ptr オブジェクトへの参照ポインタ
2484 * @param is_special_object モンスターが拾えないアイテム (アーティファクト等)であればTRUE
2485 * @param ny 移動後の、モンスターのY座標
2486 * @param nx 移動後の、モンスターのX座標
2487 * @param m_name モンスター名
2488 * @param o_name アイテム名
2489 * @param this_o_idx モンスターが乗ったオブジェクトID
2492 void monster_pickup_object(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, object_type *o_ptr, bool is_special_object, POSITION ny, POSITION nx, GAME_TEXT *m_name, GAME_TEXT *o_name, OBJECT_IDX this_o_idx)
2494 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
2495 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2496 if (is_special_object)
2498 if (turn_flags_ptr->do_take && (r_ptr->flags2 & RF2_STUPID))
2500 turn_flags_ptr->did_take_item = TRUE;
2501 if (m_ptr->ml && player_can_see_bold(target_ptr, ny, nx))
2503 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);
2510 if (turn_flags_ptr->do_take)
2512 turn_flags_ptr->did_take_item = TRUE;
2513 if (player_can_see_bold(target_ptr, ny, nx))
2515 msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
2518 excise_object_idx(target_ptr->current_floor_ptr, this_o_idx);
2519 o_ptr->marked &= OM_TOUCHED;
2520 o_ptr->iy = o_ptr->ix = 0;
2521 o_ptr->held_m_idx = m_idx;
2522 o_ptr->next_o_idx = m_ptr->hold_o_idx;
2523 m_ptr->hold_o_idx = this_o_idx;
2527 if (is_pet(m_ptr)) return;
2529 turn_flags_ptr->did_kill_item = TRUE;
2530 if (player_has_los_bold(target_ptr, ny, nx))
2532 msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
2535 delete_object_idx(target_ptr, this_o_idx);
2540 * @brief updateフィールドを更新する
2541 * @param target_ptr プレーヤーへの参照ポインタ
2542 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
2545 void update_player_type(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_race *r_ptr)
2547 if (turn_flags_ptr->do_view)
2549 target_ptr->update |= (PU_FLOW);
2550 target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2553 if (turn_flags_ptr->do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
2554 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !target_ptr->phase_out)))
2556 target_ptr->update |= (PU_MON_LITE);
2562 * @brief モンスターのフラグを更新する
2563 * @param target_ptr プレーヤーへの参照ポインタ
2564 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
2565 * @param m_ptr モンスターへの参照ポインタ
2568 void update_monster_race_flags(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr)
2570 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2571 if (!is_original_ap_and_seen(target_ptr, m_ptr)) return;
2573 if (turn_flags_ptr->did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
2574 if (turn_flags_ptr->did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2575 if (turn_flags_ptr->did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
2576 if (turn_flags_ptr->did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
2577 if (turn_flags_ptr->did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
2578 if (turn_flags_ptr->did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
2579 if (turn_flags_ptr->did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
2584 * @brief モンスターの恐怖状態を処理する
2585 * @param target_ptr プレーヤーへの参照ポインタ
2586 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
2587 * @param m_idx モンスターID
2588 * @param aware モンスターがプレーヤーに気付いているならばTRUE、超隠密状態ならばFALSE
2589 * @return モンスターが戦いを決意したらTRUE
2591 bool process_monster_fear(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx)
2593 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
2594 bool is_battle_determined = !turn_flags_ptr->do_turn && !turn_flags_ptr->do_move && MON_MONFEAR(m_ptr) && turn_flags_ptr->aware;
2595 if (!is_battle_determined) return FALSE;
2597 (void)set_monster_monfear(target_ptr, m_idx, 0);
2598 if (!turn_flags_ptr->see_m) return TRUE;
2600 GAME_TEXT m_name[MAX_NLEN];
2601 monster_desc(target_ptr, m_name, m_ptr, 0);
2602 msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
2608 * @brief 全モンスターのターン管理メインルーチン /
2609 * Process all the "live" monsters, once per game turn.
2612 * During each game current game turn, we scan through the list of all the "live" monsters,\n
2613 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
2614 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
2616 * Note that monsters can never move in the monster array (except when the\n
2617 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
2619 * This function is responsible for at least half of the processor time\n
2620 * on a normal system with a "normal" amount of monsters and a player doing\n
2623 * When the player is resting, virtually 90% of the processor time is spent\n
2624 * in this function, and its children, "process_monster()" and "make_move()".\n
2626 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
2627 * especially when the player is running.\n
2629 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
2630 * monsters while they are still being "born". A monster is "fresh" only\n
2631 * during the game turn in which it is created, and we use the "hack_m_idx" to\n
2632 * determine if the monster is yet to be processed during the game turn.\n
2634 * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
2635 * move before any "nasty" monsters get to use their spell attacks.\n
2637 * Note that when the "knowledge" about the currently tracked monster\n
2638 * changes (flags, attacks, spells), we induce a redraw of the monster\n
2641 void process_monsters(player_type *target_ptr)
2643 old_race_flags tmp_flags;
2644 old_race_flags *old_race_flags_ptr = init_old_race_flags(&tmp_flags);
2646 floor_type *floor_ptr = target_ptr->current_floor_ptr;
2647 floor_ptr->monster_noise = FALSE;
2649 MONRACE_IDX old_monster_race_idx = target_ptr->monster_race_idx;
2650 save_old_race_flags(target_ptr, old_race_flags_ptr);
2651 sweep_monster_process(target_ptr);
2654 if (!target_ptr->monster_race_idx || (target_ptr->monster_race_idx != old_monster_race_idx))
2657 update_player_window(target_ptr, old_race_flags_ptr);
2662 * @brief old_race_flags_ptr の初期化
2664 old_race_flags *init_old_race_flags(old_race_flags *old_race_flags_ptr)
2666 old_race_flags_ptr->old_r_flags1 = 0L;
2667 old_race_flags_ptr->old_r_flags2 = 0L;
2668 old_race_flags_ptr->old_r_flags3 = 0L;
2669 old_race_flags_ptr->old_r_flags4 = 0L;
2670 old_race_flags_ptr->old_r_flags5 = 0L;
2671 old_race_flags_ptr->old_r_flags6 = 0L;
2672 old_race_flags_ptr->old_r_flagsr = 0L;
2674 old_race_flags_ptr->old_r_blows0 = 0;
2675 old_race_flags_ptr->old_r_blows1 = 0;
2676 old_race_flags_ptr->old_r_blows2 = 0;
2677 old_race_flags_ptr->old_r_blows3 = 0;
2679 old_race_flags_ptr->old_r_cast_spell = 0;
2680 return old_race_flags_ptr;
2685 * @brief 古いモンスター情報の保存
2686 * @param target_ptr プレーヤーへの参照ポインタ
2687 * @param old_race_flags_ptr モンスターフラグへの参照ポインタ
2690 void save_old_race_flags(player_type *target_ptr, old_race_flags *old_race_flags_ptr)
2692 if (target_ptr->monster_race_idx == 0) return;
2694 monster_race *r_ptr;
2695 r_ptr = &r_info[target_ptr->monster_race_idx];
2697 old_race_flags_ptr->old_r_flags1 = r_ptr->r_flags1;
2698 old_race_flags_ptr->old_r_flags2 = r_ptr->r_flags2;
2699 old_race_flags_ptr->old_r_flags3 = r_ptr->r_flags3;
2700 old_race_flags_ptr->old_r_flags4 = r_ptr->r_flags4;
2701 old_race_flags_ptr->old_r_flags5 = r_ptr->r_flags5;
2702 old_race_flags_ptr->old_r_flags6 = r_ptr->r_flags6;
2703 old_race_flags_ptr->old_r_flagsr = r_ptr->r_flagsr;
2705 old_race_flags_ptr->old_r_blows0 = r_ptr->r_blows[0];
2706 old_race_flags_ptr->old_r_blows1 = r_ptr->r_blows[1];
2707 old_race_flags_ptr->old_r_blows2 = r_ptr->r_blows[2];
2708 old_race_flags_ptr->old_r_blows3 = r_ptr->r_blows[3];
2710 old_race_flags_ptr->old_r_cast_spell = r_ptr->r_cast_spell;
2715 * @brief フロア内のモンスターについてターン終了時の処理を繰り返す
2716 * @param target_ptr プレーヤーへの参照ポインタ
2718 void sweep_monster_process(player_type *target_ptr)
2720 floor_type *floor_ptr = target_ptr->current_floor_ptr;
2721 for (MONSTER_IDX i = floor_ptr->m_max - 1; i >= 1; i--)
2723 monster_type *m_ptr;
2724 m_ptr = &floor_ptr->m_list[i];
2726 if (target_ptr->leaving) return;
2727 if (!monster_is_valid(m_ptr)) continue;
2728 if (target_ptr->wild_mode) continue;
2730 if (m_ptr->mflag & MFLAG_BORN)
2732 m_ptr->mflag &= ~(MFLAG_BORN);
2736 if (m_ptr->cdis >= AAF_LIMIT) continue;
2737 if (!decide_process_continue(target_ptr, m_ptr)) continue;
2739 SPEED speed = decide_monster_speed(target_ptr, m_ptr, i);
2740 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
2741 if (m_ptr->energy_need > 0) continue;
2743 m_ptr->energy_need += ENERGY_NEED();
2745 process_monster(target_ptr, i);
2746 reset_target(m_ptr);
2748 if (target_ptr->no_flowed && one_in_(3))
2749 m_ptr->mflag2 |= MFLAG2_NOFLOW;
2751 if (!target_ptr->playing || target_ptr->is_dead) return;
2752 if (target_ptr->leaving) return;
2758 * @brief 後続のモンスター処理が必要かどうか判定する (要調査)
2759 * @param target_ptr プレーヤーへの参照ポインタ
2760 * @param m_ptr モンスターへの参照ポインタ
2761 * @return 後続処理が必要ならTRUE
2763 bool decide_process_continue(player_type *target_ptr, monster_type *m_ptr)
2765 monster_race *r_ptr;
2766 r_ptr = &r_info[m_ptr->r_idx];
2767 if (!target_ptr->no_flowed)
2769 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
2772 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
2775 if ((m_ptr->cdis <= MAX_SIGHT || target_ptr->phase_out) &&
2776 (player_has_los_bold(target_ptr, m_ptr->fy, m_ptr->fx) || (target_ptr->cursed & TRC_AGGRAVATE)))
2779 if (m_ptr->target_y)
2787 * @brief モンスターの加速値を決定する
2788 * @param target_ptr プレーヤーへの参照ポインタ
2789 * @param m_ptr モンスターへの参照ポインタ
2790 * @param monster_number 走査中のモンスター番号
2793 SPEED decide_monster_speed(player_type *target_ptr, monster_type *m_ptr, int monster_number)
2796 if (target_ptr->riding == monster_number)
2798 speed = target_ptr->pspeed;
2802 speed = m_ptr->mspeed;
2803 if (ironman_nightmare) speed += 5;
2805 if (MON_FAST(m_ptr)) speed += 10;
2806 if (MON_SLOW(m_ptr)) speed -= 10;
2813 * @brief モンスターフラグの更新に基づき、モンスター表示を更新する
2814 * @param target_ptr プレーヤーへの参照ポインタ
2815 * @param old_race_flags_ptr モンスターフラグへの参照ポインタ
2818 void update_player_window(player_type *target_ptr, old_race_flags *old_race_flags_ptr)
2820 monster_race *r_ptr;
2821 r_ptr = &r_info[target_ptr->monster_race_idx];
2822 if ((old_race_flags_ptr->old_r_flags1 != r_ptr->r_flags1) ||
2823 (old_race_flags_ptr->old_r_flags2 != r_ptr->r_flags2) ||
2824 (old_race_flags_ptr->old_r_flags3 != r_ptr->r_flags3) ||
2825 (old_race_flags_ptr->old_r_flags4 != r_ptr->r_flags4) ||
2826 (old_race_flags_ptr->old_r_flags5 != r_ptr->r_flags5) ||
2827 (old_race_flags_ptr->old_r_flags6 != r_ptr->r_flags6) ||
2828 (old_race_flags_ptr->old_r_flagsr != r_ptr->r_flagsr) ||
2829 (old_race_flags_ptr->old_r_blows0 != r_ptr->r_blows[0]) ||
2830 (old_race_flags_ptr->old_r_blows1 != r_ptr->r_blows[1]) ||
2831 (old_race_flags_ptr->old_r_blows2 != r_ptr->r_blows[2]) ||
2832 (old_race_flags_ptr->old_r_blows3 != r_ptr->r_blows[3]) ||
2833 (old_race_flags_ptr->old_r_cast_spell != r_ptr->r_cast_spell))
2835 target_ptr->window |= (PW_MONSTER);