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).
18 #include "monster/monster-direction.h"
19 #include "monster/monster-move.h"
20 #include "monster/monster-runaway.h"
21 #include "monster/monster-util.h"
22 #include "monster/monster-update.h"
23 #include "monster/quantum-effect.h"
25 #include "io/write-diary.h"
26 #include "cmd/cmd-dump.h"
27 #include "cmd/cmd-pet.h"
30 #include "spells-summon.h"
32 #include "realm/realm-hex.h"
35 #include "player-move.h"
36 #include "monster-status.h"
37 #include "monster-spell.h"
38 #include "monster-process.h"
40 void decide_drop_from_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon);
41 bool process_stealth(player_type *target_ptr, MONSTER_IDX m_idx);
42 bool vanish_summoned_children(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
43 void awake_monster(player_type *target_ptr, MONSTER_IDX m_idx);
44 void process_angar(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
45 bool explode_grenade(player_type *target_ptr, MONSTER_IDX m_idx);
46 bool decide_monster_multiplication(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox);
47 void process_special(player_type *target_ptr, MONSTER_IDX m_idx);
48 bool cast_spell(player_type *target_ptr, MONSTER_IDX m_idx, bool aware);
50 bool process_monster_fear(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx);
52 void sweep_monster_process(player_type *target_ptr);
53 bool decide_process_continue(player_type *target_ptr, monster_type *m_ptr);
56 * @brief モンスター単体の1ターン行動処理メインルーチン /
58 * @param target_ptr プレーヤーへの参照ポインタ
59 * @param m_idx 行動モンスターの参照ID
62 * The monster is known to be within 100 grids of the player\n
64 * In several cases, we directly update the monster lore\n
66 * Note that a monster is only allowed to "reproduce" if there\n
67 * are a limited number of "reproducing" monsters on the current\n
68 * level. This should prevent the level from being "swamped" by\n
69 * reproducing monsters. It also allows a large mass of mice to\n
70 * prevent a louse from multiplying, but this is a small price to\n
71 * pay for a simple multiplication method.\n
73 * XXX Monster fear is slightly odd, in particular, monsters will\n
74 * fixate on opening a door even if they cannot open it. Actually,\n
75 * the same thing happens to normal monsters when they hit a door\n
77 * In addition, monsters which *cannot* open or bash\n
78 * down a door will still stand there trying to open it...\n
80 * XXX Technically, need to check for monster in the way\n
81 * combined with that monster being in a wall (or door?)\n
83 * A "direction" of "5" means "pick a random direction".\n
85 void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
87 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
88 monster_race *r_ptr = &r_info[m_ptr->r_idx];
90 turn_flags *turn_flags_ptr = init_turn_flags(target_ptr->riding, m_idx, &tmp_flags);
91 turn_flags_ptr->see_m = is_seen(m_ptr);
93 decide_drop_from_monster(target_ptr, m_idx, turn_flags_ptr->is_riding_mon);
94 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
96 choose_new_monster(target_ptr, m_idx, FALSE, 0);
97 r_ptr = &r_info[m_ptr->r_idx];
100 turn_flags_ptr->aware = process_stealth(target_ptr, m_idx);
101 if (vanish_summoned_children(target_ptr, m_idx, turn_flags_ptr->see_m)) return;
102 if (process_quantum_effect(target_ptr, m_idx, turn_flags_ptr->see_m)) return;
103 if (explode_grenade(target_ptr, m_idx)) return;
104 if (runaway_monster(target_ptr, turn_flags_ptr, m_idx)) return;
106 awake_monster(target_ptr, m_idx);
107 if (MON_STUNNED(m_ptr))
109 if (one_in_(2)) return;
112 if (turn_flags_ptr->is_riding_mon)
114 target_ptr->update |= (PU_BONUS);
117 process_angar(target_ptr, m_idx, turn_flags_ptr->see_m);
119 POSITION oy = m_ptr->fy;
120 POSITION ox = m_ptr->fx;
121 if (decide_monster_multiplication(target_ptr, m_idx, oy, ox)) return;
123 process_special(target_ptr, m_idx);
124 process_speak_sound(target_ptr, m_idx, oy, ox, turn_flags_ptr->aware);
125 if (cast_spell(target_ptr, m_idx, turn_flags_ptr->aware)) return;
128 mm[0] = mm[1] = mm[2] = mm[3] = 0;
129 mm[4] = mm[5] = mm[6] = mm[7] = 0;
131 if (!decide_monster_movement_direction(target_ptr, mm, m_idx, turn_flags_ptr->aware)) return;
134 if (!process_monster_movement(target_ptr, turn_flags_ptr, m_idx, mm, oy, ox, &count)) return;
137 * Forward movements failed, but now received LOS attack!
138 * Try to flow by smell.
140 if (target_ptr->no_flowed && count > 2 && m_ptr->target_y)
141 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
143 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)
145 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
147 if (make_attack_spell(m_idx, target_ptr)) return;
151 update_player_type(target_ptr, turn_flags_ptr, r_ptr);
152 update_monster_race_flags(target_ptr, turn_flags_ptr, m_ptr);
154 if (!process_monster_fear(target_ptr, turn_flags_ptr, m_idx)) return;
156 if (m_ptr->ml) chg_virtue(target_ptr, V_COMPASSION, -1);
162 * @param target_ptr プレーヤーへの参照ポインタ
163 * @param m_idx モンスターID
164 * @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
166 bool process_stealth(player_type *target_ptr, MONSTER_IDX m_idx)
168 if ((target_ptr->special_defense & NINJA_S_STEALTH) == 0) return TRUE;
170 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
171 monster_race *r_ptr = &r_info[m_ptr->r_idx];
172 int tmp = target_ptr->lev * 6 + (target_ptr->skill_stl + 10) * 4;
173 if (target_ptr->monlite) tmp /= 3;
174 if (target_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
175 if (r_ptr->level > (target_ptr->lev * target_ptr->lev / 20 + 10)) tmp /= 3;
176 return (randint0(tmp) <= (r_ptr->level + 20));
181 * @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
182 * @param target_ptr プレーヤーへの参照ポインタ
183 * @param m_idx モンスターID
184 * @param is_riding_mon 騎乗中であればTRUE
187 void decide_drop_from_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon)
189 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
190 monster_race *r_ptr = &r_info[m_ptr->r_idx];
191 if (!is_riding_mon || ((r_ptr->flags7 & RF7_RIDING) != 0)) return;
193 if (rakuba(target_ptr, 0, TRUE))
196 msg_print("地面に落とされた。");
198 GAME_TEXT m_name[MAX_NLEN];
199 monster_desc(target_ptr, m_name, &target_ptr->current_floor_ptr->m_list[target_ptr->riding], 0);
200 msg_format("You have fallen from %s.", m_name);
207 * @brief 召喚の親元が消滅した時、子供も消滅させる
208 * @param target_ptr プレーヤーへの参照ポインタ
209 * @param m_idx モンスターID
210 * @param see_m モンスターが視界内にいたらTRUE
211 * @return 召喚モンスターが消滅したらTRUE
213 bool vanish_summoned_children(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
215 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
216 if ((m_ptr->parent_m_idx == 0) || (target_ptr->current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx > 0))
221 GAME_TEXT m_name[MAX_NLEN];
222 monster_desc(target_ptr, m_name, m_ptr, 0);
223 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
226 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
228 GAME_TEXT m_name[MAX_NLEN];
229 monster_desc(target_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
230 exe_write_diary(target_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
233 delete_monster_idx(target_ptr, m_idx);
239 * @brief 寝ているモンスターの起床を判定する
240 * @param target_ptr プレーヤーへの参照ポインタ
241 * @param m_idx モンスターID
244 void awake_monster(player_type *target_ptr, MONSTER_IDX m_idx)
246 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
247 monster_race *r_ptr = &r_info[m_ptr->r_idx];
248 if (!MON_CSLEEP(m_ptr)) return;
249 if (!(target_ptr->cursed & TRC_AGGRAVATE)) return;
251 (void)set_monster_csleep(target_ptr, m_idx, 0);
254 GAME_TEXT m_name[MAX_NLEN];
255 monster_desc(target_ptr, m_name, m_ptr, 0);
256 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
259 if (is_original_ap_and_seen(target_ptr, m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
267 * @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)
268 * @param target_ptr プレーヤーへの参照ポインタ
269 * @param m_idx モンスターID
270 * @param see_m モンスターが視界内にいたらTRUE
273 void process_angar(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
275 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
276 monster_race *r_ptr = &r_info[m_ptr->r_idx];
277 bool gets_angry = FALSE;
278 if (is_friendly(m_ptr) && (target_ptr->cursed & TRC_AGGRAVATE))
281 if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
282 monster_has_hostile_align(target_ptr, NULL, 10, -10, r_ptr)) || (r_ptr->flagsr & RFR_RES_ALL)))
287 if (target_ptr->phase_out || !gets_angry) return;
289 if (is_pet(m_ptr) || see_m)
291 GAME_TEXT m_name[MAX_NLEN];
292 monster_desc(target_ptr, m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
293 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
296 set_hostile(target_ptr, m_ptr);
302 * @param target_ptr プレーヤーへの参照ポインタ
303 * @param m_idx モンスターID
306 bool explode_grenade(player_type *target_ptr, MONSTER_IDX m_idx)
308 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
309 if (m_ptr->r_idx != MON_GRENADE) return FALSE;
312 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);
318 * @brief モンスター依存の特別な行動を取らせる
319 * @param target_ptr プレーヤーへの参照ポインタ
320 * @param m_idx モンスターID
323 void process_special(player_type *target_ptr, MONSTER_IDX m_idx)
325 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
326 monster_race *r_ptr = &r_info[m_ptr->r_idx];
327 if ((r_ptr->a_ability_flags2 & RF6_SPECIAL) == 0) return;
328 if (m_ptr->r_idx != MON_OHMU) return;
329 if (target_ptr->current_floor_ptr->inside_arena || target_ptr->phase_out) return;
330 if ((r_ptr->freq_spell == 0) || !(randint1(100) <= r_ptr->freq_spell)) return;
333 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
334 BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
336 for (int k = 0; k < A_MAX; k++)
338 if (summon_specific(target_ptr, m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
340 if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml) count++;
344 if (count && is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
349 * @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)
350 * @param target_ptr プレーヤーへの参照ポインタ
351 * @param m_idx モンスターID
352 * @param oy 分裂元モンスターのY座標
353 * @param ox 分裂元モンスターのX座標
354 * @return 実際に分裂したらTRUEを返す
356 bool decide_monster_multiplication(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox)
358 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
359 monster_race *r_ptr = &r_info[m_ptr->r_idx];
360 if (((r_ptr->flags2 & RF2_MULTIPLY) == 0) || (target_ptr->current_floor_ptr->num_repro >= MAX_REPRO))
364 for (POSITION y = oy - 1; y <= oy + 1; y++)
366 for (POSITION x = ox - 1; x <= ox + 1; x++)
368 if (!in_bounds2(target_ptr->current_floor_ptr, y, x)) continue;
369 if (target_ptr->current_floor_ptr->grid_array[y][x].m_idx) k++;
373 if (multiply_barrier(target_ptr, m_idx)) k = 8;
375 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
377 if (multiply_monster(target_ptr, m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
379 if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(target_ptr, m_ptr))
381 r_ptr->r_flags2 |= (RF2_MULTIPLY);
393 * @brief モンスターに魔法を試行させる
394 * @param target_ptr プレーヤーへの参照ポインタ
395 * @param m_idx モンスターID
396 * @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
397 * @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
399 bool cast_spell(player_type *target_ptr, MONSTER_IDX m_idx, bool aware)
401 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
402 monster_race *r_ptr = &r_info[m_ptr->r_idx];
403 if ((r_ptr->freq_spell == 0) || (randint1(100) > r_ptr->freq_spell))
406 bool counterattack = FALSE;
409 MONSTER_IDX t_m_idx = target_ptr->current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
410 if (t_m_idx && are_enemies(target_ptr, m_ptr, &target_ptr->current_floor_ptr->m_list[t_m_idx]) &&
411 projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
413 counterattack = TRUE;
419 if (monst_spell_monst(target_ptr, m_idx)) return TRUE;
420 if (aware && make_attack_spell(m_idx, target_ptr)) return TRUE;
424 if (aware && make_attack_spell(m_idx, target_ptr)) return TRUE;
425 if (monst_spell_monst(target_ptr, m_idx)) return TRUE;
433 * @brief モンスターの恐怖状態を処理する
434 * @param target_ptr プレーヤーへの参照ポインタ
435 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
436 * @param m_idx モンスターID
437 * @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
438 * @return モンスターが戦いを決意したらTRUE
440 bool process_monster_fear(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx)
442 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
443 bool is_battle_determined = !turn_flags_ptr->do_turn && !turn_flags_ptr->do_move && MON_MONFEAR(m_ptr) && turn_flags_ptr->aware;
444 if (!is_battle_determined) return FALSE;
446 (void)set_monster_monfear(target_ptr, m_idx, 0);
447 if (!turn_flags_ptr->see_m) return TRUE;
449 GAME_TEXT m_name[MAX_NLEN];
450 monster_desc(target_ptr, m_name, m_ptr, 0);
451 msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
457 * @brief 全モンスターのターン管理メインルーチン /
458 * Process all the "live" monsters, once per game turn.
461 * During each game current game turn, we scan through the list of all the "live" monsters,\n
462 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
463 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
465 * Note that monsters can never move in the monster array (except when the\n
466 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
468 * This function is responsible for at least half of the processor time\n
469 * on a normal system with a "normal" amount of monsters and a player doing\n
472 * When the player is resting, virtually 90% of the processor time is spent\n
473 * in this function, and its children, "process_monster()" and "make_move()".\n
475 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
476 * especially when the player is running.\n
478 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
479 * monsters while they are still being "born". A monster is "fresh" only\n
480 * during the game turn in which it is created, and we use the "hack_m_idx" to\n
481 * determine if the monster is yet to be processed during the game turn.\n
483 * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
484 * move before any "nasty" monsters get to use their spell attacks.\n
486 * Note that when the "knowledge" about the currently tracked monster\n
487 * changes (flags, attacks, spells), we induce a redraw of the monster\n
490 void process_monsters(player_type *target_ptr)
492 old_race_flags tmp_flags;
493 old_race_flags *old_race_flags_ptr = init_old_race_flags(&tmp_flags);
495 floor_type *floor_ptr = target_ptr->current_floor_ptr;
496 floor_ptr->monster_noise = FALSE;
498 MONRACE_IDX old_monster_race_idx = target_ptr->monster_race_idx;
499 save_old_race_flags(target_ptr->monster_race_idx, old_race_flags_ptr);
500 sweep_monster_process(target_ptr);
503 if (!target_ptr->monster_race_idx || (target_ptr->monster_race_idx != old_monster_race_idx))
506 update_player_window(target_ptr, old_race_flags_ptr);
511 * @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
512 * @param target_ptr プレーヤーへの参照ポインタ
514 void sweep_monster_process(player_type *target_ptr)
516 floor_type *floor_ptr = target_ptr->current_floor_ptr;
517 for (MONSTER_IDX i = floor_ptr->m_max - 1; i >= 1; i--)
520 m_ptr = &floor_ptr->m_list[i];
522 if (target_ptr->leaving) return;
523 if (!monster_is_valid(m_ptr)) continue;
524 if (target_ptr->wild_mode) continue;
526 if (m_ptr->mflag & MFLAG_BORN)
528 m_ptr->mflag &= ~(MFLAG_BORN);
532 if (m_ptr->cdis >= AAF_LIMIT) continue;
533 if (!decide_process_continue(target_ptr, m_ptr)) continue;
535 SPEED speed = (target_ptr->riding == i) ? target_ptr->pspeed : decide_monster_speed(m_ptr);
536 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
537 if (m_ptr->energy_need > 0) continue;
539 m_ptr->energy_need += ENERGY_NEED();
541 process_monster(target_ptr, i);
544 if (target_ptr->no_flowed && one_in_(3))
545 m_ptr->mflag2 |= MFLAG2_NOFLOW;
547 if (!target_ptr->playing || target_ptr->is_dead) return;
548 if (target_ptr->leaving) return;
554 * @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)
555 * @param target_ptr プレーヤーへの参照ポインタ
556 * @param m_ptr モンスターへの参照ポインタ
557 * @return 後続処理が必要ならTRUE
559 bool decide_process_continue(player_type *target_ptr, monster_type *m_ptr)
562 r_ptr = &r_info[m_ptr->r_idx];
563 if (!target_ptr->no_flowed)
565 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
568 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
571 if ((m_ptr->cdis <= MAX_SIGHT || target_ptr->phase_out) &&
572 (player_has_los_bold(target_ptr, m_ptr->fy, m_ptr->fx) || (target_ptr->cursed & TRC_AGGRAVATE)))