+++ /dev/null
-/*!
- * @file monster-process.c
- * @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
- * @date 2014/01/17
- * @author
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
- * This software may be copied and distributed for educational, research,\n
- * and not for profit purposes provided that this copyright and statement\n
- * are included in all such copies. Other copyrights may also apply.\n
- * 2014 Deskull rearranged comment for Doxygen.\n
- * @details
- * This file has several additions to it by Keldon Jones (keldon@umr.edu)
- * to improve the general quality of the AI (version 0.1.1).
- */
-
-#include "angband.h"
-#include "util.h"
-
-#include "cmd-dump.h"
-#include "cmd-pet.h"
-#include "creature.h"
-#include "melee.h"
-#include "spells.h"
-#include "spells-floor.h"
-#include "spells-summon.h"
-#include "quest.h"
-#include "avatar.h"
-#include "realm-hex.h"
-#include "object-flavor.h"
-#include "object-hook.h"
-#include "feature.h"
-#include "grid.h"
-#include "player-move.h"
-#include "monster-status.h"
-#include "monster-spell.h"
-#include "monster-process.h"
-#include "monsterrace-hook.h"
-#include "dungeon.h"
-#include "floor.h"
-#include "files.h"
-#include "view-mainwindow.h"
-
-typedef struct {
- bool is_riding_mon;
- bool do_turn;
- bool do_move;
- bool do_view;
- bool do_take;
- bool must_alter_to_move;
-
- bool did_open_door;
- bool did_bash_door;
- bool did_take_item;
- bool did_kill_item;
- bool did_move_body;
- bool did_pass_wall;
- bool did_kill_wall;
-} turn_flags;
-
-void decide_drop_from_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon);
-bool vanish_summoned_children(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
-void awake_monster(player_type *target_ptr, MONSTER_IDX m_idx);
-void process_angar(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
-bool process_quantum_effect(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
-void vanish_nonunique(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
-void produce_quantum_effect(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
-bool decide_monster_multiplication(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox);
-bool decide_monster_movement_direction(player_type *target_ptr, DIRECTION *mm, MONSTER_IDX m_idx, bool aware);
-bool runaway_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon, bool see_m);
-void process_special(player_type *target_ptr, MONSTER_IDX m_idx);
-void process_speak_sound(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox, bool aware);
-bool cast_spell(player_type *target_ptr, MONSTER_IDX m_idx, bool aware);
-
-bool process_wall(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx, bool can_cross);
-bool process_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx);
-bool bash_normal_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx);
-void bash_glass_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, grid_type *g_ptr, feature_type *f_ptr, bool may_bash);
-bool process_protection_rune(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx);
-bool process_explosive_rune(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx);
-
-void exe_monster_attack_to_player(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, POSITION ny, POSITION nx);
-
- /*!
- * @brief モンスターが敵に接近するための方向を決める /
- * Calculate the direction to the next enemy
- * @param target_ptr プレーヤーへの参照ポインタ
- * @param m_idx モンスターの参照ID
- * @param mm 移動するべき方角IDを返す参照ポインタ
- * @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
- */
-static bool get_enemy_dir(player_type *target_ptr, MONSTER_IDX m_idx, int *mm)
-{
- floor_type *floor_ptr = target_ptr->current_floor_ptr;
- monster_type *m_ptr = &floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- POSITION x = 0, y = 0;
- if (target_ptr->riding_t_m_idx && player_bold(target_ptr, m_ptr->fy, m_ptr->fx))
- {
- y = floor_ptr->m_list[target_ptr->riding_t_m_idx].fy;
- x = floor_ptr->m_list[target_ptr->riding_t_m_idx].fx;
- }
- else if (is_pet(m_ptr) && target_ptr->pet_t_m_idx)
- {
- y = floor_ptr->m_list[target_ptr->pet_t_m_idx].fy;
- x = floor_ptr->m_list[target_ptr->pet_t_m_idx].fx;
- }
- else
- {
- int start;
- int plus = 1;
- if (target_ptr->phase_out)
- {
- start = randint1(floor_ptr->m_max - 1) + floor_ptr->m_max;
- if (randint0(2)) plus = -1;
- }
- else
- {
- start = floor_ptr->m_max + 1;
- }
-
- for (int i = start; ((i < start + floor_ptr->m_max) && (i > start - floor_ptr->m_max)); i += plus)
- {
- MONSTER_IDX dummy = (i % floor_ptr->m_max);
- if (!dummy) continue;
-
- MONSTER_IDX t_idx = dummy;
- monster_type *t_ptr;
- t_ptr = &floor_ptr->m_list[t_idx];
-
- if (t_ptr == m_ptr) continue;
- if (!monster_is_valid(t_ptr)) continue;
-
- if (is_pet(m_ptr))
- {
- if (target_ptr->pet_follow_distance < 0)
- {
- if (t_ptr->cdis <= (0 - target_ptr->pet_follow_distance))
- {
- continue;
- }
- }
- else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > target_ptr->pet_follow_distance))
- {
- continue;
- }
-
- if (r_ptr->aaf < t_ptr->cdis) continue;
- }
-
- if (!are_enemies(target_ptr, m_ptr, t_ptr)) continue;
-
- 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)))
- {
- if (!in_disintegration_range(floor_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
- }
- else
- {
- if (!projectable(target_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
- }
-
- y = t_ptr->fy;
- x = t_ptr->fx;
-
- break;
- }
-
- if (!x && !y) return FALSE;
- }
-
- x -= m_ptr->fx;
- y -= m_ptr->fy;
-
- /* North, South, East, West, North-West, North-East, South-West, South-East */
- if ((y < 0) && (x == 0))
- {
- mm[0] = 8;
- mm[1] = 7;
- mm[2] = 9;
- }
- else if ((y > 0) && (x == 0))
- {
- mm[0] = 2;
- mm[1] = 1;
- mm[2] = 3;
- }
- else if ((x > 0) && (y == 0))
- {
- mm[0] = 6;
- mm[1] = 9;
- mm[2] = 3;
- }
- else if ((x < 0) && (y == 0))
- {
- mm[0] = 4;
- mm[1] = 7;
- mm[2] = 1;
- }
- else if ((y < 0) && (x < 0))
- {
- mm[0] = 7;
- mm[1] = 4;
- mm[2] = 8;
- }
- else if ((y < 0) && (x > 0))
- {
- mm[0] = 9;
- mm[1] = 6;
- mm[2] = 8;
- }
- else if ((y > 0) && (x < 0))
- {
- mm[0] = 1;
- mm[1] = 4;
- mm[2] = 2;
- }
- else if ((y > 0) && (x > 0))
- {
- mm[0] = 3;
- mm[1] = 6;
- mm[2] = 2;
- }
-
- return TRUE;
-}
-
-
-/*!
- * @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 /
- * Returns whether a given monster will try to run from the player.
- * @param m_idx 逃走するモンスターの参照ID
- * @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。
- * @details
- * Monsters will attempt to avoid very powerful players. See below.\n
- *\n
- * Because this function is called so often, little details are important\n
- * for efficiency. Like not using "mod" or "div" when possible. And\n
- * attempting to check the conditions in an optimal order. Note that\n
- * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
- *\n
- * Note that this function is responsible for about one to five percent\n
- * of the processor use in normal conditions...\n
- */
-static bool mon_will_run(player_type *target_ptr, MONSTER_IDX m_idx)
-{
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- if (is_pet(m_ptr))
- {
- return ((target_ptr->pet_follow_distance < 0) &&
- (m_ptr->cdis <= (0 - target_ptr->pet_follow_distance)));
- }
-
- if (m_ptr->cdis > MAX_SIGHT + 5) return FALSE;
- if (MON_MONFEAR(m_ptr)) return TRUE;
- if (m_ptr->cdis <= 5) return FALSE;
-
- PLAYER_LEVEL p_lev = target_ptr->lev;
- DEPTH m_lev = r_ptr->level + (m_idx & 0x08) + 25;
- if (m_lev > p_lev + 4) return FALSE;
- if (m_lev + 4 <= p_lev) return TRUE;
-
- HIT_POINT p_chp = target_ptr->chp;
- HIT_POINT p_mhp = target_ptr->mhp;
- HIT_POINT m_chp = m_ptr->hp;
- HIT_POINT m_mhp = m_ptr->maxhp;
- u32b p_val = (p_lev * p_mhp) + (p_chp << 2);
- u32b m_val = (m_lev * m_mhp) + (m_chp << 2);
- if (p_val * m_mhp > m_val * p_mhp) return TRUE;
-
- return FALSE;
-}
-
-
-/*!
- * @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 /
- * Search spell castable grid
- * @param target_ptr プレーヤーへの参照ポインタ
- * @param m_idx モンスターの参照ID
- * @param yp 適したマスのY座標を返す参照ポインタ
- * @param xp 適したマスのX座標を返す参照ポインタ
- * @return 有効なマスがあった場合TRUEを返す
- */
-static bool get_moves_aux2(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
-{
- floor_type *floor_ptr = target_ptr->current_floor_ptr;
- monster_type *m_ptr = &floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- POSITION y1 = m_ptr->fy;
- POSITION x1 = m_ptr->fx;
-
- if (projectable(target_ptr, y1, x1, target_ptr->y, target_ptr->x)) return FALSE;
-
- int now_cost = floor_ptr->grid_array[y1][x1].cost;
- if (now_cost == 0) now_cost = 999;
-
- bool can_open_door = FALSE;
- if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
- {
- can_open_door = TRUE;
- }
-
- int best = 999;
- for (int i = 7; i >= 0; i--)
- {
- POSITION y = y1 + ddy_ddd[i];
- POSITION x = x1 + ddx_ddd[i];
- if (!in_bounds2(floor_ptr, y, x)) continue;
- if (player_bold(target_ptr, y, x)) return FALSE;
-
- grid_type *g_ptr;
- g_ptr = &floor_ptr->grid_array[y][x];
- int cost = g_ptr->cost;
- 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))))
- {
- if (cost == 0) continue;
- if (!can_open_door && is_closed_door(target_ptr, g_ptr->feat)) continue;
- }
-
- if (cost == 0) cost = 998;
-
- if (now_cost < cost) continue;
- if (!projectable(target_ptr, y, x, target_ptr->y, target_ptr->x)) continue;
- if (best < cost) continue;
-
- best = cost;
- *yp = y1 + ddy_ddd[i];
- *xp = x1 + ddx_ddd[i];
- }
-
- if (best == 999) return FALSE;
-
- return TRUE;
-}
-
-
-/*!
- * @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 /
- * Choose the "best" direction for "flowing"
- * @param m_idx モンスターの参照ID
- * @param yp 移動先のマスのY座標を返す参照ポインタ
- * @param xp 移動先のマスのX座標を返す参照ポインタ
- * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
- * @return 有効なマスがあった場合TRUEを返す
- * @details
- * Note that ghosts and rock-eaters are never allowed to "flow",\n
- * since they should move directly towards the player.\n
- *\n
- * Prefer "non-diagonal" directions, but twiddle them a little\n
- * to angle slightly towards the player's actual location.\n
- *\n
- * Allow very perceptive monsters to track old "spoor" left by\n
- * previous locations occupied by the player. This will tend\n
- * to have monsters end up either near the player or on a grid\n
- * recently occupied by the player (and left via "teleport").\n
- *\n
- * Note that if "smell" is turned on, all monsters get vicious.\n
- *\n
- * Also note that teleporting away from a location will cause\n
- * the monsters who were chasing you to converge on that location\n
- * as long as you are still near enough to "annoy" them without\n
- * being close enough to chase directly. I have no idea what will\n
- * happen if you combine "smell" with low "aaf" values.\n
- */
-static bool get_moves_aux(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
-{
- grid_type *g_ptr;
- floor_type *floor_ptr = target_ptr->current_floor_ptr;
- monster_type *m_ptr = &floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
- r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
- r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
- {
- if (get_moves_aux2(target_ptr, m_idx, yp, xp)) return TRUE;
- }
-
- if (no_flow) return FALSE;
- if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) return FALSE;
- if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding)) return FALSE;
-
- POSITION y1 = m_ptr->fy;
- POSITION x1 = m_ptr->fx;
- if (player_has_los_bold(target_ptr, y1, x1) && projectable(target_ptr, target_ptr->y, target_ptr->x, y1, x1)) return FALSE;
-
- g_ptr = &floor_ptr->grid_array[y1][x1];
-
- int best;
- bool use_scent = FALSE;
- if (g_ptr->cost)
- {
- best = 999;
- }
- else if (g_ptr->when)
- {
- if (floor_ptr->grid_array[target_ptr->y][target_ptr->x].when - g_ptr->when > 127) return FALSE;
-
- use_scent = TRUE;
- best = 0;
- }
- else
- {
- return FALSE;
- }
-
- for (int i = 7; i >= 0; i--)
- {
- POSITION y = y1 + ddy_ddd[i];
- POSITION x = x1 + ddx_ddd[i];
-
- if (!in_bounds2(floor_ptr, y, x)) continue;
-
- g_ptr = &floor_ptr->grid_array[y][x];
- if (use_scent)
- {
- int when = g_ptr->when;
- if (best > when) continue;
-
- best = when;
- }
- else
- {
- int cost;
- if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
- {
- cost = g_ptr->dist;
- }
- else
- {
- cost = g_ptr->cost;
- }
-
- if ((cost == 0) || (best < cost)) continue;
-
- best = cost;
- }
-
- *yp = target_ptr->y + 16 * ddy_ddd[i];
- *xp = target_ptr->x + 16 * ddx_ddd[i];
- }
-
- if (best == 999 || best == 0) return FALSE;
-
- return TRUE;
-}
-
-
-/*!
- * @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 /
- * Provide a location to flee to, but give the player a wide berth.
- * @param m_idx モンスターの参照ID
- * @param yp 移動先のマスのY座標を返す参照ポインタ
- * @param xp 移動先のマスのX座標を返す参照ポインタ
- * @return 有効なマスがあった場合TRUEを返す
- * @details
- * A monster may wish to flee to a location that is behind the player,\n
- * but instead of heading directly for it, the monster should "swerve"\n
- * around the player so that he has a smaller chance of getting hit.\n
- */
-static bool get_fear_moves_aux(floor_type *floor_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
-{
- POSITION gy = 0, gx = 0;
-
- monster_type *m_ptr = &floor_ptr->m_list[m_idx];
- POSITION fy = m_ptr->fy;
- POSITION fx = m_ptr->fx;
-
- POSITION y1 = fy - (*yp);
- POSITION x1 = fx - (*xp);
-
- int score = -1;
- for (int i = 7; i >= 0; i--)
- {
- POSITION y = fy + ddy_ddd[i];
- POSITION x = fx + ddx_ddd[i];
- if (!in_bounds2(floor_ptr, y, x)) continue;
-
- POSITION dis = distance(y, x, y1, x1);
- POSITION s = 5000 / (dis + 3) - 500 / (floor_ptr->grid_array[y][x].dist + 1);
- if (s < 0) s = 0;
-
- if (s < score) continue;
-
- score = s;
- gy = y;
- gx = x;
- }
-
- if (score == -1) return FALSE;
-
- (*yp) = fy - gy;
- (*xp) = fx - gx;
-
- return TRUE;
-}
-
-
-/*
- * Hack -- Precompute a bunch of calls to distance() in find_safety() and
- * find_hiding().
- *
- * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
- * offsets of all the locations with a distance of n from a central point,
- * with an offset of (0,0) indicating no more offsets at this distance.
- *
- * This is, of course, fairly unreadable, but it eliminates multiple loops
- * from the previous version.
- *
- * It is probably better to replace these arrays with code to compute
- * the relevant arrays, even if the storage is pre-allocated in hard
- * coded sizes. At the very least, code should be included which is
- * able to generate and dump these arrays (ala "los()").
- *
- * Also, the storage needs could be halved by using bytes.
- *
- * These arrays could be combined into two big arrays, using sub-arrays
- * to hold the offsets and lengths of each portion of the sub-arrays, and
- * this could perhaps also be used somehow in the "look" code.
- */
-
-
-static POSITION d_off_y_0[] = { 0 };
-static POSITION d_off_x_0[] = { 0 };
-
-static POSITION d_off_y_1[] = { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
-static POSITION d_off_x_1[] = { -1, 0, 1, -1, 1, -1, 0, 1, 0 };
-
-static POSITION d_off_y_2[] = { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
-static POSITION d_off_x_2[] = { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };
-
-static POSITION d_off_y_3[] = { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2, 3, 3, 3, 0 };
-static POSITION d_off_x_3[] = { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2, -1, 0, 1, 0 };
-
-static POSITION d_off_y_4[] = { -1, -1, -2, -2, -3, -3, -3, -3, -4, -4, -4, 0, 0, 1, 1, 2, 2, 3, 3, 3, 3, 4, 4, 4, 0 };
-static POSITION d_off_x_4[] = { -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, -4, 4, -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, 0 };
-
-
-static POSITION d_off_y_5[] =
-{ -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
- -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
- 5, 0 };
-
-static POSITION d_off_x_5[] =
-{ -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
- -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
- 0, 1, 0 };
-
-
-static POSITION d_off_y_6[] =
-{ -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
- -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
- 5, 5, 6, 6, 6, 0 };
-
-static POSITION d_off_x_6[] =
-{ -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
- 0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
- -3, 2, 3, -1, 0, 1, 0 };
-
-
-static POSITION d_off_y_7[] =
-{ -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
- -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
- 3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };
-
-static POSITION d_off_x_7[] =
-{ -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
- -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
- 6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
- 1, 0 };
-
-
-static POSITION d_off_y_8[] =
-{ -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
- -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
- 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
- 8, 8, 8, 0 };
-
-static POSITION d_off_x_8[] =
-{ -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
- 5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
- 7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
- 2, 3, -1, 0, 1, 0 };
-
-
-static POSITION d_off_y_9[] =
-{ -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
- -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
- 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
- 7, 8, 8, 8, 8, 9, 9, 9, 0 };
-
-static POSITION d_off_x_9[] =
-{ -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
- -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
- 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
- 4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };
-
-
-static POSITION *dist_offsets_y[10] =
-{
- d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
- d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
-};
-
-static POSITION *dist_offsets_x[10] =
-{
- d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
- d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
-};
-
-/*!
- * @brief モンスターが逃げ込める安全な地点を返す /
- * Choose a "safe" location near a monster for it to run toward.
- * @param target_ptr プレーヤーへの参照ポインタ
- * @param m_idx モンスターの参照ID
- * @param yp 移動先のマスのY座標を返す参照ポインタ
- * @param xp 移動先のマスのX座標を返す参照ポインタ
- * @return 有効なマスがあった場合TRUEを返す
- * @details
- * A location is "safe" if it can be reached quickly and the player\n
- * is not able to fire into it (it isn't a "clean shot"). So, this will\n
- * cause monsters to "duck" behind walls. Hopefully, monsters will also\n
- * try to run towards corridor openings if they are in a room.\n
- *\n
- * This function may take lots of CPU time if lots of monsters are\n
- * fleeing.\n
- *\n
- * Return TRUE if a safe location is available.\n
- */
-static bool find_safety(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
-{
- floor_type *floor_ptr = target_ptr->current_floor_ptr;
- monster_type *m_ptr = &floor_ptr->m_list[m_idx];
-
- POSITION fy = m_ptr->fy;
- POSITION fx = m_ptr->fx;
-
- POSITION gy = 0, gx = 0, gdis = 0;
-
- for (POSITION d = 1; d < 10; d++)
- {
- POSITION *y_offsets;
- y_offsets = dist_offsets_y[d];
-
- POSITION *x_offsets;
- x_offsets = dist_offsets_x[d];
-
- for (POSITION i = 0, dx = x_offsets[0], dy = y_offsets[0];
- dx != 0 || dy != 0;
- i++, dx = x_offsets[i], dy = y_offsets[i])
- {
- POSITION y = fy + dy;
- POSITION x = fx + dx;
- if (!in_bounds(floor_ptr, y, x)) continue;
-
- grid_type *g_ptr;
- g_ptr = &floor_ptr->grid_array[y][x];
-
- BIT_FLAGS16 riding_mode = (m_idx == target_ptr->riding) ? CEM_RIDING : 0;
- if (!monster_can_cross_terrain(target_ptr, g_ptr->feat, &r_info[m_ptr->r_idx], riding_mode))
- continue;
-
- if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
- {
- if (g_ptr->dist == 0) continue;
- if (g_ptr->dist > floor_ptr->grid_array[fy][fx].dist + 2 * d) continue;
- }
-
- if (projectable(target_ptr, target_ptr->y, target_ptr->x, y, x)) continue;
-
- POSITION dis = distance(y, x, target_ptr->y, target_ptr->x);
- if (dis <= gdis) continue;
-
- gy = y;
- gx = x;
- gdis = dis;
- }
-
- if (gdis <= 0) continue;
-
- *yp = fy - gy;
- *xp = fx - gx;
-
- return TRUE;
- }
-
- return FALSE;
-}
-
-
-/*!
- * @brief モンスターが隠れ潜める地点を返す /
- * Choose a good hiding place near a monster for it to run toward.
- * @param target_ptr プレーヤーへの参照ポインタ
- * @param m_idx モンスターの参照ID
- * @param yp 移動先のマスのY座標を返す参照ポインタ
- * @param xp 移動先のマスのX座標を返す参照ポインタ
- * @return 有効なマスがあった場合TRUEを返す
- * @details
- * Pack monsters will use this to "ambush" the player and lure him out\n
- * of corridors into open space so they can swarm him.\n
- *\n
- * Return TRUE if a good location is available.\n
- */
-static bool find_hiding(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
-{
- floor_type *floor_ptr = target_ptr->current_floor_ptr;
- monster_type *m_ptr = &floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- POSITION fy = m_ptr->fy;
- POSITION fx = m_ptr->fx;
-
- POSITION gy = 0, gx = 0, gdis = 999;
-
- for (POSITION d = 1; d < 10; d++)
- {
- POSITION *y_offsets;
- y_offsets = dist_offsets_y[d];
-
- POSITION *x_offsets;
- x_offsets = dist_offsets_x[d];
-
- for (POSITION i = 0, dx = x_offsets[0], dy = y_offsets[0];
- dx != 0 || dy != 0;
- i++, dx = x_offsets[i], dy = y_offsets[i])
- {
- POSITION y = fy + dy;
- POSITION x = fx + dx;
-
- if (!in_bounds(floor_ptr, y, x)) continue;
- if (!monster_can_enter(target_ptr, y, x, r_ptr, 0)) continue;
- if (projectable(target_ptr, target_ptr->y, target_ptr->x, y, x) && clean_shot(target_ptr, fy, fx, y, x, FALSE))
- continue;
-
- POSITION dis = distance(y, x, target_ptr->y, target_ptr->x);
- if (dis < gdis && dis >= 2)
- {
- gy = y;
- gx = x;
- gdis = dis;
- }
- }
-
- if (gdis >= 999) continue;
-
- *yp = fy - gy;
- *xp = fx - gx;
-
- return TRUE;
- }
-
- return FALSE;
-}
-
-
-/*!
- * @brief モンスターの移動方向を返す /
- * Choose "logical" directions for monster movement
- * @param target_ptr プレーヤーへの参照ポインタ
- * @param m_idx モンスターの参照ID
- * @param mm 移動方向を返す方向IDの参照ポインタ
- * @return 有効方向があった場合TRUEを返す
- */
-static bool get_moves(player_type *target_ptr, MONSTER_IDX m_idx, DIRECTION *mm)
-{
- floor_type *floor_ptr = target_ptr->current_floor_ptr;
- monster_type *m_ptr = &floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- POSITION y = 0, ay, x = 0, ax;
- POSITION y2 = target_ptr->y;
- POSITION x2 = target_ptr->x;
- bool done = FALSE;
- bool will_run = mon_will_run(target_ptr, m_idx);
- grid_type *g_ptr;
- bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) != 0) && (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].cost > 2);
- bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) != 0) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall);
-
- if (!will_run && m_ptr->target_y)
- {
- int t_m_idx = floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
- if ((t_m_idx > 0) &&
- are_enemies(target_ptr, m_ptr, &floor_ptr->m_list[t_m_idx]) &&
- los(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
- projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
- {
- y = m_ptr->fy - m_ptr->target_y;
- x = m_ptr->fx - m_ptr->target_x;
- done = TRUE;
- }
- }
-
- if (!done && !will_run && is_hostile(m_ptr) &&
- (r_ptr->flags1 & RF1_FRIENDS) &&
- ((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)) ||
- (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
- {
- if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
- !(r_ptr->flags2 & RF2_KILL_WALL))
- {
- int room = 0;
- for (int i = 0; i < 8; i++)
- {
- int xx = target_ptr->x + ddx_ddd[i];
- int yy = target_ptr->y + ddy_ddd[i];
-
- if (!in_bounds2(floor_ptr, yy, xx)) continue;
-
- g_ptr = &floor_ptr->grid_array[yy][xx];
- if (monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, 0))
- {
- room++;
- }
- }
-
- if (floor_ptr->grid_array[target_ptr->y][target_ptr->x].info & CAVE_ROOM) room -= 2;
- if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;
-
- if (room < (8 * (target_ptr->chp + target_ptr->csp)) /
- (target_ptr->mhp + target_ptr->msp))
- {
- if (find_hiding(target_ptr, m_idx, &y, &x)) done = TRUE;
- }
- }
-
- if (!done && (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < 3))
- {
- for (int i = 0; i < 8; i++)
- {
- y2 = target_ptr->y + ddy_ddd[(m_idx + i) & 7];
- x2 = target_ptr->x + ddx_ddd[(m_idx + i) & 7];
- if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
- {
- y2 = target_ptr->y;
- x2 = target_ptr->x;
- break;
- }
-
- if (!in_bounds2(floor_ptr, y2, x2)) continue;
- if (!monster_can_enter(target_ptr, y2, x2, r_ptr, 0)) continue;
-
- break;
- }
-
- y = m_ptr->fy - y2;
- x = m_ptr->fx - x2;
- done = TRUE;
- }
- }
-
- if (!done)
- {
- (void)get_moves_aux(target_ptr, m_idx, &y2, &x2, no_flow);
- y = m_ptr->fy - y2;
- x = m_ptr->fx - x2;
- }
-
- if (is_pet(m_ptr) && will_run)
- {
- y = (-y), x = (-x);
- }
- else
- {
- if (!done && will_run)
- {
- int tmp_x = (-x);
- int tmp_y = (-y);
- if (find_safety(target_ptr, m_idx, &y, &x) && !no_flow)
- {
- if (get_fear_moves_aux(target_ptr->current_floor_ptr, m_idx, &y, &x))
- done = TRUE;
- }
-
- if (!done)
- {
- y = tmp_y;
- x = tmp_x;
- }
- }
- }
-
- if (!x && !y) return FALSE;
-
- ax = ABS(x);
- ay = ABS(y);
-
- int move_val = 0;
- if (y < 0) move_val += 8;
- if (x > 0) move_val += 4;
-
- if (ay > (ax << 1)) move_val += 2;
- else if (ax > (ay << 1)) move_val++;
-
- switch (move_val)
- {
- case 0:
- mm[0] = 9;
- if (ay > ax)
- {
- mm[1] = 8;
- mm[2] = 6;
- mm[3] = 7;
- mm[4] = 3;
- }
- else
- {
- mm[1] = 6;
- mm[2] = 8;
- mm[3] = 3;
- mm[4] = 7;
- }
- break;
- case 1:
- case 9:
- mm[0] = 6;
- if (y < 0)
- {
- mm[1] = 3;
- mm[2] = 9;
- mm[3] = 2;
- mm[4] = 8;
- }
- else
- {
- mm[1] = 9;
- mm[2] = 3;
- mm[3] = 8;
- mm[4] = 2;
- }
- break;
- case 2:
- case 6:
- mm[0] = 8;
- if (x < 0)
- {
- mm[1] = 9;
- mm[2] = 7;
- mm[3] = 6;
- mm[4] = 4;
- }
- else
- {
- mm[1] = 7;
- mm[2] = 9;
- mm[3] = 4;
- mm[4] = 6;
- }
- break;
- case 4:
- mm[0] = 7;
- if (ay > ax)
- {
- mm[1] = 8;
- mm[2] = 4;
- mm[3] = 9;
- mm[4] = 1;
- }
- else
- {
- mm[1] = 4;
- mm[2] = 8;
- mm[3] = 1;
- mm[4] = 9;
- }
- break;
- case 5:
- case 13:
- mm[0] = 4;
- if (y < 0)
- {
- mm[1] = 1;
- mm[2] = 7;
- mm[3] = 2;
- mm[4] = 8;
- }
- else
- {
- mm[1] = 7;
- mm[2] = 1;
- mm[3] = 8;
- mm[4] = 2;
- }
- break;
- case 8:
- mm[0] = 3;
- if (ay > ax)
- {
- mm[1] = 2;
- mm[2] = 6;
- mm[3] = 1;
- mm[4] = 9;
- }
- else
- {
- mm[1] = 6;
- mm[2] = 2;
- mm[3] = 9;
- mm[4] = 1;
- }
- break;
- case 10:
- case 14:
- mm[0] = 2;
- if (x < 0)
- {
- mm[1] = 3;
- mm[2] = 1;
- mm[3] = 6;
- mm[4] = 4;
- }
- else
- {
- mm[1] = 1;
- mm[2] = 3;
- mm[3] = 4;
- mm[4] = 6;
- }
- break;
- case 12:
- mm[0] = 1;
- if (ay > ax)
- {
- mm[1] = 2;
- mm[2] = 4;
- mm[3] = 3;
- mm[4] = 7;
- }
- else
- {
- mm[1] = 4;
- mm[2] = 2;
- mm[3] = 7;
- mm[4] = 3;
- }
- break;
- }
-
- return TRUE;
-}
-
-
-static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
-{
- return !have_flag(f_ptr->flags, FF_GLASS) ||
- (r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
- (m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
-}
-
-
-/*!
- * @brief モンスター単体の1ターン行動処理メインルーチン /
- * Process a monster
- * @param target_ptr プレーヤーへの参照ポインタ
- * @param m_idx 行動モンスターの参照ID
- * @return なし
- * @details
- * The monster is known to be within 100 grids of the player\n
- *\n
- * In several cases, we directly update the monster lore\n
- *\n
- * Note that a monster is only allowed to "reproduce" if there\n
- * are a limited number of "reproducing" monsters on the current\n
- * level. This should prevent the level from being "swamped" by\n
- * reproducing monsters. It also allows a large mass of mice to\n
- * prevent a louse from multiplying, but this is a small price to\n
- * pay for a simple multiplication method.\n
- *\n
- * XXX Monster fear is slightly odd, in particular, monsters will\n
- * fixate on opening a door even if they cannot open it. Actually,\n
- * the same thing happens to normal monsters when they hit a door\n
- *\n
- * In addition, monsters which *cannot* open or bash\n
- * down a door will still stand there trying to open it...\n
- *\n
- * XXX Technically, need to check for monster in the way\n
- * combined with that monster being in a wall (or door?)\n
- *\n
- * A "direction" of "5" means "pick a random direction".\n
- */
-void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
-{
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
- DIRECTION mm[8];
-
- turn_flags tmp_flags;
- turn_flags *turn_flags_ptr = &tmp_flags;
- turn_flags_ptr->is_riding_mon = (m_idx == target_ptr->riding);
- turn_flags_ptr->do_turn = FALSE;
- turn_flags_ptr->do_move = FALSE;
- turn_flags_ptr->do_view = FALSE;
- turn_flags_ptr->must_alter_to_move = FALSE;
- turn_flags_ptr->did_open_door = FALSE;
- turn_flags_ptr->did_bash_door = FALSE;
- turn_flags_ptr->did_take_item = FALSE;
- turn_flags_ptr->did_kill_item = FALSE;
- turn_flags_ptr->did_move_body = FALSE;
- turn_flags_ptr->did_pass_wall = FALSE;
- turn_flags_ptr->did_kill_wall = FALSE;
-
- bool see_m = is_seen(m_ptr);
-
- decide_drop_from_monster(target_ptr, m_idx, turn_flags_ptr->is_riding_mon);
- if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
- {
- choose_new_monster(target_ptr, m_idx, FALSE, 0);
- r_ptr = &r_info[m_ptr->r_idx];
- }
-
- bool aware = TRUE;
- if (target_ptr->special_defense & NINJA_S_STEALTH)
- {
- int tmp = target_ptr->lev * 6 + (target_ptr->skill_stl + 10) * 4;
- if (target_ptr->monlite) tmp /= 3;
- if (target_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
- if (r_ptr->level > (target_ptr->lev * target_ptr->lev / 20 + 10)) tmp /= 3;
- if (randint0(tmp) > (r_ptr->level + 20)) aware = FALSE;
- }
-
- if (vanish_summoned_children(target_ptr, m_idx, see_m)) return;
- if (process_quantum_effect(target_ptr,m_idx, see_m)) return;
-
- if (m_ptr->r_idx == MON_SHURYUUDAN)
- {
- bool fear, dead;
- 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);
- if (dead) return;
- }
-
- if (runaway_monster(target_ptr, m_idx, turn_flags_ptr->is_riding_mon, see_m)) return;
-
- awake_monster(target_ptr, m_idx);
-
- if (MON_STUNNED(m_ptr))
- {
- if (one_in_(2)) return;
- }
-
- if (turn_flags_ptr->is_riding_mon)
- {
- target_ptr->update |= (PU_BONUS);
- }
-
- process_angar(target_ptr, m_idx, see_m);
-
- POSITION oy = m_ptr->fy;
- POSITION ox = m_ptr->fx;
- if (decide_monster_multiplication(target_ptr, m_idx, oy, ox)) return;
-
- process_special(target_ptr, m_idx);
- process_speak_sound(target_ptr, m_idx, oy, ox, aware);
- if (cast_spell(target_ptr, m_idx, aware)) return;
-
- mm[0] = mm[1] = mm[2] = mm[3] = 0;
- mm[4] = mm[5] = mm[6] = mm[7] = 0;
-
- if (!decide_monster_movement_direction(target_ptr, mm, m_idx, aware)) return;
-
- int i;
- for (i = 0; mm[i]; i++)
- {
- int d = mm[i];
- if (d == 5) d = ddd[randint0(8)];
-
- POSITION ny = oy + ddy[d];
- POSITION nx = ox + ddx[d];
- if (!in_bounds2(target_ptr->current_floor_ptr, ny, nx)) continue;
-
- grid_type *g_ptr;
- g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
- feature_type *f_ptr;
- f_ptr = &f_info[g_ptr->feat];
- bool can_cross = monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, turn_flags_ptr->is_riding_mon ? CEM_RIDING : 0);
- monster_type *y_ptr;
- y_ptr = &target_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
-
- if (!process_wall(target_ptr, turn_flags_ptr, m_ptr, ny, nx, can_cross))
- {
- if (!process_door(target_ptr, turn_flags_ptr, m_ptr, ny, nx))
- return;
- }
-
- if (!process_protection_rune(target_ptr, turn_flags_ptr, m_ptr, ny, nx))
- {
- if (!process_explosive_rune(target_ptr, turn_flags_ptr, m_ptr, ny, nx))
- return;
- }
-
- exe_monster_attack_to_player(target_ptr, turn_flags_ptr, m_idx, ny, nx);
-
- if (turn_flags_ptr->do_move && g_ptr->m_idx)
- {
- monster_race *z_ptr = &r_info[y_ptr->r_idx];
- turn_flags_ptr->do_move = FALSE;
- if (((r_ptr->flags2 & RF2_KILL_BODY) && !(r_ptr->flags1 & RF1_NEVER_BLOW) &&
- (r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
- can_cross && (g_ptr->m_idx != target_ptr->riding)) ||
- are_enemies(target_ptr, m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
- {
- if (!(r_ptr->flags1 & RF1_NEVER_BLOW))
- {
- if (r_ptr->flags2 & RF2_KILL_BODY)
- {
- if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_BODY);
- }
-
- if (y_ptr->r_idx && (y_ptr->hp >= 0))
- {
- if (monst_attack_monst(target_ptr, m_idx, g_ptr->m_idx)) return;
-
- if (d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
- {
- if (MON_CONFUSED(m_ptr)) return;
- if (r_ptr->flags2 & RF2_STUPID)
- {
- if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_STUPID);
- return;
- }
- }
- }
- }
- }
- else if ((r_ptr->flags2 & RF2_MOVE_BODY) && !(r_ptr->flags1 & RF1_NEVER_MOVE) &&
- (r_ptr->mexp > z_ptr->mexp) &&
- can_cross && (g_ptr->m_idx != target_ptr->riding) &&
- monster_can_cross_terrain(target_ptr, target_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
- {
- turn_flags_ptr->do_move = TRUE;
- turn_flags_ptr->did_move_body = TRUE;
- (void)set_monster_csleep(target_ptr, g_ptr->m_idx, 0);
- }
- }
-
- if (turn_flags_ptr->is_riding_mon)
- {
- if (!target_ptr->riding_ryoute && !MON_MONFEAR(&target_ptr->current_floor_ptr->m_list[target_ptr->riding])) turn_flags_ptr->do_move = FALSE;
- }
-
- if (turn_flags_ptr->did_kill_wall && turn_flags_ptr->do_move)
- {
- if (one_in_(GRINDNOISE))
- {
- if (have_flag(f_ptr->flags, FF_GLASS))
- msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
- else
- msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
- }
-
- cave_alter_feat(target_ptr, ny, nx, FF_HURT_DISI);
-
- if (!monster_is_valid(m_ptr))
- {
- target_ptr->update |= (PU_FLOW);
- target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
- if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);
-
- return;
- }
-
- f_ptr = &f_info[g_ptr->feat];
- turn_flags_ptr->do_view = TRUE;
- turn_flags_ptr->do_turn = TRUE;
- }
-
- if (turn_flags_ptr->must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
- {
- if (!monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, turn_flags_ptr->is_riding_mon ? CEM_RIDING : 0))
- {
- turn_flags_ptr->do_move = FALSE;
- }
- }
-
- if (turn_flags_ptr->do_move && !can_cross && !turn_flags_ptr->did_kill_wall && !turn_flags_ptr->did_bash_door)
- {
- turn_flags_ptr->do_move = FALSE;
- }
-
- if (turn_flags_ptr->do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
- {
- if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= (RF1_NEVER_MOVE);
-
- turn_flags_ptr->do_move = FALSE;
- }
-
- if (!turn_flags_ptr->do_move)
- {
- if (turn_flags_ptr->do_turn) break;
-
- continue;
- }
-
- turn_flags_ptr->do_turn = TRUE;
- if (have_flag(f_ptr->flags, FF_TREE))
- {
- if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
- {
- m_ptr->energy_need += ENERGY_NEED();
- }
- }
-
- if (!turn_flags_ptr->is_riding_mon)
- {
- target_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
- if (g_ptr->m_idx)
- {
- y_ptr->fy = oy;
- y_ptr->fx = ox;
- update_monster(target_ptr, g_ptr->m_idx, TRUE);
- }
-
- g_ptr->m_idx = m_idx;
- m_ptr->fy = ny;
- m_ptr->fx = nx;
- update_monster(target_ptr, m_idx, TRUE);
-
- lite_spot(target_ptr, oy, ox);
- lite_spot(target_ptr, ny, nx);
- }
- else
- {
- if (!move_player_effect(target_ptr, ny, nx, MPE_DONT_PICKUP)) break;
- }
-
- if (m_ptr->ml &&
- (disturb_move ||
- (disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(target_ptr, target_ptr->y, target_ptr->x, m_ptr->fy, m_ptr->fx)) ||
- (disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= target_ptr->lev)))
- {
- if (is_hostile(m_ptr))
- disturb(target_ptr, FALSE, TRUE);
- }
-
- bool is_takable_or_killable = g_ptr->o_idx > 0;
- is_takable_or_killable &= (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) != 0;
-
- bool is_pickup_items = (target_ptr->pet_extra_flags & PF_PICKUP_ITEMS) != 0;
- is_pickup_items &= (r_ptr->flags2 & RF2_TAKE_ITEM) != 0;
-
- is_takable_or_killable &= !is_pet(m_ptr) || is_pickup_items;
- if (!is_takable_or_killable)
- {
- if (turn_flags_ptr->do_turn) break;
-
- continue;
- }
-
- OBJECT_IDX this_o_idx, next_o_idx;
- turn_flags_ptr->do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) != 0;
- for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
- GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
- object_type *o_ptr = &target_ptr->current_floor_ptr->o_list[this_o_idx];
- next_o_idx = o_ptr->next_o_idx;
-
- if (turn_flags_ptr->do_take)
- {
- /* Skip gold, corpse and statue */
- if (o_ptr->tval == TV_GOLD || (o_ptr->tval == TV_CORPSE) || (o_ptr->tval == TV_STATUE))
- continue;
- }
-
- object_flags(o_ptr, flgs);
- object_desc(target_ptr, o_name, o_ptr, 0);
- monster_desc(target_ptr, m_name, m_ptr, MD_INDEF_HIDDEN);
-
- if (have_flag(flgs, TR_SLAY_DRAGON)) flg3 |= (RF3_DRAGON);
- if (have_flag(flgs, TR_KILL_DRAGON)) flg3 |= (RF3_DRAGON);
- if (have_flag(flgs, TR_SLAY_TROLL)) flg3 |= (RF3_TROLL);
- if (have_flag(flgs, TR_KILL_TROLL)) flg3 |= (RF3_TROLL);
- if (have_flag(flgs, TR_SLAY_GIANT)) flg3 |= (RF3_GIANT);
- if (have_flag(flgs, TR_KILL_GIANT)) flg3 |= (RF3_GIANT);
- if (have_flag(flgs, TR_SLAY_ORC)) flg3 |= (RF3_ORC);
- if (have_flag(flgs, TR_KILL_ORC)) flg3 |= (RF3_ORC);
- if (have_flag(flgs, TR_SLAY_DEMON)) flg3 |= (RF3_DEMON);
- if (have_flag(flgs, TR_KILL_DEMON)) flg3 |= (RF3_DEMON);
- if (have_flag(flgs, TR_SLAY_UNDEAD)) flg3 |= (RF3_UNDEAD);
- if (have_flag(flgs, TR_KILL_UNDEAD)) flg3 |= (RF3_UNDEAD);
- if (have_flag(flgs, TR_SLAY_ANIMAL)) flg3 |= (RF3_ANIMAL);
- if (have_flag(flgs, TR_KILL_ANIMAL)) flg3 |= (RF3_ANIMAL);
- if (have_flag(flgs, TR_SLAY_EVIL)) flg3 |= (RF3_EVIL);
- if (have_flag(flgs, TR_KILL_EVIL)) flg3 |= (RF3_EVIL);
- if (have_flag(flgs, TR_SLAY_HUMAN)) flg2 |= (RF2_HUMAN);
- if (have_flag(flgs, TR_KILL_HUMAN)) flg2 |= (RF2_HUMAN);
- if (have_flag(flgs, TR_BRAND_ACID)) flgr |= (RFR_IM_ACID);
- if (have_flag(flgs, TR_BRAND_ELEC)) flgr |= (RFR_IM_ELEC);
- if (have_flag(flgs, TR_BRAND_FIRE)) flgr |= (RFR_IM_FIRE);
- if (have_flag(flgs, TR_BRAND_COLD)) flgr |= (RFR_IM_COLD);
- if (have_flag(flgs, TR_BRAND_POIS)) flgr |= (RFR_IM_POIS);
-
- if (object_is_artifact(o_ptr) || (r_ptr->flags3 & flg3) || (r_ptr->flags2 & flg2) ||
- ((~(r_ptr->flagsr) & flgr) && !(r_ptr->flagsr & RFR_RES_ALL)))
- {
- if (turn_flags_ptr->do_take && (r_ptr->flags2 & RF2_STUPID))
- {
- turn_flags_ptr->did_take_item = TRUE;
- if (m_ptr->ml && player_can_see_bold(target_ptr, ny, nx))
- {
- 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);
- }
- }
- }
- else if (turn_flags_ptr->do_take)
- {
- turn_flags_ptr->did_take_item = TRUE;
- if (player_can_see_bold(target_ptr, ny, nx))
- {
- msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
- }
-
- excise_object_idx(target_ptr->current_floor_ptr, this_o_idx);
- o_ptr->marked &= OM_TOUCHED;
- o_ptr->iy = o_ptr->ix = 0;
- o_ptr->held_m_idx = m_idx;
- o_ptr->next_o_idx = m_ptr->hold_o_idx;
- m_ptr->hold_o_idx = this_o_idx;
- }
- else if (!is_pet(m_ptr))
- {
- turn_flags_ptr->did_kill_item = TRUE;
- if (player_has_los_bold(target_ptr, ny, nx))
- {
- msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
- }
-
- delete_object_idx(target_ptr, this_o_idx);
- }
- }
-
- if (turn_flags_ptr->do_turn) break;
- }
-
- /*
- * Forward movements failed, but now received LOS attack!
- * Try to flow by smell.
- */
- if (target_ptr->no_flowed && i > 2 && m_ptr->target_y)
- m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
-
- if (!turn_flags_ptr->do_turn && !turn_flags_ptr->do_move && !MON_MONFEAR(m_ptr) && !turn_flags_ptr->is_riding_mon && aware)
- {
- if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
- {
- if (make_attack_spell(m_idx, target_ptr)) return;
- }
- }
-
- if (turn_flags_ptr->do_view)
- {
- target_ptr->update |= (PU_FLOW);
- target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
- }
-
- if (turn_flags_ptr->do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
- || ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !target_ptr->phase_out)))
- {
- target_ptr->update |= (PU_MON_LITE);
- }
-
- if (is_original_ap_and_seen(target_ptr, m_ptr))
- {
- if (turn_flags_ptr->did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
- if (turn_flags_ptr->did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
- if (turn_flags_ptr->did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
- if (turn_flags_ptr->did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
- if (turn_flags_ptr->did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
- if (turn_flags_ptr->did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
- if (turn_flags_ptr->did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
- }
-
- bool is_battle_determined = !turn_flags_ptr->do_turn && !turn_flags_ptr->do_move && MON_MONFEAR(m_ptr) && aware;
- if (!is_battle_determined) return;
-
- (void)set_monster_monfear(target_ptr, m_idx, 0);
- if (see_m)
- {
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(target_ptr, m_name, m_ptr, 0);
- msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
- }
-
- if (m_ptr->ml) chg_virtue(target_ptr, V_COMPASSION, -1);
-}
-
-
-/*!
- * @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
- * @param target_ptr プレーヤーへの参照ポインタ
- * @param m_idx モンスターID
- * @param is_riding_mon 騎乗中であればTRUE
- * @return なし
- */
-void decide_drop_from_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon)
-{
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (!is_riding_mon || ((r_ptr->flags7 & RF7_RIDING) != 0)) return;
-
- if (rakuba(target_ptr, 0, TRUE))
- {
-#ifdef JP
- msg_print("地面に落とされた。");
-#else
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(target_ptr, m_name, &target_ptr->current_floor_ptr->m_list[target_ptr->riding], 0);
- msg_format("You have fallen from %s.", m_name);
-#endif
- }
-}
-
-
-/*!
- * @brief 召喚の親元が消滅した時、子供も消滅させる
- * @param target_ptr プレーヤーへの参照ポインタ
- * @param m_idx モンスターID
- * @param see_m モンスターが視界内にいたらTRUE
- * @return 召喚モンスターが消滅したらTRUE
- */
-bool vanish_summoned_children(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
-{
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
- if ((m_ptr->parent_m_idx == 0) || (target_ptr->current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx > 0))
- return FALSE;
-
- if (see_m)
- {
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(target_ptr, m_name, m_ptr, 0);
- msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
- }
-
- if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
- {
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(target_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
- exe_write_diary(target_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
- }
-
- delete_monster_idx(target_ptr, m_idx);
- return TRUE;
-}
-
-
-/*!
- * @brief 寝ているモンスターの起床を判定する
- * @param target_ptr プレーヤーへの参照ポインタ
- * @param m_idx モンスターID
- * @return なし
- */
-void awake_monster(player_type *target_ptr, MONSTER_IDX m_idx)
-{
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (!MON_CSLEEP(m_ptr)) return;
- if (!(target_ptr->cursed & TRC_AGGRAVATE)) return;
-
- (void)set_monster_csleep(target_ptr, m_idx, 0);
- if (m_ptr->ml)
- {
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(target_ptr, m_name, m_ptr, 0);
- msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
- }
-
- if (is_original_ap_and_seen(target_ptr, m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
- {
- r_ptr->r_wake++;
- }
-}
-
-
-/*!
- * @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)
- * @param target_ptr プレーヤーへの参照ポインタ
- * @param m_idx モンスターID
- * @param see_m モンスターが視界内にいたらTRUE
- * @return なし
- */
-void process_angar(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
-{
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- bool gets_angry = FALSE;
- if (is_friendly(m_ptr) && (target_ptr->cursed & TRC_AGGRAVATE))
- gets_angry = TRUE;
-
- if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
- monster_has_hostile_align(target_ptr, NULL, 10, -10, r_ptr)) || (r_ptr->flagsr & RFR_RES_ALL)))
- {
- gets_angry = TRUE;
- }
-
- if (target_ptr->phase_out || !gets_angry) return;
-
- if (is_pet(m_ptr) || see_m)
- {
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(target_ptr, m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
- msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
- }
-
- set_hostile(target_ptr, m_ptr);
-}
-
-
-/*!
- * @brief 量子生物の量子的効果を実行する
- * @param target_ptr プレーヤーへの参照ポインタ
- * @param m_idx モンスターID
- * @param see_m モンスターが視界内にいたらTRUE
- * @return モンスターが量子的効果により消滅したらTRUE
- */
-bool process_quantum_effect(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
-{
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if ((r_ptr->flags2 & RF2_QUANTUM) == 0) return FALSE;
- if (!randint0(2)) return FALSE;
- if (randint0((m_idx % 100) + 10)) return FALSE;
-
- bool can_disappear = (r_ptr->flags1 & RF1_UNIQUE) == 0;
- can_disappear &= (r_ptr->flags1 & RF1_QUESTOR) == 0;
- if (can_disappear)
- {
- vanish_nonunique(target_ptr, m_idx, see_m);
- return TRUE;
- }
-
- produce_quantum_effect(target_ptr, m_idx, see_m);
- return FALSE;
-}
-
-
-/*!
- * @brief ユニークでない量子生物を消滅させる
- * @param target_ptr プレーヤーへの参照ポインタ
- * @param m_idx モンスターID
- * @param see_m モンスターが視界内にいたらTRUE
- * @return なし
- */
-void vanish_nonunique(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
-{
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
- if (see_m)
- {
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(target_ptr, m_name, m_ptr, 0);
- msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
- }
-
- monster_death(target_ptr, m_idx, FALSE);
- delete_monster_idx(target_ptr, m_idx);
- if (is_pet(m_ptr) && !(m_ptr->ml))
- {
- msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
- }
-}
-
-
-/*!
- * @brief 量子生物ユニークの量子的効果 (ショート・テレポートまたは距離10のテレポート・アウェイ)を実行する
- * @param target_ptr プレーヤーへの参照ポインタ
- * @param m_idx モンスターID
- * @param see_m モンスターが視界内にいたらTRUE
- * @return なし
- * @details
- * プレーヤーが量子生物を観測しているか、量子生物がプレーヤーを観測している場合、互いの相対的な位置を確定させる
- * 波動関数の収縮はテレポートではないので反テレポート無効
- * todo パターンは収縮どころか拡散しているが、この際気にしてはいけない
- */
-void produce_quantum_effect(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
-{
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
- bool coherent = los(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x);
- if (!see_m && !coherent) return;
-
- if (see_m)
- {
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(target_ptr, m_name, m_ptr, 0);
- msg_format(_("%sは量子的効果を起こした!", "%^s produced a decoherence!"), m_name);
- }
- else
- {
- msg_print(_("量子的効果が起こった!", "A decoherence was produced!"));
- }
-
- bool target = one_in_(2);
- const int blink = 32 * 5 + 4;
- if (target)
- {
- (void)monspell_to_monster(target_ptr, blink, m_ptr->fy, m_ptr->fx, m_idx, m_idx);
-
- }
- else
- {
- teleport_player_away(m_idx, target_ptr, 10, TRUE);
- }
-}
-
-
-/*!
- * @brief モンスター依存の特別な行動を取らせる
- * @param target_ptr プレーヤーへの参照ポインタ
- * @param m_idx モンスターID
- */
-void process_special(player_type *target_ptr, MONSTER_IDX m_idx)
-{
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if ((r_ptr->a_ability_flags2 & RF6_SPECIAL) == 0) return;
- if (m_ptr->r_idx != MON_OHMU) return;
- if (target_ptr->current_floor_ptr->inside_arena || target_ptr->phase_out) return;
- if ((r_ptr->freq_spell == 0) || !(randint1(100) <= r_ptr->freq_spell)) return;
-
- int count = 0;
- DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
- BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
-
- for (int k = 0; k < A_MAX; k++)
- {
- if (summon_specific(target_ptr, m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
- {
- if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml) count++;
- }
- }
-
- if (count && is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
-}
-
-
-/*!
- * @brief モンスターを喋らせたり足音を立てたりする
- * @param target_ptr プレーヤーへの参照ポインタ
- * @param m_idx モンスターID
- * @param oy モンスターが元々いたY座標
- * @param ox モンスターが元々いたX座標
- * @param aware 起きていればTRUE
- * @return なし
- */
-void process_speak_sound(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox, bool aware)
-{
- if (target_ptr->phase_out) return;
-
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
- if (m_ptr->ap_r_idx == MON_CYBER &&
- one_in_(CYBERNOISE) &&
- !m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
- {
- if (disturb_minor) disturb(target_ptr, FALSE, FALSE);
- msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
- }
-
- if (((ap_r_ptr->flags2 & RF2_CAN_SPEAK) == 0) || !aware ||
- !one_in_(SPEAK_CHANCE) ||
- !player_has_los_bold(target_ptr, oy, ox) ||
- !projectable(target_ptr, oy, ox, target_ptr->y, target_ptr->x))
- return;
-
- GAME_TEXT m_name[MAX_NLEN];
- char monmessage[1024];
- concptr filename;
-
- if (m_ptr->ml)
- monster_desc(target_ptr, m_name, m_ptr, 0);
- else
- strcpy(m_name, _("それ", "It"));
-
- if (MON_MONFEAR(m_ptr))
- filename = _("monfear_j.txt", "monfear.txt");
- else if (is_pet(m_ptr))
- filename = _("monpet_j.txt", "monpet.txt");
- else if (is_friendly(m_ptr))
- filename = _("monfrien_j.txt", "monfrien.txt");
- else
- filename = _("monspeak_j.txt", "monspeak.txt");
-
- if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
- {
- msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
- }
-}
-
-
-/*!
- * @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)
- * @param target_ptr プレーヤーへの参照ポインタ
- * @param m_idx モンスターID
- * @param oy 分裂元モンスターのY座標
- * @param ox 分裂元モンスターのX座標
- * @return 実際に分裂したらTRUEを返す
- */
-bool decide_monster_multiplication(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox)
-{
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (((r_ptr->flags2 & RF2_MULTIPLY) == 0) || (target_ptr->current_floor_ptr->num_repro >= MAX_REPRO))
- return FALSE;
-
- int k = 0;
- for (POSITION y = oy - 1; y <= oy + 1; y++)
- {
- for (POSITION x = ox - 1; x <= ox + 1; x++)
- {
- if (!in_bounds2(target_ptr->current_floor_ptr, y, x)) continue;
- if (target_ptr->current_floor_ptr->grid_array[y][x].m_idx) k++;
- }
- }
-
- if (multiply_barrier(target_ptr, m_idx)) k = 8;
-
- if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
- {
- if (multiply_monster(target_ptr, m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
- {
- if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(target_ptr, m_ptr))
- {
- r_ptr->r_flags2 |= (RF2_MULTIPLY);
- }
-
- return TRUE;
- }
- }
-
- return FALSE;
-}
-
-
-/*!
- * @brief モンスターの移動パターンを決定する
- * @param target_ptr プレーヤーへの参照ポインタ
- * @param mm 移動方向
- * @param m_idx モンスターID
- * @param aware 起きていればTRUE
- * @return 移動先が存在すればTRUE
- */
-bool decide_monster_movement_direction(player_type *target_ptr, DIRECTION *mm, MONSTER_IDX m_idx, bool aware)
-{
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- if (MON_CONFUSED(m_ptr) || !aware)
- {
- mm[0] = mm[1] = mm[2] = mm[3] = 5;
- return TRUE;
- }
-
- if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) && (randint0(100) < 75))
- {
- if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);
-
- mm[0] = mm[1] = mm[2] = mm[3] = 5;
- return TRUE;
- }
-
- if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 50))
- {
- if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50);
-
- mm[0] = mm[1] = mm[2] = mm[3] = 5;
- return TRUE;
- }
-
- if ((r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 25))
- {
- if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;
-
- mm[0] = mm[1] = mm[2] = mm[3] = 5;
- return TRUE;
- }
-
- if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
- {
- mm[0] = mm[1] = mm[2] = mm[3] = 5;
- return TRUE;
- }
-
- if (is_pet(m_ptr))
- {
- bool avoid = ((target_ptr->pet_follow_distance < 0) && (m_ptr->cdis <= (0 - target_ptr->pet_follow_distance)));
- bool lonely = (!avoid && (m_ptr->cdis > target_ptr->pet_follow_distance));
- bool distant = (m_ptr->cdis > PET_SEEK_DIST);
- mm[0] = mm[1] = mm[2] = mm[3] = 5;
- if (!get_enemy_dir(target_ptr, m_idx, mm))
- {
- if (avoid || lonely || distant)
- {
- POSITION dis = target_ptr->pet_follow_distance;
- if (target_ptr->pet_follow_distance > PET_SEEK_DIST)
- {
- target_ptr->pet_follow_distance = PET_SEEK_DIST;
- }
-
- (void)get_moves(target_ptr, m_idx, mm);
- target_ptr->pet_follow_distance = (s16b)dis;
- }
- }
-
- return TRUE;
- }
-
- if (!is_hostile(m_ptr))
- {
- mm[0] = mm[1] = mm[2] = mm[3] = 5;
- get_enemy_dir(target_ptr, m_idx, mm);
- return TRUE;
- }
-
- if (!get_moves(target_ptr, m_idx, mm)) return FALSE;
-
- return TRUE;
-}
-
-
-/*!
- * @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
- * @param target_ptr プレーヤーへの参照ポインタ
- * @param m_idx モンスターID
- * @param is_riding_mon 騎乗状態ならばTRUE
- * @param see_m モンスターが視界内にいたらTRUE
- * @return モンスターがフロアから消えたらTRUE
- */
-bool runaway_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon, bool see_m)
-{
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- bool can_runaway = is_pet(m_ptr) || is_friendly(m_ptr);
- can_runaway &= ((r_ptr->flags1 & RF1_UNIQUE) != 0) || ((r_ptr->flags7 & RF7_NAZGUL) != 0);
- can_runaway &= !target_ptr->phase_out;
- if (!can_runaway) return FALSE;
-
- static int riding_pinch = 0;
-
- if (m_ptr->hp >= m_ptr->maxhp / 3)
- {
- /* Reset the counter */
- if (is_riding_mon) riding_pinch = 0;
-
- return FALSE;
- }
-
- GAME_TEXT m_name[MAX_NLEN];
- monster_desc(target_ptr, m_name, m_ptr, 0);
- if (is_riding_mon && riding_pinch < 2)
- {
- 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。",
- "%^s seems to be in so much pain and tries to escape from your restriction."), m_name);
- riding_pinch++;
- disturb(target_ptr, TRUE, TRUE);
- return FALSE;
- }
-
- if (is_riding_mon)
- {
- 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);
- if (rakuba(target_ptr, -1, FALSE))
- {
- msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
- }
- }
-
- if (see_m)
- {
- 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) &&
- 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))
- {
- 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);
- }
-
- 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);
- msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
- }
-
- if (is_riding_mon && rakuba(target_ptr, -1, FALSE))
- {
- msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
- }
-
- check_quest_completion(target_ptr, m_ptr);
- delete_monster_idx(target_ptr, m_idx);
- return TRUE;
-}
-
-
-/*!
- * @brief モンスターに魔法を試行させる
- * @param target_ptr プレーヤーへの参照ポインタ
- * @param m_idx モンスターID
- * @param aware 起きていればTRUE
- * @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
- */
-bool cast_spell(player_type *target_ptr, MONSTER_IDX m_idx, bool aware)
-{
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if ((r_ptr->freq_spell == 0) || (randint1(100) > r_ptr->freq_spell))
- return FALSE;
-
- bool counterattack = FALSE;
- if (m_ptr->target_y)
- {
- MONSTER_IDX t_m_idx = target_ptr->current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
- if (t_m_idx && are_enemies(target_ptr, m_ptr, &target_ptr->current_floor_ptr->m_list[t_m_idx]) &&
- projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
- {
- counterattack = TRUE;
- }
- }
-
- if (counterattack)
- {
- if (monst_spell_monst(target_ptr, m_idx)) return TRUE;
- if (aware && make_attack_spell(m_idx, target_ptr)) return TRUE;
- }
- else
- {
- if (aware && make_attack_spell(m_idx, target_ptr)) return TRUE;
- if (monst_spell_monst(target_ptr, m_idx)) return TRUE;
- }
-
- return FALSE;
-}
-
-
-/*!
- * @brief モンスターによる壁の透過・破壊を行う
- * @param target_ptr プレーヤーへの参照ポインタ
- * @param m_ptr モンスターへの参照ポインタ
- * @param ny モンスターのY座標
- * @param nx モンスターのX座標
- * @param can_cross モンスターが地形を踏破できるならばTRUE
- * @return 透過も破壊もしなかった場合はFALSE、それ以外はTRUE
- */
-bool process_wall(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx, bool can_cross)
-{
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- grid_type *g_ptr;
- g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
- feature_type *f_ptr;
- f_ptr = &f_info[g_ptr->feat];
- if (player_bold(target_ptr, ny, nx))
- {
- turn_flags_ptr->do_move = TRUE;
- return TRUE;
- }
-
- if (g_ptr->m_idx > 0)
- {
- turn_flags_ptr->do_move = TRUE;
- return TRUE;
- }
-
- if (((r_ptr->flags2 & RF2_KILL_WALL) != 0) &&
- (can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !turn_flags_ptr->is_riding_mon) &&
- have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
- check_hp_for_feat_destruction(f_ptr, m_ptr))
- {
- turn_flags_ptr->do_move = TRUE;
- if (!can_cross) turn_flags_ptr->must_alter_to_move = TRUE;
-
- turn_flags_ptr->did_kill_wall = TRUE;
- return TRUE;
- }
-
- if (!can_cross) return FALSE;
-
- turn_flags_ptr->do_move = TRUE;
- if (((r_ptr->flags2 & RF2_PASS_WALL) != 0) && (!turn_flags_ptr->is_riding_mon || target_ptr->pass_wall) &&
- have_flag(f_ptr->flags, FF_CAN_PASS))
- {
- turn_flags_ptr->did_pass_wall = TRUE;
- }
-
- return TRUE;
-}
-
-
-/*!
- * @brief モンスターによるドアの開放・破壊を行う
- * @param target_ptr プレーヤーへの参照ポインタ
- * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
- * @param m_ptr モンスターへの参照ポインタ
- * @param ny モンスターのY座標
- * @param nx モンスターのX座標
- * @return モンスターIDが異常でない限りTRUE
- */
-bool process_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx)
-{
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- grid_type *g_ptr;
- g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
- if (!is_closed_door(target_ptr, g_ptr->feat)) return TRUE;
-
- feature_type *f_ptr;
- f_ptr = &f_info[g_ptr->feat];
- bool may_bash = bash_normal_door(target_ptr, turn_flags_ptr, m_ptr, ny, nx);
- bash_glass_door(target_ptr, turn_flags_ptr, m_ptr, g_ptr, f_ptr, may_bash);
-
- if (!turn_flags_ptr->did_open_door && !turn_flags_ptr->did_bash_door) return TRUE;
-
- if (turn_flags_ptr->did_bash_door &&
- ((randint0(100) < 50) || (feat_state(target_ptr, g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
- {
- cave_alter_feat(target_ptr, ny, nx, FF_BASH);
- if (!monster_is_valid(m_ptr))
- {
- target_ptr->update |= (PU_FLOW);
- target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
- if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
-
- return FALSE;
- }
- }
- else
- {
- cave_alter_feat(target_ptr, ny, nx, FF_OPEN);
- }
-
- f_ptr = &f_info[g_ptr->feat];
- turn_flags_ptr->do_view = TRUE;
- return TRUE;
-}
-
-
-/*!
- * @brief モンスターが普通のドアを開ける処理
- * @param target_ptr プレーヤーへの参照ポインタ
- * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
- * @param m_ptr モンスターへの参照ポインタ
- * @param ny モンスターのY座標
- * @param nx モンスターのX座標
- * @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
- */
-bool bash_normal_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx)
-{
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- grid_type *g_ptr;
- g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
- feature_type *f_ptr;
- f_ptr = &f_info[g_ptr->feat];
- turn_flags_ptr->do_move = FALSE;
- if (((r_ptr->flags2 & RF2_OPEN_DOOR) == 0) || !have_flag(f_ptr->flags, FF_OPEN) ||
- (is_pet(m_ptr) && ((target_ptr->pet_extra_flags & PF_OPEN_DOORS) == 0)))
- return TRUE;
-
- if (f_ptr->power == 0)
- {
- turn_flags_ptr->did_open_door = TRUE;
- turn_flags_ptr->do_turn = TRUE;
- return FALSE;
- }
-
- if (randint0(m_ptr->hp / 10) > f_ptr->power)
- {
- cave_alter_feat(target_ptr, ny, nx, FF_DISARM);
- turn_flags_ptr->do_turn = TRUE;
- return FALSE;
- }
-
- return TRUE;
-}
-
-
-/*!
- * @brief モンスターがガラスのドアを開ける処理
- * @param target_ptr プレーヤーへの参照ポインタ
- * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
- * @param m_ptr モンスターへの参照ポインタ
- * @param g_ptr グリッドへの参照ポインタ
- * @param f_ptr 地形への参照ポインタ
- * @return なし
- */
-void bash_glass_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, grid_type *g_ptr, feature_type *f_ptr, bool may_bash)
-{
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (!may_bash || ((r_ptr->flags2 & RF2_BASH_DOOR) == 0) || !have_flag(f_ptr->flags, FF_BASH) ||
- (is_pet(m_ptr) && ((target_ptr->pet_extra_flags & PF_OPEN_DOORS) == 0)))
- return;
-
- if (!check_hp_for_feat_destruction(f_ptr, m_ptr) || (randint0(m_ptr->hp / 10) <= f_ptr->power))
- return;
-
- if (have_flag(f_ptr->flags, FF_GLASS))
- msg_print(_("ガラスが砕ける音がした!", "You hear glass breaking!"));
- else
- msg_print(_("ドアを叩き開ける音がした!", "You hear a door burst open!"));
-
- if (disturb_minor) disturb(target_ptr, FALSE, FALSE);
-
- turn_flags_ptr->did_bash_door = TRUE;
- turn_flags_ptr->do_move = TRUE;
- turn_flags_ptr->must_alter_to_move = TRUE;
-}
-
-
-/*!
- * @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
- * @param target_ptr プレーヤーへの参照ポインタ
- * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
- * @param m_ptr モンスターへの参照ポインタ
- * @param ny モンスターのY座標
- * @param nx モンスターのX座標
- * @return ルーンのある/なし
- */
-bool process_protection_rune(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx)
-{
- grid_type *g_ptr;
- g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (!turn_flags_ptr->do_move || !is_glyph_grid(g_ptr) ||
- (((r_ptr->flags1 & RF1_NEVER_BLOW) != 0) && player_bold(target_ptr, ny, nx)))
- return FALSE;
-
- turn_flags_ptr->do_move = FALSE;
- if (is_pet(m_ptr) || (randint1(BREAK_GLYPH) >= r_ptr->level))
- return TRUE;
-
- if (g_ptr->info & CAVE_MARK)
- {
- msg_print(_("守りのルーンが壊れた!", "The rune of protection is broken!"));
- }
-
- g_ptr->info &= ~(CAVE_MARK);
- g_ptr->info &= ~(CAVE_OBJECT);
- g_ptr->mimic = 0;
- turn_flags_ptr->do_move = TRUE;
- note_spot(target_ptr, ny, nx);
- return TRUE;
-}
-
-
-/*!
- * @brief 爆発のルーンにを処理する
- * @param target_ptr プレーヤーへの参照ポインタ
- * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
- * @param m_ptr モンスターへの参照ポインタ
- * @param ny モンスターのY座標
- * @param nx モンスターのX座標
- * @return モンスター情報が異常でない限りTRUE
- */
-bool process_explosive_rune(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx)
-{
- grid_type *g_ptr;
- g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (!turn_flags_ptr->do_move || !is_explosive_rune_grid(g_ptr) ||
- (((r_ptr->flags1 & RF1_NEVER_BLOW) != 0) && player_bold(target_ptr, ny, nx)))
- return TRUE;
-
- turn_flags_ptr->do_move = FALSE;
- if (is_pet(m_ptr)) return TRUE;
-
- if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
- {
- if (g_ptr->info & CAVE_MARK)
- {
- msg_print(_("ルーンが爆発した!", "The rune explodes!"));
- BIT_FLAGS project_flags = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI;
- project(target_ptr, 0, 2, ny, nx, 2 * (target_ptr->lev + damroll(7, 7)), GF_MANA, project_flags, -1);
- }
- }
- else
- {
- msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
- }
-
- g_ptr->info &= ~(CAVE_MARK);
- g_ptr->info &= ~(CAVE_OBJECT);
- g_ptr->mimic = 0;
-
- note_spot(target_ptr, ny, nx);
- lite_spot(target_ptr, ny, nx);
-
- if (!monster_is_valid(m_ptr)) return FALSE;
-
- turn_flags_ptr->do_move = TRUE;
- return TRUE;
-}
-
-
-/*!
- * @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
- * @param target_ptr プレーヤーへの参照ポインタ
- * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
- * @param m_idx モンスターID
- * @param ny モンスターのY座標
- * @param nx モンスターのX座標
- * @return なし
- * @details
- * 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
- */
-void exe_monster_attack_to_player(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, POSITION ny, POSITION nx)
-{
- monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (!turn_flags_ptr->do_move || !player_bold(target_ptr, ny, nx))
- return;
-
- if (r_ptr->flags1 & RF1_NEVER_BLOW)
- {
- if (is_original_ap_and_seen(target_ptr, m_ptr))
- r_ptr->r_flags1 |= (RF1_NEVER_BLOW);
-
- turn_flags_ptr->do_move = FALSE;
- }
-
- if (turn_flags_ptr->do_move && ((d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) != 0) && !MON_CONFUSED(m_ptr))
- {
- if (!(r_ptr->flags2 & RF2_STUPID))
- turn_flags_ptr->do_move = FALSE;
- else if (is_original_ap_and_seen(target_ptr, m_ptr))
- r_ptr->r_flags2 |= (RF2_STUPID);
- }
-
- if (!turn_flags_ptr->do_move) return;
-
- if (!target_ptr->riding || one_in_(2))
- {
- (void)make_attack_normal(target_ptr, m_idx);
- turn_flags_ptr->do_move = FALSE;
- turn_flags_ptr->do_turn = TRUE;
- }
-}
-
-
-/*!
- * @brief 全モンスターのターン管理メインルーチン /
- * Process all the "live" monsters, once per game turn.
- * @return なし
- * @details
- * During each game current game turn, we scan through the list of all the "live" monsters,\n
- * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
- * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
- *\n
- * Note that monsters can never move in the monster array (except when the\n
- * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
- *\n
- * This function is responsible for at least half of the processor time\n
- * on a normal system with a "normal" amount of monsters and a player doing\n
- * normal things.\n
- *\n
- * When the player is resting, virtually 90% of the processor time is spent\n
- * in this function, and its children, "process_monster()" and "make_move()".\n
- *\n
- * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
- * especially when the player is running.\n
- *\n
- * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
- * monsters while they are still being "born". A monster is "fresh" only\n
- * during the game turn in which it is created, and we use the "hack_m_idx" to\n
- * determine if the monster is yet to be processed during the game turn.\n
- *\n
- * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
- * move before any "nasty" monsters get to use their spell attacks.\n
- *\n
- * Note that when the "knowledge" about the currently tracked monster\n
- * changes (flags, attacks, spells), we induce a redraw of the monster\n
- * recall window.\n
- */
-void process_monsters(player_type *target_ptr)
-{
- BIT_FLAGS old_r_flags1 = 0L;
- BIT_FLAGS old_r_flags2 = 0L;
- BIT_FLAGS old_r_flags3 = 0L;
- BIT_FLAGS old_r_flags4 = 0L;
- BIT_FLAGS old_r_flags5 = 0L;
- BIT_FLAGS old_r_flags6 = 0L;
- BIT_FLAGS old_r_flagsr = 0L;
-
- byte old_r_blows0 = 0;
- byte old_r_blows1 = 0;
- byte old_r_blows2 = 0;
- byte old_r_blows3 = 0;
-
- floor_type *floor_ptr = target_ptr->current_floor_ptr;
- floor_ptr->monster_noise = FALSE;
-
- MONRACE_IDX old_monster_race_idx = target_ptr->monster_race_idx;
- byte old_r_cast_spell = 0;
- if (target_ptr->monster_race_idx)
- {
- monster_race *r_ptr;
- r_ptr = &r_info[target_ptr->monster_race_idx];
-
- old_r_flags1 = r_ptr->r_flags1;
- old_r_flags2 = r_ptr->r_flags2;
- old_r_flags3 = r_ptr->r_flags3;
- old_r_flags4 = r_ptr->r_flags4;
- old_r_flags5 = r_ptr->r_flags5;
- old_r_flags6 = r_ptr->r_flags6;
- old_r_flagsr = r_ptr->r_flagsr;
-
- old_r_blows0 = r_ptr->r_blows[0];
- old_r_blows1 = r_ptr->r_blows[1];
- old_r_blows2 = r_ptr->r_blows[2];
- old_r_blows3 = r_ptr->r_blows[3];
-
- old_r_cast_spell = r_ptr->r_cast_spell;
- }
-
- for (MONSTER_IDX i = floor_ptr->m_max - 1; i >= 1; i--)
- {
- monster_type *m_ptr;
- monster_race *r_ptr;
- m_ptr = &floor_ptr->m_list[i];
- r_ptr = &r_info[m_ptr->r_idx];
-
- if (target_ptr->leaving) break;
- if (!monster_is_valid(m_ptr)) continue;
- if (target_ptr->wild_mode) continue;
-
- if (m_ptr->mflag & MFLAG_BORN)
- {
- m_ptr->mflag &= ~(MFLAG_BORN);
- continue;
- }
-
- if (m_ptr->cdis >= AAF_LIMIT) continue;
-
- POSITION fx = m_ptr->fx;
- POSITION fy = m_ptr->fy;
- if (!target_ptr->no_flowed)
- {
- m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
- }
-
- bool test = FALSE;
- if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
- {
- test = TRUE;
- }
- else if ((m_ptr->cdis <= MAX_SIGHT || target_ptr->phase_out) &&
- (player_has_los_bold(target_ptr, fy, fx) || (target_ptr->cursed & TRC_AGGRAVATE)))
- {
- test = TRUE;
- }
- else if (m_ptr->target_y)
- {
- test = TRUE;
- }
-
- if (!test) continue;
-
- SPEED speed;
- if (target_ptr->riding == i)
- {
- speed = target_ptr->pspeed;
- }
- else
- {
- speed = m_ptr->mspeed;
- if (ironman_nightmare) speed += 5;
-
- if (MON_FAST(m_ptr)) speed += 10;
- if (MON_SLOW(m_ptr)) speed -= 10;
- }
-
- m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
- if (m_ptr->energy_need > 0) continue;
-
- m_ptr->energy_need += ENERGY_NEED();
- hack_m_idx = i;
- process_monster(target_ptr, i);
- reset_target(m_ptr);
-
- if (target_ptr->no_flowed && one_in_(3))
- m_ptr->mflag2 |= MFLAG2_NOFLOW;
-
- if (!target_ptr->playing || target_ptr->is_dead) break;
- if (target_ptr->leaving) break;
- }
-
- hack_m_idx = 0;
- if (!target_ptr->monster_race_idx || (target_ptr->monster_race_idx != old_monster_race_idx))
- return;
-
- monster_race *r_ptr;
- r_ptr = &r_info[target_ptr->monster_race_idx];
-
- if ((old_r_flags1 != r_ptr->r_flags1) ||
- (old_r_flags2 != r_ptr->r_flags2) ||
- (old_r_flags3 != r_ptr->r_flags3) ||
- (old_r_flags4 != r_ptr->r_flags4) ||
- (old_r_flags5 != r_ptr->r_flags5) ||
- (old_r_flags6 != r_ptr->r_flags6) ||
- (old_r_flagsr != r_ptr->r_flagsr) ||
- (old_r_blows0 != r_ptr->r_blows[0]) ||
- (old_r_blows1 != r_ptr->r_blows[1]) ||
- (old_r_blows2 != r_ptr->r_blows[2]) ||
- (old_r_blows3 != r_ptr->r_blows[3]) ||
- (old_r_cast_spell != r_ptr->r_cast_spell))
- {
- target_ptr->window |= (PW_MONSTER);
- }
-}