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/quantum-effect.h"
25 #include "spells-floor.h"
26 #include "spells-summon.h"
29 #include "realm-hex.h"
30 #include "object-flavor.h"
31 #include "object-hook.h"
34 #include "player-move.h"
35 #include "monster-status.h"
36 #include "monster-spell.h"
37 #include "monster-process.h"
38 #include "monster-dist-offsets.h"
39 #include "monsterrace-hook.h"
43 #include "view-mainwindow.h"
53 bool must_alter_to_move;
65 BIT_FLAGS old_r_flags1;
66 BIT_FLAGS old_r_flags2;
67 BIT_FLAGS old_r_flags3;
68 BIT_FLAGS old_r_flags4;
69 BIT_FLAGS old_r_flags5;
70 BIT_FLAGS old_r_flags6;
71 BIT_FLAGS old_r_flagsr;
78 byte old_r_cast_spell;
85 } coordinate_candidate;
87 turn_flags *init_turn_flags(player_type *target_ptr, MONSTER_IDX m_idx, turn_flags *turn_flags_ptr);
88 old_race_flags *init_old_race_flags(old_race_flags *old_race_flags_ptr);
90 bool get_enemy_dir(player_type *target_ptr, MONSTER_IDX m_idx, int *mm);
91 void decide_enemy_approch_direction(player_type *target_ptr, MONSTER_IDX m_idx, int start, int plus, POSITION *y, POSITION *x);
92 bool decide_pet_approch_direction(player_type *target_ptr, monster_type *m_ptr, monster_type *t_ptr);
93 void store_enemy_approch_direction(int *mm, POSITION y, POSITION x);
95 bool find_safety(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp);
96 coordinate_candidate sweep_safe_coordinate(player_type *target_ptr, MONSTER_IDX m_idx, const POSITION *y_offsets, const POSITION *x_offsets, int d);
98 bool find_hiding(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp);
99 void sweep_hiding_candidate(player_type *target_ptr, monster_type *m_ptr, const POSITION *y_offsets, const POSITION *x_offsets, coordinate_candidate *candidate);
101 void decide_drop_from_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon);
102 bool process_stealth(player_type *target_ptr, MONSTER_IDX m_idx);
103 bool vanish_summoned_children(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
104 void awake_monster(player_type *target_ptr, MONSTER_IDX m_idx);
105 void process_angar(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
106 bool explode_monster(player_type *target_ptr, MONSTER_IDX m_idx);
107 bool decide_monster_multiplication(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox);
108 bool decide_monster_movement_direction(player_type *target_ptr, DIRECTION *mm, MONSTER_IDX m_idx, bool aware);
109 bool random_walk(player_type *target_ptr, DIRECTION *mm, monster_type *m_ptr);
110 bool decide_pet_movement_direction(player_type *target_ptr, DIRECTION *mm, MONSTER_IDX m_idx);
111 bool runaway_monster(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx);
112 void escape_monster(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, GAME_TEXT *m_name);
113 void process_special(player_type *target_ptr, MONSTER_IDX m_idx);
114 void process_speak_sound(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox, bool aware);
115 bool cast_spell(player_type *target_ptr, MONSTER_IDX m_idx, bool aware);
117 bool process_wall(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx, bool can_cross);
118 bool process_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx);
119 bool bash_normal_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx);
120 void bash_glass_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, feature_type *f_ptr, bool may_bash);
121 bool process_protection_rune(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx);
122 bool process_explosive_rune(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx);
124 void exe_monster_attack_to_player(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, POSITION ny, POSITION nx);
125 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);
126 bool exe_monster_attack_to_monster(player_type *target_ptr, MONSTER_IDX m_idx, grid_type *g_ptr);
128 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);
129 bool process_post_dig_wall(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx);
130 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);
132 void update_object_by_monster_movement(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, POSITION ny, POSITION nx);
134 void update_player_type(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_race *r_ptr);
135 void update_monster_race_flags(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr);
136 void update_object_flags(BIT_FLAGS *flgs, BIT_FLAGS *flg2, BIT_FLAGS *flg3, BIT_FLAGS *flgr);
137 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);
138 bool process_monster_fear(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx);
140 void save_old_race_flags(player_type *target_ptr, old_race_flags *old_race_flags_ptr);
141 void sweep_monster_process(player_type *target_ptr);
142 bool decide_process_continue(player_type *target_ptr, monster_type *m_ptr);
143 SPEED decide_monster_speed(player_type *target_ptr, monster_type *m_ptr, int monster_number);
144 void update_player_window(player_type *target_ptr, old_race_flags *old_race_flags_ptr);
147 * @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
148 * Calculate the direction to the next enemy
149 * @param target_ptr プレーヤーへの参照ポインタ
150 * @param m_idx モンスターの参照ID
151 * @param mm 移動するべき方角IDを返す参照ポインタ
152 * @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
154 bool get_enemy_dir(player_type *target_ptr, MONSTER_IDX m_idx, int *mm)
156 floor_type *floor_ptr = target_ptr->current_floor_ptr;
157 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
159 POSITION x = 0, y = 0;
160 if (target_ptr->riding_t_m_idx && player_bold(target_ptr, m_ptr->fy, m_ptr->fx))
162 y = floor_ptr->m_list[target_ptr->riding_t_m_idx].fy;
163 x = floor_ptr->m_list[target_ptr->riding_t_m_idx].fx;
165 else if (is_pet(m_ptr) && target_ptr->pet_t_m_idx)
167 y = floor_ptr->m_list[target_ptr->pet_t_m_idx].fy;
168 x = floor_ptr->m_list[target_ptr->pet_t_m_idx].fx;
174 if (target_ptr->phase_out)
176 start = randint1(floor_ptr->m_max - 1) + floor_ptr->m_max;
177 if (randint0(2)) plus = -1;
181 start = floor_ptr->m_max + 1;
184 decide_enemy_approch_direction(target_ptr, m_idx, start, plus, &y, &x);
186 if ((x == 0) && (y == 0)) return FALSE;
192 store_enemy_approch_direction(mm, y, x);
198 * @brief モンスターが敵に接近するための方向を決定する
199 * @param target_ptr プレーヤーへの参照ポインタ
200 * @param m_idx モンスターID
201 * @param start モンスターIDの開始
202 * @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)
203 * @param y モンスターの移動方向Y
204 * @param x モンスターの移動方向X
207 void decide_enemy_approch_direction(player_type *target_ptr, MONSTER_IDX m_idx, int start, int plus, POSITION *y, POSITION *x)
209 floor_type *floor_ptr = target_ptr->current_floor_ptr;
210 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
211 monster_race *r_ptr = &r_info[m_ptr->r_idx];
212 for (int i = start; ((i < start + floor_ptr->m_max) && (i > start - floor_ptr->m_max)); i += plus)
214 MONSTER_IDX dummy = (i % floor_ptr->m_max);
215 if (dummy == 0) continue;
217 MONSTER_IDX t_idx = dummy;
219 t_ptr = &floor_ptr->m_list[t_idx];
220 if (t_ptr == m_ptr) continue;
221 if (!monster_is_valid(t_ptr)) continue;
222 if (decide_pet_approch_direction(target_ptr, m_ptr, t_ptr)) continue;
223 if (!are_enemies(target_ptr, m_ptr, t_ptr)) continue;
225 if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) ||
226 ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding)))
228 if (!in_disintegration_range(floor_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
232 if (!projectable(target_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
243 * @brief ペットが敵に接近するための方向を決定する
244 * @param target_ptr プレーヤーへの参照ポインタ
245 * @param m_ptr 移動を試みているモンスターへの参照ポインタ
246 * @param t_ptr 移動先モンスターへの参照ポインタ
247 * @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)
248 * @return ペットがモンスターに近づくならばTRUE
250 bool decide_pet_approch_direction(player_type *target_ptr, monster_type *m_ptr, monster_type *t_ptr)
252 monster_race *r_ptr = &r_info[m_ptr->r_idx];
253 if (!is_pet(m_ptr)) return FALSE;
255 if (target_ptr->pet_follow_distance < 0)
257 if (t_ptr->cdis <= (0 - target_ptr->pet_follow_distance))
262 else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > target_ptr->pet_follow_distance))
267 return (r_ptr->aaf < t_ptr->cdis);
272 * @brief モンスターの移動方向を保存する
277 void store_enemy_approch_direction(int *mm, POSITION y, POSITION x)
279 /* North, South, East, West, North-West, North-East, South-West, South-East */
280 if ((y < 0) && (x == 0))
286 else if ((y > 0) && (x == 0))
292 else if ((x > 0) && (y == 0))
298 else if ((x < 0) && (y == 0))
304 else if ((y < 0) && (x < 0))
310 else if ((y < 0) && (x > 0))
316 else if ((y > 0) && (x < 0))
322 else if ((y > 0) && (x > 0))
332 * @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 /
333 * Returns whether a given monster will try to run from the player.
334 * @param m_idx 逃走するモンスターの参照ID
335 * @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。
337 * Monsters will attempt to avoid very powerful players. See below.\n
339 * Because this function is called so often, little details are important\n
340 * for efficiency. Like not using "mod" or "div" when possible. And\n
341 * attempting to check the conditions in an optimal order. Note that\n
342 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
344 * Note that this function is responsible for about one to five percent\n
345 * of the processor use in normal conditions...\n
347 static bool mon_will_run(player_type *target_ptr, MONSTER_IDX m_idx)
349 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
350 monster_race *r_ptr = &r_info[m_ptr->r_idx];
354 return ((target_ptr->pet_follow_distance < 0) &&
355 (m_ptr->cdis <= (0 - target_ptr->pet_follow_distance)));
358 if (m_ptr->cdis > MAX_SIGHT + 5) return FALSE;
359 if (MON_MONFEAR(m_ptr)) return TRUE;
360 if (m_ptr->cdis <= 5) return FALSE;
362 PLAYER_LEVEL p_lev = target_ptr->lev;
363 DEPTH m_lev = r_ptr->level + (m_idx & 0x08) + 25;
364 if (m_lev > p_lev + 4) return FALSE;
365 if (m_lev + 4 <= p_lev) return TRUE;
367 HIT_POINT p_chp = target_ptr->chp;
368 HIT_POINT p_mhp = target_ptr->mhp;
369 HIT_POINT m_chp = m_ptr->hp;
370 HIT_POINT m_mhp = m_ptr->maxhp;
371 u32b p_val = (p_lev * p_mhp) + (p_chp << 2);
372 u32b m_val = (m_lev * m_mhp) + (m_chp << 2);
373 if (p_val * m_mhp > m_val * p_mhp) return TRUE;
380 * @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 /
381 * Search spell castable grid
382 * @param target_ptr プレーヤーへの参照ポインタ
383 * @param m_idx モンスターの参照ID
384 * @param yp 適したマスのY座標を返す参照ポインタ
385 * @param xp 適したマスのX座標を返す参照ポインタ
386 * @return 有効なマスがあった場合TRUEを返す
388 static bool get_moves_aux2(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
390 floor_type *floor_ptr = target_ptr->current_floor_ptr;
391 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
392 monster_race *r_ptr = &r_info[m_ptr->r_idx];
394 POSITION y1 = m_ptr->fy;
395 POSITION x1 = m_ptr->fx;
397 if (projectable(target_ptr, y1, x1, target_ptr->y, target_ptr->x)) return FALSE;
399 int now_cost = floor_ptr->grid_array[y1][x1].cost;
400 if (now_cost == 0) now_cost = 999;
402 bool can_open_door = FALSE;
403 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
405 can_open_door = TRUE;
409 for (int i = 7; i >= 0; i--)
411 POSITION y = y1 + ddy_ddd[i];
412 POSITION x = x1 + ddx_ddd[i];
413 if (!in_bounds2(floor_ptr, y, x)) continue;
414 if (player_bold(target_ptr, y, x)) return FALSE;
417 g_ptr = &floor_ptr->grid_array[y][x];
418 int cost = g_ptr->cost;
419 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))))
421 if (cost == 0) continue;
422 if (!can_open_door && is_closed_door(target_ptr, g_ptr->feat)) continue;
425 if (cost == 0) cost = 998;
427 if (now_cost < cost) continue;
428 if (!projectable(target_ptr, y, x, target_ptr->y, target_ptr->x)) continue;
429 if (best < cost) continue;
432 *yp = y1 + ddy_ddd[i];
433 *xp = x1 + ddx_ddd[i];
436 if (best == 999) return FALSE;
443 * 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)
444 * @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 /
445 * Choose the "best" direction for "flowing"
446 * @param m_idx モンスターの参照ID
447 * @param yp 移動先のマスのY座標を返す参照ポインタ
448 * @param xp 移動先のマスのX座標を返す参照ポインタ
449 * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
450 * @return 有効なマスがあった場合TRUEを返す
452 * Note that ghosts and rock-eaters are never allowed to "flow",\n
453 * since they should move directly towards the player.\n
455 * Prefer "non-diagonal" directions, but twiddle them a little\n
456 * to angle slightly towards the player's actual location.\n
458 * Allow very perceptive monsters to track old "spoor" left by\n
459 * previous locations occupied by the player. This will tend\n
460 * to have monsters end up either near the player or on a grid\n
461 * recently occupied by the player (and left via "teleport").\n
463 * Note that if "smell" is turned on, all monsters get vicious.\n
465 * Also note that teleporting away from a location will cause\n
466 * the monsters who were chasing you to converge on that location\n
467 * as long as you are still near enough to "annoy" them without\n
468 * being close enough to chase directly. I have no idea what will\n
469 * happen if you combine "smell" with low "aaf" values.\n
471 static bool get_moves_aux(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
474 floor_type *floor_ptr = target_ptr->current_floor_ptr;
475 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
476 monster_race *r_ptr = &r_info[m_ptr->r_idx];
478 if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
479 r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
480 r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
482 if (get_moves_aux2(target_ptr, m_idx, yp, xp)) return TRUE;
485 if (no_flow) return FALSE;
486 if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) return FALSE;
487 if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding)) return FALSE;
489 POSITION y1 = m_ptr->fy;
490 POSITION x1 = m_ptr->fx;
491 if (player_has_los_bold(target_ptr, y1, x1) && projectable(target_ptr, target_ptr->y, target_ptr->x, y1, x1)) return FALSE;
493 g_ptr = &floor_ptr->grid_array[y1][x1];
496 bool use_scent = FALSE;
501 else if (g_ptr->when)
503 if (floor_ptr->grid_array[target_ptr->y][target_ptr->x].when - g_ptr->when > 127) return FALSE;
513 for (int i = 7; i >= 0; i--)
515 POSITION y = y1 + ddy_ddd[i];
516 POSITION x = x1 + ddx_ddd[i];
518 if (!in_bounds2(floor_ptr, y, x)) continue;
520 g_ptr = &floor_ptr->grid_array[y][x];
523 int when = g_ptr->when;
524 if (best > when) continue;
531 if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
540 if ((cost == 0) || (best < cost)) continue;
545 *yp = target_ptr->y + 16 * ddy_ddd[i];
546 *xp = target_ptr->x + 16 * ddx_ddd[i];
549 if (best == 999 || best == 0) return FALSE;
556 * @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 /
557 * Provide a location to flee to, but give the player a wide berth.
558 * @param m_idx モンスターの参照ID
559 * @param yp 移動先のマスのY座標を返す参照ポインタ
560 * @param xp 移動先のマスのX座標を返す参照ポインタ
561 * @return 有効なマスがあった場合TRUEを返す
563 * A monster may wish to flee to a location that is behind the player,\n
564 * but instead of heading directly for it, the monster should "swerve"\n
565 * around the player so that he has a smaller chance of getting hit.\n
567 static bool get_fear_moves_aux(floor_type *floor_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
569 POSITION gy = 0, gx = 0;
571 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
572 POSITION fy = m_ptr->fy;
573 POSITION fx = m_ptr->fx;
575 POSITION y1 = fy - (*yp);
576 POSITION x1 = fx - (*xp);
579 for (int i = 7; i >= 0; i--)
581 POSITION y = fy + ddy_ddd[i];
582 POSITION x = fx + ddx_ddd[i];
583 if (!in_bounds2(floor_ptr, y, x)) continue;
585 POSITION dis = distance(y, x, y1, x1);
586 POSITION s = 5000 / (dis + 3) - 500 / (floor_ptr->grid_array[y][x].dist + 1);
589 if (s < score) continue;
596 if (score == -1) return FALSE;
605 coordinate_candidate init_coordinate_candidate(void)
607 coordinate_candidate candidate;
615 * @brief モンスターが逃げ込める安全な地点を返す /
616 * Choose a "safe" location near a monster for it to run toward.
617 * @param target_ptr プレーヤーへの参照ポインタ
618 * @param m_idx モンスターの参照ID
619 * @param yp 移動先のマスのY座標を返す参照ポインタ
620 * @param xp 移動先のマスのX座標を返す参照ポインタ
621 * @return 有効なマスがあった場合TRUEを返す
623 * A location is "safe" if it can be reached quickly and the player\n
624 * is not able to fire into it (it isn't a "clean shot"). So, this will\n
625 * cause monsters to "duck" behind walls. Hopefully, monsters will also\n
626 * try to run towards corridor openings if they are in a room.\n
628 * This function may take lots of CPU time if lots of monsters are\n
631 * Return TRUE if a safe location is available.\n
633 bool find_safety(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
635 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
636 for (POSITION d = 1; d < 10; d++)
638 const POSITION *y_offsets;
639 y_offsets = dist_offsets_y[d];
641 const POSITION *x_offsets;
642 x_offsets = dist_offsets_x[d];
644 coordinate_candidate candidate = sweep_safe_coordinate(target_ptr, m_idx, y_offsets, x_offsets, d);
646 if (candidate.gdis <= 0) continue;
648 *yp = m_ptr->fy - candidate.gy;
649 *xp = m_ptr->fx - candidate.gx;
659 * @brief モンスターが逃げ込める地点を走査する
660 * @param target_ptr プレーヤーへの参照ポインタ
661 * @param m_idx モンスターID
664 * @param d モンスターがいる地点からの距離
665 * @return 逃げ込める地点の候補地
667 coordinate_candidate sweep_safe_coordinate(player_type *target_ptr, MONSTER_IDX m_idx, const POSITION *y_offsets, const POSITION *x_offsets, int d)
669 coordinate_candidate candidate = init_coordinate_candidate();
670 floor_type *floor_ptr = target_ptr->current_floor_ptr;
671 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
672 for (POSITION i = 0, dx = x_offsets[0], dy = y_offsets[0];
674 i++, dx = x_offsets[i], dy = y_offsets[i])
676 POSITION y = m_ptr->fy + dy;
677 POSITION x = m_ptr->fx + dx;
678 if (!in_bounds(floor_ptr, y, x)) continue;
681 g_ptr = &floor_ptr->grid_array[y][x];
683 BIT_FLAGS16 riding_mode = (m_idx == target_ptr->riding) ? CEM_RIDING : 0;
684 if (!monster_can_cross_terrain(target_ptr, g_ptr->feat, &r_info[m_ptr->r_idx], riding_mode))
687 if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
689 if (g_ptr->dist == 0) continue;
690 if (g_ptr->dist > floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist + 2 * d) continue;
693 if (projectable(target_ptr, target_ptr->y, target_ptr->x, y, x)) continue;
695 POSITION dis = distance(y, x, target_ptr->y, target_ptr->x);
696 if (dis <= candidate.gdis) continue;
700 candidate.gdis = dis;
708 * @brief モンスターが隠れ潜める地点を返す /
709 * Choose a good hiding place near a monster for it to run toward.
710 * @param target_ptr プレーヤーへの参照ポインタ
711 * @param m_idx モンスターの参照ID
712 * @param yp 移動先のマスのY座標を返す参照ポインタ
713 * @param xp 移動先のマスのX座標を返す参照ポインタ
714 * @return 有効なマスがあった場合TRUEを返す
716 * Pack monsters will use this to "ambush" the player and lure him out\n
717 * of corridors into open space so they can swarm him.\n
719 * Return TRUE if a good location is available.\n
721 bool find_hiding(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
723 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
724 coordinate_candidate candidate = init_coordinate_candidate();
725 candidate.gdis = 999;
727 for (POSITION d = 1; d < 10; d++)
729 const POSITION *y_offsets;
730 y_offsets = dist_offsets_y[d];
732 const POSITION *x_offsets;
733 x_offsets = dist_offsets_x[d];
735 sweep_hiding_candidate(target_ptr, m_ptr, y_offsets, x_offsets, &candidate);
736 if (candidate.gdis >= 999) continue;
738 *yp = m_ptr->fy - candidate.gy;
739 *xp = m_ptr->fx - candidate.gx;
748 * @brief モンスターが隠れられる地点を走査する
749 * @param target_ptr プレーヤーへの参照ポインタ
750 * @param m_idx モンスターID
753 * @param candidate 隠れられる地点の候補地
756 void sweep_hiding_candidate(player_type *target_ptr, monster_type *m_ptr, const POSITION *y_offsets, const POSITION *x_offsets, coordinate_candidate *candidate)
758 monster_race *r_ptr = &r_info[m_ptr->r_idx];
759 for (POSITION i = 0, dx = x_offsets[0], dy = y_offsets[0];
761 i++, dx = x_offsets[i], dy = y_offsets[i])
763 POSITION y = m_ptr->fy + dy;
764 POSITION x = m_ptr->fx + dx;
765 if (!in_bounds(target_ptr->current_floor_ptr, y, x)) continue;
766 if (!monster_can_enter(target_ptr, y, x, r_ptr, 0)) continue;
767 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))
770 POSITION dis = distance(y, x, target_ptr->y, target_ptr->x);
771 if (dis < candidate->gdis && dis >= 2)
775 candidate->gdis = dis;
782 * 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……
783 * @brief モンスターの移動方向を返す /
784 * Choose "logical" directions for monster movement
785 * @param target_ptr プレーヤーへの参照ポインタ
786 * @param m_idx モンスターの参照ID
787 * @param mm 移動方向を返す方向IDの参照ポインタ
788 * @return 有効方向があった場合TRUEを返す
790 static bool get_moves(player_type *target_ptr, MONSTER_IDX m_idx, DIRECTION *mm)
792 floor_type *floor_ptr = target_ptr->current_floor_ptr;
793 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
794 monster_race *r_ptr = &r_info[m_ptr->r_idx];
795 POSITION y = 0, ay, x = 0, ax;
796 POSITION y2 = target_ptr->y;
797 POSITION x2 = target_ptr->x;
799 bool will_run = mon_will_run(target_ptr, m_idx);
801 bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) != 0) && (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].cost > 2);
802 bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) != 0) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall);
804 if (!will_run && m_ptr->target_y)
806 int t_m_idx = floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
808 are_enemies(target_ptr, m_ptr, &floor_ptr->m_list[t_m_idx]) &&
809 los(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
810 projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
812 y = m_ptr->fy - m_ptr->target_y;
813 x = m_ptr->fx - m_ptr->target_x;
818 if (!done && !will_run && is_hostile(m_ptr) &&
819 (r_ptr->flags1 & RF1_FRIENDS) &&
820 ((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)) ||
821 (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
823 if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
824 !(r_ptr->flags2 & RF2_KILL_WALL))
827 for (int i = 0; i < 8; i++)
829 int xx = target_ptr->x + ddx_ddd[i];
830 int yy = target_ptr->y + ddy_ddd[i];
832 if (!in_bounds2(floor_ptr, yy, xx)) continue;
834 g_ptr = &floor_ptr->grid_array[yy][xx];
835 if (monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, 0))
841 if (floor_ptr->grid_array[target_ptr->y][target_ptr->x].info & CAVE_ROOM) room -= 2;
842 if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
844 if (room < (8 * (target_ptr->chp + target_ptr->csp)) /
845 (target_ptr->mhp + target_ptr->msp))
847 if (find_hiding(target_ptr, m_idx, &y, &x)) done = TRUE;
851 if (!done && (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < 3))
853 for (int i = 0; i < 8; i++)
855 y2 = target_ptr->y + ddy_ddd[(m_idx + i) & 7];
856 x2 = target_ptr->x + ddx_ddd[(m_idx + i) & 7];
857 if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
864 if (!in_bounds2(floor_ptr, y2, x2)) continue;
865 if (!monster_can_enter(target_ptr, y2, x2, r_ptr, 0)) continue;
878 (void)get_moves_aux(target_ptr, m_idx, &y2, &x2, no_flow);
883 if (is_pet(m_ptr) && will_run)
889 if (!done && will_run)
893 if (find_safety(target_ptr, m_idx, &y, &x) && !no_flow)
895 if (get_fear_moves_aux(target_ptr->current_floor_ptr, m_idx, &y, &x))
907 if (!x && !y) return FALSE;
913 if (y < 0) move_val += 8;
914 if (x > 0) move_val += 4;
916 if (ay > (ax << 1)) move_val += 2;
917 else if (ax > (ay << 1)) move_val++;
1067 static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
1069 return !have_flag(f_ptr->flags, FF_GLASS) ||
1070 (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
1071 (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
1076 * @brief モンスター単体の1ターン行動処理メインルーチン /
1078 * @param target_ptr プレーヤーへの参照ポインタ
1079 * @param m_idx 行動モンスターの参照ID
1082 * The monster is known to be within 100 grids of the player\n
1084 * In several cases, we directly update the monster lore\n
1086 * Note that a monster is only allowed to "reproduce" if there\n
1087 * are a limited number of "reproducing" monsters on the current\n
1088 * level. This should prevent the level from being "swamped" by\n
1089 * reproducing monsters. It also allows a large mass of mice to\n
1090 * prevent a louse from multiplying, but this is a small price to\n
1091 * pay for a simple multiplication method.\n
1093 * XXX Monster fear is slightly odd, in particular, monsters will\n
1094 * fixate on opening a door even if they cannot open it. Actually,\n
1095 * the same thing happens to normal monsters when they hit a door\n
1097 * In addition, monsters which *cannot* open or bash\n
1098 * down a door will still stand there trying to open it...\n
1100 * XXX Technically, need to check for monster in the way\n
1101 * combined with that monster being in a wall (or door?)\n
1103 * A "direction" of "5" means "pick a random direction".\n
1105 void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
1107 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1108 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1109 turn_flags tmp_flags;
1110 turn_flags *turn_flags_ptr = init_turn_flags(target_ptr, m_idx, &tmp_flags);
1111 turn_flags_ptr->see_m = is_seen(m_ptr);
1113 decide_drop_from_monster(target_ptr, m_idx, turn_flags_ptr->is_riding_mon);
1114 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
1116 choose_new_monster(target_ptr, m_idx, FALSE, 0);
1117 r_ptr = &r_info[m_ptr->r_idx];
1120 turn_flags_ptr->aware = process_stealth(target_ptr, m_idx);
1121 if (vanish_summoned_children(target_ptr, m_idx, turn_flags_ptr->see_m)) return;
1122 if (process_quantum_effect(target_ptr, m_idx, turn_flags_ptr->see_m)) return;
1123 if (explode_monster(target_ptr, m_idx)) return;
1124 if (runaway_monster(target_ptr, turn_flags_ptr, m_idx)) return;
1126 awake_monster(target_ptr, m_idx);
1127 if (MON_STUNNED(m_ptr))
1129 if (one_in_(2)) return;
1132 if (turn_flags_ptr->is_riding_mon)
1134 target_ptr->update |= (PU_BONUS);
1137 process_angar(target_ptr, m_idx, turn_flags_ptr->see_m);
1139 POSITION oy = m_ptr->fy;
1140 POSITION ox = m_ptr->fx;
1141 if (decide_monster_multiplication(target_ptr, m_idx, oy, ox)) return;
1143 process_special(target_ptr, m_idx);
1144 process_speak_sound(target_ptr, m_idx, oy, ox, turn_flags_ptr->aware);
1145 if (cast_spell(target_ptr, m_idx, turn_flags_ptr->aware)) return;
1148 mm[0] = mm[1] = mm[2] = mm[3] = 0;
1149 mm[4] = mm[5] = mm[6] = mm[7] = 0;
1151 if (!decide_monster_movement_direction(target_ptr, mm, m_idx, turn_flags_ptr->aware)) return;
1154 if (!process_monster_movement(target_ptr, turn_flags_ptr, m_idx, mm, oy, ox, &count)) return;
1157 * Forward movements failed, but now received LOS attack!
1158 * Try to flow by smell.
1160 if (target_ptr->no_flowed && count > 2 && m_ptr->target_y)
1161 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
1163 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)
1165 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
1167 if (make_attack_spell(m_idx, target_ptr)) return;
1171 update_player_type(target_ptr, turn_flags_ptr, r_ptr);
1172 update_monster_race_flags(target_ptr, turn_flags_ptr, m_ptr);
1174 if (!process_monster_fear(target_ptr, turn_flags_ptr, m_idx)) return;
1176 if (m_ptr->ml) chg_virtue(target_ptr, V_COMPASSION, -1);
1181 * @brief ターン経過フラグ構造体の初期化
1182 * @param target_ptr プレーヤーへの参照ポインタ
1183 * @param m_idx モンスターID
1184 * @return 初期化済のターン経過フラグ
1186 turn_flags *init_turn_flags(player_type *target_ptr, MONSTER_IDX m_idx, turn_flags *turn_flags_ptr)
1188 turn_flags_ptr->is_riding_mon = (m_idx == target_ptr->riding);
1189 turn_flags_ptr->do_turn = FALSE;
1190 turn_flags_ptr->do_move = FALSE;
1191 turn_flags_ptr->do_view = FALSE;
1192 turn_flags_ptr->must_alter_to_move = FALSE;
1193 turn_flags_ptr->did_open_door = FALSE;
1194 turn_flags_ptr->did_bash_door = FALSE;
1195 turn_flags_ptr->did_take_item = FALSE;
1196 turn_flags_ptr->did_kill_item = FALSE;
1197 turn_flags_ptr->did_move_body = FALSE;
1198 turn_flags_ptr->did_pass_wall = FALSE;
1199 turn_flags_ptr->did_kill_wall = FALSE;
1200 return turn_flags_ptr;
1206 * @param target_ptr プレーヤーへの参照ポインタ
1207 * @param m_idx モンスターID
1208 * @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
1210 bool process_stealth(player_type *target_ptr, MONSTER_IDX m_idx)
1212 if ((target_ptr->special_defense & NINJA_S_STEALTH) == 0) return TRUE;
1214 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1215 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1216 int tmp = target_ptr->lev * 6 + (target_ptr->skill_stl + 10) * 4;
1217 if (target_ptr->monlite) tmp /= 3;
1218 if (target_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
1219 if (r_ptr->level > (target_ptr->lev * target_ptr->lev / 20 + 10)) tmp /= 3;
1220 return (randint0(tmp) <= (r_ptr->level + 20));
1225 * @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
1226 * @param target_ptr プレーヤーへの参照ポインタ
1227 * @param m_idx モンスターID
1228 * @param is_riding_mon 騎乗中であればTRUE
1231 void decide_drop_from_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon)
1233 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1234 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1235 if (!is_riding_mon || ((r_ptr->flags7 & RF7_RIDING) != 0)) return;
1237 if (rakuba(target_ptr, 0, TRUE))
1240 msg_print("地面に落とされた。");
1242 GAME_TEXT m_name[MAX_NLEN];
1243 monster_desc(target_ptr, m_name, &target_ptr->current_floor_ptr->m_list[target_ptr->riding], 0);
1244 msg_format("You have fallen from %s.", m_name);
1251 * @brief 召喚の親元が消滅した時、子供も消滅させる
1252 * @param target_ptr プレーヤーへの参照ポインタ
1253 * @param m_idx モンスターID
1254 * @param see_m モンスターが視界内にいたらTRUE
1255 * @return 召喚モンスターが消滅したらTRUE
1257 bool vanish_summoned_children(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
1259 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1260 if ((m_ptr->parent_m_idx == 0) || (target_ptr->current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx > 0))
1265 GAME_TEXT m_name[MAX_NLEN];
1266 monster_desc(target_ptr, m_name, m_ptr, 0);
1267 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
1270 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1272 GAME_TEXT m_name[MAX_NLEN];
1273 monster_desc(target_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
1274 exe_write_diary(target_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
1277 delete_monster_idx(target_ptr, m_idx);
1283 * @brief 寝ているモンスターの起床を判定する
1284 * @param target_ptr プレーヤーへの参照ポインタ
1285 * @param m_idx モンスターID
1288 void awake_monster(player_type *target_ptr, MONSTER_IDX m_idx)
1290 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1291 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1292 if (!MON_CSLEEP(m_ptr)) return;
1293 if (!(target_ptr->cursed & TRC_AGGRAVATE)) return;
1295 (void)set_monster_csleep(target_ptr, m_idx, 0);
1298 GAME_TEXT m_name[MAX_NLEN];
1299 monster_desc(target_ptr, m_name, m_ptr, 0);
1300 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
1303 if (is_original_ap_and_seen(target_ptr, m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
1311 * @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)
1312 * @param target_ptr プレーヤーへの参照ポインタ
1313 * @param m_idx モンスターID
1314 * @param see_m モンスターが視界内にいたらTRUE
1317 void process_angar(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
1319 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1320 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1321 bool gets_angry = FALSE;
1322 if (is_friendly(m_ptr) && (target_ptr->cursed & TRC_AGGRAVATE))
1325 if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
1326 monster_has_hostile_align(target_ptr, NULL, 10, -10, r_ptr)) || (r_ptr->flagsr & RFR_RES_ALL)))
1331 if (target_ptr->phase_out || !gets_angry) return;
1333 if (is_pet(m_ptr) || see_m)
1335 GAME_TEXT m_name[MAX_NLEN];
1336 monster_desc(target_ptr, m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
1337 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
1340 set_hostile(target_ptr, m_ptr);
1346 * @param target_ptr プレーヤーへの参照ポインタ
1347 * @param m_idx モンスターID
1350 bool explode_monster(player_type *target_ptr, MONSTER_IDX m_idx)
1352 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1353 if (m_ptr->r_idx != MON_SHURYUUDAN) return FALSE;
1356 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);
1362 * @brief モンスター依存の特別な行動を取らせる
1363 * @param target_ptr プレーヤーへの参照ポインタ
1364 * @param m_idx モンスターID
1367 void process_special(player_type *target_ptr, MONSTER_IDX m_idx)
1369 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1370 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1371 if ((r_ptr->a_ability_flags2 & RF6_SPECIAL) == 0) return;
1372 if (m_ptr->r_idx != MON_OHMU) return;
1373 if (target_ptr->current_floor_ptr->inside_arena || target_ptr->phase_out) return;
1374 if ((r_ptr->freq_spell == 0) || !(randint1(100) <= r_ptr->freq_spell)) return;
1377 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1378 BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
1380 for (int k = 0; k < A_MAX; k++)
1382 if (summon_specific(target_ptr, m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
1384 if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml) count++;
1388 if (count && is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
1393 * @brief モンスターを喋らせたり足音を立てたりする
1394 * @param target_ptr プレーヤーへの参照ポインタ
1395 * @param m_idx モンスターID
1396 * @param oy モンスターが元々いたY座標
1397 * @param ox モンスターが元々いたX座標
1398 * @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
1401 void process_speak_sound(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox, bool aware)
1403 if (target_ptr->phase_out) return;
1405 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1406 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
1407 if (m_ptr->ap_r_idx == MON_CYBER &&
1408 one_in_(CYBERNOISE) &&
1409 !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
1411 if (disturb_minor) disturb(target_ptr, FALSE, FALSE);
1412 msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
1415 if (((ap_r_ptr->flags2 & RF2_CAN_SPEAK) == 0) || !aware ||
1416 !one_in_(SPEAK_CHANCE) ||
1417 !player_has_los_bold(target_ptr, oy, ox) ||
1418 !projectable(target_ptr, oy, ox, target_ptr->y, target_ptr->x))
1421 GAME_TEXT m_name[MAX_NLEN];
1422 char monmessage[1024];
1426 monster_desc(target_ptr, m_name, m_ptr, 0);
1428 strcpy(m_name, _("それ", "It"));
1430 if (MON_MONFEAR(m_ptr))
1431 filename = _("monfear_j.txt", "monfear.txt");
1432 else if (is_pet(m_ptr))
1433 filename = _("monpet_j.txt", "monpet.txt");
1434 else if (is_friendly(m_ptr))
1435 filename = _("monfrien_j.txt", "monfrien.txt");
1437 filename = _("monspeak_j.txt", "monspeak.txt");
1439 if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
1441 msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
1447 * @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)
1448 * @param target_ptr プレーヤーへの参照ポインタ
1449 * @param m_idx モンスターID
1450 * @param oy 分裂元モンスターのY座標
1451 * @param ox 分裂元モンスターのX座標
1452 * @return 実際に分裂したらTRUEを返す
1454 bool decide_monster_multiplication(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox)
1456 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1457 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1458 if (((r_ptr->flags2 & RF2_MULTIPLY) == 0) || (target_ptr->current_floor_ptr->num_repro >= MAX_REPRO))
1462 for (POSITION y = oy - 1; y <= oy + 1; y++)
1464 for (POSITION x = ox - 1; x <= ox + 1; x++)
1466 if (!in_bounds2(target_ptr->current_floor_ptr, y, x)) continue;
1467 if (target_ptr->current_floor_ptr->grid_array[y][x].m_idx) k++;
1471 if (multiply_barrier(target_ptr, m_idx)) k = 8;
1473 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
1475 if (multiply_monster(target_ptr, m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
1477 if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(target_ptr, m_ptr))
1479 r_ptr->r_flags2 |= (RF2_MULTIPLY);
1491 * @brief モンスターの移動パターンを決定する
1492 * @param target_ptr プレーヤーへの参照ポインタ
1494 * @param m_idx モンスターID
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
1496 * @return 移動先が存在すればTRUE
1498 bool decide_monster_movement_direction(player_type *target_ptr, DIRECTION *mm, MONSTER_IDX m_idx, bool aware)
1500 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1501 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1503 if (MON_CONFUSED(m_ptr) || !aware)
1505 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1509 if (random_walk(target_ptr, mm, m_ptr)) return TRUE;
1511 if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
1513 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1517 if (decide_pet_movement_direction(target_ptr, mm, m_idx)) return TRUE;
1519 if (!is_hostile(m_ptr))
1521 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1522 get_enemy_dir(target_ptr, m_idx, mm);
1526 if (!get_moves(target_ptr, m_idx, mm)) return FALSE;
1533 * 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?
1534 * @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
1535 * @param target_ptr プレーヤーへの参照ポインタ
1537 * @param m_ptr モンスターへの参照ポインタ
1538 * @return 不規則な方向へ歩くことになったらTRUE
1540 bool random_walk(player_type *target_ptr, DIRECTION *mm, monster_type *m_ptr)
1542 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1543 if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) && (randint0(100) < 75))
1545 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
1547 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1551 if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 50))
1553 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= RF1_RAND_50;
1555 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1559 if ((r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 25))
1561 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
1563 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1572 * @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
1573 * @param target_ptr プレーヤーへの参照ポインタ
1575 * @param m_idx モンスターID
1576 * @return モンスターがペットであればTRUE
1578 bool decide_pet_movement_direction(player_type *target_ptr, DIRECTION *mm, MONSTER_IDX m_idx)
1580 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1581 if (!is_pet(m_ptr)) return FALSE;
1583 bool avoid = ((target_ptr->pet_follow_distance < 0) && (m_ptr->cdis <= (0 - target_ptr->pet_follow_distance)));
1584 bool lonely = (!avoid && (m_ptr->cdis > target_ptr->pet_follow_distance));
1585 bool distant = (m_ptr->cdis > PET_SEEK_DIST);
1586 mm[0] = mm[1] = mm[2] = mm[3] = 5;
1587 if (get_enemy_dir(target_ptr, m_idx, mm)) return TRUE;
1588 if (!avoid && !lonely && !distant) return TRUE;
1590 POSITION dis = target_ptr->pet_follow_distance;
1591 if (target_ptr->pet_follow_distance > PET_SEEK_DIST)
1593 target_ptr->pet_follow_distance = PET_SEEK_DIST;
1596 (void)get_moves(target_ptr, m_idx, mm);
1597 target_ptr->pet_follow_distance = (s16b)dis;
1603 * @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
1604 * @param target_ptr プレーヤーへの参照ポインタ
1605 * @param m_idx モンスターID
1606 * @param is_riding_mon 騎乗状態ならばTRUE
1607 * @param see_m モンスターが視界内にいたらTRUE
1608 * @return モンスターがフロアから消えたらTRUE
1610 bool runaway_monster(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx)
1612 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1613 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1614 bool can_runaway = is_pet(m_ptr) || is_friendly(m_ptr);
1615 can_runaway &= ((r_ptr->flags1 & RF1_UNIQUE) != 0) || ((r_ptr->flags7 & RF7_NAZGUL) != 0);
1616 can_runaway &= !target_ptr->phase_out;
1617 if (!can_runaway) return FALSE;
1619 static int riding_pinch = 0;
1621 if (m_ptr->hp >= m_ptr->maxhp / 3)
1623 /* Reset the counter */
1624 if (turn_flags_ptr->is_riding_mon) riding_pinch = 0;
1629 GAME_TEXT m_name[MAX_NLEN];
1630 monster_desc(target_ptr, m_name, m_ptr, 0);
1631 if (turn_flags_ptr->is_riding_mon && riding_pinch < 2)
1633 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。",
1634 "%^s seems to be in so much pain and tries to escape from your restriction."), m_name);
1636 disturb(target_ptr, TRUE, TRUE);
1640 escape_monster(target_ptr, turn_flags_ptr, m_ptr, m_name);
1641 check_quest_completion(target_ptr, m_ptr);
1642 delete_monster_idx(target_ptr, m_idx);
1648 * @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
1649 * @param target_ptr プレーヤーへの参照ポインタ
1650 * @param is_riding_mon 騎乗状態ならばTRUE
1651 * @param m_ptr モンスターへの参照ポインタ
1652 * @param m_name モンスター名称
1653 * @param see_m モンスターが視界内にいたらTRUE
1656 void escape_monster(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, GAME_TEXT *m_name)
1658 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1659 if (turn_flags_ptr->is_riding_mon)
1661 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);
1662 if (rakuba(target_ptr, -1, FALSE))
1664 msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
1668 if (turn_flags_ptr->see_m)
1670 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) &&
1671 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))
1673 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);
1676 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);
1677 msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
1680 if (turn_flags_ptr->is_riding_mon && rakuba(target_ptr, -1, FALSE))
1682 msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
1688 * @brief モンスターに魔法を試行させる
1689 * @param target_ptr プレーヤーへの参照ポインタ
1690 * @param m_idx モンスターID
1691 * @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
1692 * @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
1694 bool cast_spell(player_type *target_ptr, MONSTER_IDX m_idx, bool aware)
1696 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1697 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1698 if ((r_ptr->freq_spell == 0) || (randint1(100) > r_ptr->freq_spell))
1701 bool counterattack = FALSE;
1702 if (m_ptr->target_y)
1704 MONSTER_IDX t_m_idx = target_ptr->current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
1705 if (t_m_idx && are_enemies(target_ptr, m_ptr, &target_ptr->current_floor_ptr->m_list[t_m_idx]) &&
1706 projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
1708 counterattack = TRUE;
1714 if (monst_spell_monst(target_ptr, m_idx)) return TRUE;
1715 if (aware && make_attack_spell(m_idx, target_ptr)) return TRUE;
1719 if (aware && make_attack_spell(m_idx, target_ptr)) return TRUE;
1720 if (monst_spell_monst(target_ptr, m_idx)) return TRUE;
1728 * 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
1729 * @brief モンスターの移動に関するメインルーチン
1730 * @param target_ptr プレーヤーへの参照ポインタ
1731 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
1732 * @param m_idx モンスターID
1733 * @param mm モンスターの移動方向
1734 * @param oy 移動前の、モンスターのY座標
1735 * @param ox 移動前の、モンスターのX座標
1736 * @param count 移動回数 (のはず todo)
1737 * @return 移動が阻害される何か (ドア等)があったらFALSE
1739 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)
1741 for (int i = 0; mm[i]; i++)
1744 if (d == 5) d = ddd[randint0(8)];
1746 POSITION ny = oy + ddy[d];
1747 POSITION nx = ox + ddx[d];
1748 if (!in_bounds2(target_ptr->current_floor_ptr, ny, nx)) continue;
1751 g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
1752 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1753 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1754 bool can_cross = monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, turn_flags_ptr->is_riding_mon ? CEM_RIDING : 0);
1756 if (!process_wall(target_ptr, turn_flags_ptr, m_ptr, ny, nx, can_cross))
1758 if (!process_door(target_ptr, turn_flags_ptr, m_ptr, ny, nx))
1762 if (!process_protection_rune(target_ptr, turn_flags_ptr, m_ptr, ny, nx))
1764 if (!process_explosive_rune(target_ptr, turn_flags_ptr, m_ptr, ny, nx))
1768 exe_monster_attack_to_player(target_ptr, turn_flags_ptr, m_idx, ny, nx);
1769 if (process_monster_attack_to_monster(target_ptr, turn_flags_ptr, m_idx, g_ptr, can_cross)) return FALSE;
1771 if (turn_flags_ptr->is_riding_mon)
1773 if (!target_ptr->riding_ryoute && !MON_MONFEAR(&target_ptr->current_floor_ptr->m_list[target_ptr->riding])) turn_flags_ptr->do_move = FALSE;
1776 if (!process_post_dig_wall(target_ptr, turn_flags_ptr, m_ptr, ny, nx)) return FALSE;
1778 if (turn_flags_ptr->must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
1780 if (!monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, turn_flags_ptr->is_riding_mon ? CEM_RIDING : 0))
1781 turn_flags_ptr->do_move = FALSE;
1784 if (turn_flags_ptr->do_move && !can_cross && !turn_flags_ptr->did_kill_wall && !turn_flags_ptr->did_bash_door)
1785 turn_flags_ptr->do_move = FALSE;
1787 if (turn_flags_ptr->do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
1789 if (is_original_ap_and_seen(target_ptr, m_ptr))
1790 r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
1792 turn_flags_ptr->do_move = FALSE;
1795 if (!turn_flags_ptr->do_move)
1797 if (turn_flags_ptr->do_turn) break;
1802 turn_flags_ptr->do_turn = TRUE;
1803 feature_type *f_ptr;
1804 f_ptr = &f_info[g_ptr->feat];
1805 if (have_flag(f_ptr->flags, FF_TREE))
1807 if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
1809 m_ptr->energy_need += ENERGY_NEED();
1813 if (!update_riding_monster(target_ptr, turn_flags_ptr, m_idx, oy, ox, ny, nx)) break;
1815 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
1818 (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(target_ptr, target_ptr->y, target_ptr->x, m_ptr->fy, m_ptr->fx)) ||
1819 (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= target_ptr->lev)))
1821 if (is_hostile(m_ptr))
1822 disturb(target_ptr, FALSE, TRUE);
1825 bool is_takable_or_killable = g_ptr->o_idx > 0;
1826 is_takable_or_killable &= (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) != 0;
1828 bool is_pickup_items = (target_ptr->pet_extra_flags & PF_PICKUP_ITEMS) != 0;
1829 is_pickup_items &= (r_ptr->flags2 & RF2_TAKE_ITEM) != 0;
1831 is_takable_or_killable &= !is_pet(m_ptr) || is_pickup_items;
1832 if (!is_takable_or_killable)
1834 if (turn_flags_ptr->do_turn) break;
1839 update_object_by_monster_movement(target_ptr, turn_flags_ptr, m_idx, ny, nx);
1840 if (turn_flags_ptr->do_turn) break;
1850 * @brief モンスターによる壁の透過・破壊を行う
1851 * @param target_ptr プレーヤーへの参照ポインタ
1852 * @param m_ptr モンスターへの参照ポインタ
1853 * @param ny モンスターのY座標
1854 * @param nx モンスターのX座標
1855 * @param can_cross モンスターが地形を踏破できるならばTRUE
1856 * @return 透過も破壊もしなかった場合はFALSE、それ以外はTRUE
1858 bool process_wall(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx, bool can_cross)
1860 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1862 g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
1863 feature_type *f_ptr;
1864 f_ptr = &f_info[g_ptr->feat];
1865 if (player_bold(target_ptr, ny, nx))
1867 turn_flags_ptr->do_move = TRUE;
1871 if (g_ptr->m_idx > 0)
1873 turn_flags_ptr->do_move = TRUE;
1877 if (((r_ptr->flags2 & RF2_KILL_WALL) != 0) &&
1878 (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !turn_flags_ptr->is_riding_mon) &&
1879 have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
1880 check_hp_for_feat_destruction(f_ptr, m_ptr))
1882 turn_flags_ptr->do_move = TRUE;
1883 if (!can_cross) turn_flags_ptr->must_alter_to_move = TRUE;
1885 turn_flags_ptr->did_kill_wall = TRUE;
1889 if (!can_cross) return FALSE;
1891 turn_flags_ptr->do_move = TRUE;
1892 if (((r_ptr->flags2 & RF2_PASS_WALL) != 0) && (!turn_flags_ptr->is_riding_mon || target_ptr->pass_wall) &&
1893 have_flag(f_ptr->flags, FF_CAN_PASS))
1895 turn_flags_ptr->did_pass_wall = TRUE;
1903 * @brief モンスターによるドアの開放・破壊を行う
1904 * @param target_ptr プレーヤーへの参照ポインタ
1905 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
1906 * @param m_ptr モンスターへの参照ポインタ
1907 * @param ny モンスターのY座標
1908 * @param nx モンスターのX座標
1909 * @return モンスターが死亡した場合のみFALSE
1911 bool process_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx)
1913 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1915 g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
1916 if (!is_closed_door(target_ptr, g_ptr->feat)) return TRUE;
1918 feature_type *f_ptr;
1919 f_ptr = &f_info[g_ptr->feat];
1920 bool may_bash = bash_normal_door(target_ptr, turn_flags_ptr, m_ptr, ny, nx);
1921 bash_glass_door(target_ptr, turn_flags_ptr, m_ptr, f_ptr, may_bash);
1923 if (!turn_flags_ptr->did_open_door && !turn_flags_ptr->did_bash_door) return TRUE;
1925 if (turn_flags_ptr->did_bash_door &&
1926 ((randint0(100) < 50) || (feat_state(target_ptr, g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
1928 cave_alter_feat(target_ptr, ny, nx, FF_BASH);
1929 if (!monster_is_valid(m_ptr))
1931 target_ptr->update |= (PU_FLOW);
1932 target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1933 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
1940 cave_alter_feat(target_ptr, ny, nx, FF_OPEN);
1943 f_ptr = &f_info[g_ptr->feat];
1944 turn_flags_ptr->do_view = TRUE;
1950 * @brief モンスターが普通のドアを開ける処理
1951 * @param target_ptr プレーヤーへの参照ポインタ
1952 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
1953 * @param m_ptr モンスターへの参照ポインタ
1954 * @param ny モンスターのY座標
1955 * @param nx モンスターのX座標
1956 * @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
1958 bool bash_normal_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx)
1960 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1962 g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
1963 feature_type *f_ptr;
1964 f_ptr = &f_info[g_ptr->feat];
1965 turn_flags_ptr->do_move = FALSE;
1966 if (((r_ptr->flags2 & RF2_OPEN_DOOR) == 0) || !have_flag(f_ptr->flags, FF_OPEN) ||
1967 (is_pet(m_ptr) && ((target_ptr->pet_extra_flags & PF_OPEN_DOORS) == 0)))
1970 if (f_ptr->power == 0)
1972 turn_flags_ptr->did_open_door = TRUE;
1973 turn_flags_ptr->do_turn = TRUE;
1977 if (randint0(m_ptr->hp / 10) > f_ptr->power)
1979 cave_alter_feat(target_ptr, ny, nx, FF_DISARM);
1980 turn_flags_ptr->do_turn = TRUE;
1989 * @brief モンスターがガラスのドアを開ける処理
1990 * @param target_ptr プレーヤーへの参照ポインタ
1991 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
1992 * @param m_ptr モンスターへの参照ポインタ
1993 * @param g_ptr グリッドへの参照ポインタ
1994 * @param f_ptr 地形への参照ポインタ
1997 void bash_glass_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, feature_type *f_ptr, bool may_bash)
1999 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2000 if (!may_bash || ((r_ptr->flags2 & RF2_BASH_DOOR) == 0) || !have_flag(f_ptr->flags, FF_BASH) ||
2001 (is_pet(m_ptr) && ((target_ptr->pet_extra_flags & PF_OPEN_DOORS) == 0)))
2004 if (!check_hp_for_feat_destruction(f_ptr, m_ptr) || (randint0(m_ptr->hp / 10) <= f_ptr->power))
2007 if (have_flag(f_ptr->flags, FF_GLASS))
2008 msg_print(_("ガラスが砕ける音がした!", "You hear glass breaking!"));
2010 msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
2012 if (disturb_minor) disturb(target_ptr, FALSE, FALSE);
2014 turn_flags_ptr->did_bash_door = TRUE;
2015 turn_flags_ptr->do_move = TRUE;
2016 turn_flags_ptr->must_alter_to_move = TRUE;
2021 * @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
2022 * @param target_ptr プレーヤーへの参照ポインタ
2023 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
2024 * @param m_ptr モンスターへの参照ポインタ
2025 * @param ny モンスターのY座標
2026 * @param nx モンスターのX座標
2029 bool process_protection_rune(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx)
2032 g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
2033 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2034 if (!turn_flags_ptr->do_move || !is_glyph_grid(g_ptr) ||
2035 (((r_ptr->flags1 & RF1_NEVER_BLOW) != 0) && player_bold(target_ptr, ny, nx)))
2038 turn_flags_ptr->do_move = FALSE;
2039 if (is_pet(m_ptr) || (randint1(BREAK_GLYPH) >= r_ptr->level))
2042 if (g_ptr->info & CAVE_MARK)
2044 msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
2047 g_ptr->info &= ~(CAVE_MARK);
2048 g_ptr->info &= ~(CAVE_OBJECT);
2050 turn_flags_ptr->do_move = TRUE;
2051 note_spot(target_ptr, ny, nx);
2057 * @brief 爆発のルーンにを処理する
2058 * @param target_ptr プレーヤーへの参照ポインタ
2059 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
2060 * @param m_ptr モンスターへの参照ポインタ
2061 * @param ny モンスターのY座標
2062 * @param nx モンスターのX座標
2063 * @return モンスターが死亡した場合のみFALSE
2065 bool process_explosive_rune(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx)
2068 g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
2069 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2070 if (!turn_flags_ptr->do_move || !is_explosive_rune_grid(g_ptr) ||
2071 (((r_ptr->flags1 & RF1_NEVER_BLOW) != 0) && player_bold(target_ptr, ny, nx)))
2074 turn_flags_ptr->do_move = FALSE;
2075 if (is_pet(m_ptr)) return TRUE;
2077 if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
2079 if (g_ptr->info & CAVE_MARK)
2081 msg_print(_("ルーンが爆発した!", "The rune explodes!"));
2082 BIT_FLAGS project_flags = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI;
2083 project(target_ptr, 0, 2, ny, nx, 2 * (target_ptr->lev + damroll(7, 7)), GF_MANA, project_flags, -1);
2088 msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
2091 g_ptr->info &= ~(CAVE_MARK);
2092 g_ptr->info &= ~(CAVE_OBJECT);
2095 note_spot(target_ptr, ny, nx);
2096 lite_spot(target_ptr, ny, nx);
2098 if (!monster_is_valid(m_ptr)) return FALSE;
2100 turn_flags_ptr->do_move = TRUE;
2106 * @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
2107 * @param target_ptr プレーヤーへの参照ポインタ
2108 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
2109 * @param m_idx モンスターID
2110 * @param ny 移動後の、モンスターのY座標
2111 * @param nx 移動後の、モンスターのX座標
2114 * 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
2116 void exe_monster_attack_to_player(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, POSITION ny, POSITION nx)
2118 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
2119 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2120 if (!turn_flags_ptr->do_move || !player_bold(target_ptr, ny, nx))
2123 if (r_ptr->flags1 & RF1_NEVER_BLOW)
2125 if (is_original_ap_and_seen(target_ptr, m_ptr))
2126 r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
2128 turn_flags_ptr->do_move = FALSE;
2131 if (turn_flags_ptr->do_move && ((d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) != 0) && !MON_CONFUSED(m_ptr))
2133 if (!(r_ptr->flags2 & RF2_STUPID))
2134 turn_flags_ptr->do_move = FALSE;
2135 else if (is_original_ap_and_seen(target_ptr, m_ptr))
2136 r_ptr->r_flags2 |= (RF2_STUPID);
2139 if (!turn_flags_ptr->do_move) return;
2141 if (!target_ptr->riding || one_in_(2))
2143 (void)make_attack_normal(target_ptr, m_idx);
2144 turn_flags_ptr->do_move = FALSE;
2145 turn_flags_ptr->do_turn = TRUE;
2151 * @brief モンスターからモンスターへの攻撃処理
2152 * @param target_ptr プレーヤーへの参照ポインタ
2153 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
2154 * @param m_idx モンスターID
2155 * @param g_ptr グリッドへの参照ポインタ
2156 * @param can_cross モンスターが地形を踏破できるならばTRUE
2157 * @return ターン消費が発生したらTRUE
2159 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)
2161 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
2162 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2163 monster_type *y_ptr;
2164 y_ptr = &target_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2165 if (!turn_flags_ptr->do_move || (g_ptr->m_idx == 0)) return FALSE;
2167 monster_race *z_ptr = &r_info[y_ptr->r_idx];
2168 turn_flags_ptr->do_move = FALSE;
2169 if ((((r_ptr->flags2 & RF2_KILL_BODY) != 0) && ((r_ptr->flags1 & RF1_NEVER_BLOW) == 0) &&
2170 (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
2171 can_cross && (g_ptr->m_idx != target_ptr->riding)) ||
2172 are_enemies(target_ptr, m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
2174 return exe_monster_attack_to_monster(target_ptr, m_idx, g_ptr);
2177 if (((r_ptr->flags2 & RF2_MOVE_BODY) != 0) && ((r_ptr->flags1 & RF1_NEVER_MOVE) == 0) &&
2178 (r_ptr->mexp > z_ptr->mexp) &&
2179 can_cross && (g_ptr->m_idx != target_ptr->riding) &&
2180 monster_can_cross_terrain(target_ptr, target_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
2182 turn_flags_ptr->do_move = TRUE;
2183 turn_flags_ptr->did_move_body = TRUE;
2184 (void)set_monster_csleep(target_ptr, g_ptr->m_idx, 0);
2192 * @brief モンスターからモンスターへの直接攻撃を実行する
2193 * @param target_ptr プレーヤーへの参照ポインタ
2194 * @param m_idx モンスターID
2195 * @param g_ptr グリッドへの参照ポインタ
2197 bool exe_monster_attack_to_monster(player_type *target_ptr, MONSTER_IDX m_idx, grid_type *g_ptr)
2199 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
2200 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2201 monster_type *y_ptr;
2202 y_ptr = &target_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2203 if ((r_ptr->flags1 & RF1_NEVER_BLOW) != 0) return FALSE;
2205 if (((r_ptr->flags2 & RF2_KILL_BODY) == 0) && is_original_ap_and_seen(target_ptr, m_ptr))
2206 r_ptr->r_flags2 |= (RF2_KILL_BODY);
2208 if ((y_ptr->r_idx == 0) || (y_ptr->hp < 0)) return FALSE;
2209 if (monst_attack_monst(target_ptr, m_idx, g_ptr->m_idx)) return TRUE;
2210 if ((d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) == 0) return FALSE;
2211 if (MON_CONFUSED(m_ptr)) return TRUE;
2212 if ((r_ptr->flags2 & RF2_STUPID) == 0) return FALSE;
2214 if (is_original_ap_and_seen(target_ptr, m_ptr))
2215 r_ptr->r_flags2 |= (RF2_STUPID);
2222 * @brief モンスターが壁を掘った後続処理を実行する
2223 * @param target_ptr プレーヤーへの参照ポインタ
2224 * @turn_flags_ptr ターン経過処理フラグへの参照ポインタ
2225 * @param m_ptr モンスターへの参照ポインタ
2226 * @param ny モンスターのY座標
2227 * @param nx モンスターのX座標
2228 * @return モンスターが死亡した場合のみFALSE
2230 bool process_post_dig_wall(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx)
2232 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2234 g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
2235 feature_type *f_ptr;
2236 f_ptr = &f_info[g_ptr->feat];
2237 if (!turn_flags_ptr->did_kill_wall || !turn_flags_ptr->do_move) return TRUE;
2239 if (one_in_(GRINDNOISE))
2241 if (have_flag(f_ptr->flags, FF_GLASS))
2242 msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
2244 msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
2247 cave_alter_feat(target_ptr, ny, nx, FF_HURT_DISI);
2249 if (!monster_is_valid(m_ptr))
2251 target_ptr->update |= (PU_FLOW);
2252 target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2253 if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
2258 f_ptr = &f_info[g_ptr->feat];
2259 turn_flags_ptr->do_view = TRUE;
2260 turn_flags_ptr->do_turn = TRUE;
2266 * @brief 騎乗中のモンスター情報を更新する
2267 * @param target_ptr プレーヤーへの参照ポインタ
2268 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
2269 * @param m_idx モンスターID
2270 * @param oy 移動前の、モンスターのY座標
2271 * @param ox 移動前の、モンスターのX座標
2272 * @param ny 移動後の、モンスターのY座標
2273 * @param ox 移動後の、モンスターのX座標
2274 * @return アイテム等に影響を及ぼしたらTRUE
2276 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)
2278 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
2280 g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
2281 monster_type *y_ptr;
2282 y_ptr = &target_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
2283 if (turn_flags_ptr->is_riding_mon)
2284 return move_player_effect(target_ptr, ny, nx, MPE_DONT_PICKUP);
2286 target_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
2291 update_monster(target_ptr, g_ptr->m_idx, TRUE);
2294 g_ptr->m_idx = m_idx;
2297 update_monster(target_ptr, m_idx, TRUE);
2299 lite_spot(target_ptr, oy, ox);
2300 lite_spot(target_ptr, ny, nx);
2306 * @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)
2307 * @param target_ptr プレーヤーへの参照ポインタ
2308 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
2309 * @param m_idx モンスターID
2310 * @param ny 移動後の、モンスターのY座標
2311 * @param nx 移動後の、モンスターのX座標
2313 void update_object_by_monster_movement(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, POSITION ny, POSITION nx)
2315 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
2316 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2318 g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
2320 OBJECT_IDX this_o_idx, next_o_idx;
2321 turn_flags_ptr->do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) != 0;
2322 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
2324 BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
2325 GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
2326 object_type *o_ptr = &target_ptr->current_floor_ptr->o_list[this_o_idx];
2327 next_o_idx = o_ptr->next_o_idx;
2329 if (turn_flags_ptr->do_take)
2331 /* Skip gold, corpse and statue */
2332 if (o_ptr->tval == TV_GOLD || (o_ptr->tval == TV_CORPSE) || (o_ptr->tval == TV_STATUE))
2336 object_flags(o_ptr, flgs);
2337 object_desc(target_ptr, o_name, o_ptr, 0);
2338 monster_desc(target_ptr, m_name, m_ptr, MD_INDEF_HIDDEN);
2339 update_object_flags(flgs, &flg2, &flg3, &flgr);
2341 bool is_special_object = object_is_artifact(o_ptr) ||
2342 ((r_ptr->flags3 & flg3) != 0) ||
2343 ((r_ptr->flags2 & flg2) != 0) ||
2344 (((~(r_ptr->flagsr) & flgr) != 0) && !(r_ptr->flagsr & RFR_RES_ALL));
2345 monster_pickup_object(target_ptr, turn_flags_ptr, m_idx, o_ptr, is_special_object, ny, nx, m_name, o_name, this_o_idx);
2351 * @brief オブジェクトのフラグを更新する
2353 void update_object_flags(BIT_FLAGS *flgs, BIT_FLAGS *flg2, BIT_FLAGS *flg3, BIT_FLAGS *flgr)
2355 if (have_flag(flgs, TR_SLAY_DRAGON)) *flg3 |= (RF3_DRAGON);
2356 if (have_flag(flgs, TR_KILL_DRAGON)) *flg3 |= (RF3_DRAGON);
2357 if (have_flag(flgs, TR_SLAY_TROLL)) *flg3 |= (RF3_TROLL);
2358 if (have_flag(flgs, TR_KILL_TROLL)) *flg3 |= (RF3_TROLL);
2359 if (have_flag(flgs, TR_SLAY_GIANT)) *flg3 |= (RF3_GIANT);
2360 if (have_flag(flgs, TR_KILL_GIANT)) *flg3 |= (RF3_GIANT);
2361 if (have_flag(flgs, TR_SLAY_ORC)) *flg3 |= (RF3_ORC);
2362 if (have_flag(flgs, TR_KILL_ORC)) *flg3 |= (RF3_ORC);
2363 if (have_flag(flgs, TR_SLAY_DEMON)) *flg3 |= (RF3_DEMON);
2364 if (have_flag(flgs, TR_KILL_DEMON)) *flg3 |= (RF3_DEMON);
2365 if (have_flag(flgs, TR_SLAY_UNDEAD)) *flg3 |= (RF3_UNDEAD);
2366 if (have_flag(flgs, TR_KILL_UNDEAD)) *flg3 |= (RF3_UNDEAD);
2367 if (have_flag(flgs, TR_SLAY_ANIMAL)) *flg3 |= (RF3_ANIMAL);
2368 if (have_flag(flgs, TR_KILL_ANIMAL)) *flg3 |= (RF3_ANIMAL);
2369 if (have_flag(flgs, TR_SLAY_EVIL)) *flg3 |= (RF3_EVIL);
2370 if (have_flag(flgs, TR_KILL_EVIL)) *flg3 |= (RF3_EVIL);
2371 if (have_flag(flgs, TR_SLAY_HUMAN)) *flg2 |= (RF2_HUMAN);
2372 if (have_flag(flgs, TR_KILL_HUMAN)) *flg2 |= (RF2_HUMAN);
2373 if (have_flag(flgs, TR_BRAND_ACID)) *flgr |= (RFR_IM_ACID);
2374 if (have_flag(flgs, TR_BRAND_ELEC)) *flgr |= (RFR_IM_ELEC);
2375 if (have_flag(flgs, TR_BRAND_FIRE)) *flgr |= (RFR_IM_FIRE);
2376 if (have_flag(flgs, TR_BRAND_COLD)) *flgr |= (RFR_IM_COLD);
2377 if (have_flag(flgs, TR_BRAND_POIS)) *flgr |= (RFR_IM_POIS);
2382 * @brief モンスターがアイテムを拾うか壊す処理
2383 * @param target_ptr プレーヤーへの参照ポインタ
2384 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
2385 * @param m_idx モンスターID
2386 * @param o_ptr オブジェクトへの参照ポインタ
2387 * @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
2388 * @param ny 移動後の、モンスターのY座標
2389 * @param nx 移動後の、モンスターのX座標
2390 * @param m_name モンスター名
2391 * @param o_name アイテム名
2392 * @param this_o_idx モンスターが乗ったオブジェクトID
2395 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)
2397 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
2398 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2399 if (is_special_object)
2401 if (turn_flags_ptr->do_take && (r_ptr->flags2 & RF2_STUPID))
2403 turn_flags_ptr->did_take_item = TRUE;
2404 if (m_ptr->ml && player_can_see_bold(target_ptr, ny, nx))
2406 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);
2413 if (turn_flags_ptr->do_take)
2415 turn_flags_ptr->did_take_item = TRUE;
2416 if (player_can_see_bold(target_ptr, ny, nx))
2418 msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
2421 excise_object_idx(target_ptr->current_floor_ptr, this_o_idx);
2422 o_ptr->marked &= OM_TOUCHED;
2423 o_ptr->iy = o_ptr->ix = 0;
2424 o_ptr->held_m_idx = m_idx;
2425 o_ptr->next_o_idx = m_ptr->hold_o_idx;
2426 m_ptr->hold_o_idx = this_o_idx;
2430 if (is_pet(m_ptr)) return;
2432 turn_flags_ptr->did_kill_item = TRUE;
2433 if (player_has_los_bold(target_ptr, ny, nx))
2435 msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
2438 delete_object_idx(target_ptr, this_o_idx);
2443 * @brief updateフィールドを更新する
2444 * @param target_ptr プレーヤーへの参照ポインタ
2445 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
2448 void update_player_type(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_race *r_ptr)
2450 if (turn_flags_ptr->do_view)
2452 target_ptr->update |= (PU_FLOW);
2453 target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
2456 if (turn_flags_ptr->do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
2457 || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !target_ptr->phase_out)))
2459 target_ptr->update |= (PU_MON_LITE);
2465 * @brief モンスターのフラグを更新する
2466 * @param target_ptr プレーヤーへの参照ポインタ
2467 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
2468 * @param m_ptr モンスターへの参照ポインタ
2471 void update_monster_race_flags(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr)
2473 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2474 if (!is_original_ap_and_seen(target_ptr, m_ptr)) return;
2476 if (turn_flags_ptr->did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
2477 if (turn_flags_ptr->did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
2478 if (turn_flags_ptr->did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
2479 if (turn_flags_ptr->did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
2480 if (turn_flags_ptr->did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
2481 if (turn_flags_ptr->did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
2482 if (turn_flags_ptr->did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
2487 * @brief モンスターの恐怖状態を処理する
2488 * @param target_ptr プレーヤーへの参照ポインタ
2489 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
2490 * @param m_idx モンスターID
2491 * @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
2492 * @return モンスターが戦いを決意したらTRUE
2494 bool process_monster_fear(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx)
2496 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
2497 bool is_battle_determined = !turn_flags_ptr->do_turn && !turn_flags_ptr->do_move && MON_MONFEAR(m_ptr) && turn_flags_ptr->aware;
2498 if (!is_battle_determined) return FALSE;
2500 (void)set_monster_monfear(target_ptr, m_idx, 0);
2501 if (!turn_flags_ptr->see_m) return TRUE;
2503 GAME_TEXT m_name[MAX_NLEN];
2504 monster_desc(target_ptr, m_name, m_ptr, 0);
2505 msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
2511 * @brief 全モンスターのターン管理メインルーチン /
2512 * Process all the "live" monsters, once per game turn.
2515 * During each game current game turn, we scan through the list of all the "live" monsters,\n
2516 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
2517 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
2519 * Note that monsters can never move in the monster array (except when the\n
2520 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
2522 * This function is responsible for at least half of the processor time\n
2523 * on a normal system with a "normal" amount of monsters and a player doing\n
2526 * When the player is resting, virtually 90% of the processor time is spent\n
2527 * in this function, and its children, "process_monster()" and "make_move()".\n
2529 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
2530 * especially when the player is running.\n
2532 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
2533 * monsters while they are still being "born". A monster is "fresh" only\n
2534 * during the game turn in which it is created, and we use the "hack_m_idx" to\n
2535 * determine if the monster is yet to be processed during the game turn.\n
2537 * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
2538 * move before any "nasty" monsters get to use their spell attacks.\n
2540 * Note that when the "knowledge" about the currently tracked monster\n
2541 * changes (flags, attacks, spells), we induce a redraw of the monster\n
2544 void process_monsters(player_type *target_ptr)
2546 old_race_flags tmp_flags;
2547 old_race_flags *old_race_flags_ptr = init_old_race_flags(&tmp_flags);
2549 floor_type *floor_ptr = target_ptr->current_floor_ptr;
2550 floor_ptr->monster_noise = FALSE;
2552 MONRACE_IDX old_monster_race_idx = target_ptr->monster_race_idx;
2553 save_old_race_flags(target_ptr, old_race_flags_ptr);
2554 sweep_monster_process(target_ptr);
2557 if (!target_ptr->monster_race_idx || (target_ptr->monster_race_idx != old_monster_race_idx))
2560 update_player_window(target_ptr, old_race_flags_ptr);
2565 * @brief old_race_flags_ptr の初期化
2567 old_race_flags *init_old_race_flags(old_race_flags *old_race_flags_ptr)
2569 old_race_flags_ptr->old_r_flags1 = 0L;
2570 old_race_flags_ptr->old_r_flags2 = 0L;
2571 old_race_flags_ptr->old_r_flags3 = 0L;
2572 old_race_flags_ptr->old_r_flags4 = 0L;
2573 old_race_flags_ptr->old_r_flags5 = 0L;
2574 old_race_flags_ptr->old_r_flags6 = 0L;
2575 old_race_flags_ptr->old_r_flagsr = 0L;
2577 old_race_flags_ptr->old_r_blows0 = 0;
2578 old_race_flags_ptr->old_r_blows1 = 0;
2579 old_race_flags_ptr->old_r_blows2 = 0;
2580 old_race_flags_ptr->old_r_blows3 = 0;
2582 old_race_flags_ptr->old_r_cast_spell = 0;
2583 return old_race_flags_ptr;
2588 * @brief 古いモンスター情報の保存
2589 * @param target_ptr プレーヤーへの参照ポインタ
2590 * @param old_race_flags_ptr モンスターフラグへの参照ポインタ
2593 void save_old_race_flags(player_type *target_ptr, old_race_flags *old_race_flags_ptr)
2595 if (target_ptr->monster_race_idx == 0) return;
2597 monster_race *r_ptr;
2598 r_ptr = &r_info[target_ptr->monster_race_idx];
2600 old_race_flags_ptr->old_r_flags1 = r_ptr->r_flags1;
2601 old_race_flags_ptr->old_r_flags2 = r_ptr->r_flags2;
2602 old_race_flags_ptr->old_r_flags3 = r_ptr->r_flags3;
2603 old_race_flags_ptr->old_r_flags4 = r_ptr->r_flags4;
2604 old_race_flags_ptr->old_r_flags5 = r_ptr->r_flags5;
2605 old_race_flags_ptr->old_r_flags6 = r_ptr->r_flags6;
2606 old_race_flags_ptr->old_r_flagsr = r_ptr->r_flagsr;
2608 old_race_flags_ptr->old_r_blows0 = r_ptr->r_blows[0];
2609 old_race_flags_ptr->old_r_blows1 = r_ptr->r_blows[1];
2610 old_race_flags_ptr->old_r_blows2 = r_ptr->r_blows[2];
2611 old_race_flags_ptr->old_r_blows3 = r_ptr->r_blows[3];
2613 old_race_flags_ptr->old_r_cast_spell = r_ptr->r_cast_spell;
2618 * @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
2619 * @param target_ptr プレーヤーへの参照ポインタ
2621 void sweep_monster_process(player_type *target_ptr)
2623 floor_type *floor_ptr = target_ptr->current_floor_ptr;
2624 for (MONSTER_IDX i = floor_ptr->m_max - 1; i >= 1; i--)
2626 monster_type *m_ptr;
2627 m_ptr = &floor_ptr->m_list[i];
2629 if (target_ptr->leaving) return;
2630 if (!monster_is_valid(m_ptr)) continue;
2631 if (target_ptr->wild_mode) continue;
2633 if (m_ptr->mflag & MFLAG_BORN)
2635 m_ptr->mflag &= ~(MFLAG_BORN);
2639 if (m_ptr->cdis >= AAF_LIMIT) continue;
2640 if (!decide_process_continue(target_ptr, m_ptr)) continue;
2642 SPEED speed = decide_monster_speed(target_ptr, m_ptr, i);
2643 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
2644 if (m_ptr->energy_need > 0) continue;
2646 m_ptr->energy_need += ENERGY_NEED();
2648 process_monster(target_ptr, i);
2649 reset_target(m_ptr);
2651 if (target_ptr->no_flowed && one_in_(3))
2652 m_ptr->mflag2 |= MFLAG2_NOFLOW;
2654 if (!target_ptr->playing || target_ptr->is_dead) return;
2655 if (target_ptr->leaving) return;
2661 * @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)
2662 * @param target_ptr プレーヤーへの参照ポインタ
2663 * @param m_ptr モンスターへの参照ポインタ
2664 * @return 後続処理が必要ならTRUE
2666 bool decide_process_continue(player_type *target_ptr, monster_type *m_ptr)
2668 monster_race *r_ptr;
2669 r_ptr = &r_info[m_ptr->r_idx];
2670 if (!target_ptr->no_flowed)
2672 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
2675 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
2678 if ((m_ptr->cdis <= MAX_SIGHT || target_ptr->phase_out) &&
2679 (player_has_los_bold(target_ptr, m_ptr->fy, m_ptr->fx) || (target_ptr->cursed & TRC_AGGRAVATE)))
2682 if (m_ptr->target_y)
2690 * @brief モンスターの加速値を決定する
2691 * @param target_ptr プレーヤーへの参照ポインタ
2692 * @param m_ptr モンスターへの参照ポインタ
2693 * @param monster_number 走査中のモンスター番号
2696 SPEED decide_monster_speed(player_type *target_ptr, monster_type *m_ptr, int monster_number)
2699 if (target_ptr->riding == monster_number)
2701 speed = target_ptr->pspeed;
2705 speed = m_ptr->mspeed;
2706 if (ironman_nightmare) speed += 5;
2708 if (MON_FAST(m_ptr)) speed += 10;
2709 if (MON_SLOW(m_ptr)) speed -= 10;
2716 * @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
2717 * @param target_ptr プレーヤーへの参照ポインタ
2718 * @param old_race_flags_ptr モンスターフラグへの参照ポインタ
2721 void update_player_window(player_type *target_ptr, old_race_flags *old_race_flags_ptr)
2723 monster_race *r_ptr;
2724 r_ptr = &r_info[target_ptr->monster_race_idx];
2725 if ((old_race_flags_ptr->old_r_flags1 != r_ptr->r_flags1) ||
2726 (old_race_flags_ptr->old_r_flags2 != r_ptr->r_flags2) ||
2727 (old_race_flags_ptr->old_r_flags3 != r_ptr->r_flags3) ||
2728 (old_race_flags_ptr->old_r_flags4 != r_ptr->r_flags4) ||
2729 (old_race_flags_ptr->old_r_flags5 != r_ptr->r_flags5) ||
2730 (old_race_flags_ptr->old_r_flags6 != r_ptr->r_flags6) ||
2731 (old_race_flags_ptr->old_r_flagsr != r_ptr->r_flagsr) ||
2732 (old_race_flags_ptr->old_r_blows0 != r_ptr->r_blows[0]) ||
2733 (old_race_flags_ptr->old_r_blows1 != r_ptr->r_blows[1]) ||
2734 (old_race_flags_ptr->old_r_blows2 != r_ptr->r_blows[2]) ||
2735 (old_race_flags_ptr->old_r_blows3 != r_ptr->r_blows[3]) ||
2736 (old_race_flags_ptr->old_r_cast_spell != r_ptr->r_cast_spell))
2738 target_ptr->window |= (PW_MONSTER);