2 * @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
5 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
6 * This software may be copied and distributed for educational, research,\n
7 * and not for profit purposes provided that this copyright and statement\n
8 * are included in all such copies. Other copyrights may also apply.\n
9 * 2014 Deskull rearranged comment for Doxygen.\n
11 * This file has several additions to it by Keldon Jones (keldon@umr.edu)
12 * to improve the general quality of the AI (version 0.1.1).
15 #include "monster/monster-processor.h"
16 #include "cmd-io/cmd-dump.h"
17 #include "core/player-update-types.h"
18 #include "core/speed-table.h"
19 #include "floor/cave.h"
20 #include "game-option/play-record-options.h"
21 #include "grid/feature.h"
22 #include "grid/grid.h"
23 #include "io/write-diary.h"
24 #include "melee/melee-postprocess.h"
25 #include "melee/melee-spell.h"
26 #include "monster-floor/monster-direction.h"
27 #include "monster-floor/monster-generator.h"
28 #include "monster-floor/monster-move.h"
29 #include "monster-floor/monster-remover.h"
30 #include "monster-floor/monster-runaway.h"
31 #include "monster-floor/monster-summon.h"
32 #include "monster-floor/place-monster-types.h"
33 #include "monster-floor/quantum-effect.h"
34 #include "monster-race/monster-race.h"
35 #include "monster-race/race-flags-ability2.h"
36 #include "monster-race/race-flags-resistance.h"
37 #include "monster-race/race-flags1.h"
38 #include "monster-race/race-flags2.h"
39 #include "monster-race/race-flags7.h"
40 #include "monster-race/race-indice-types.h"
41 #include "monster/monster-describer.h"
42 #include "monster/monster-description-types.h"
43 #include "monster/monster-flag-types.h"
44 #include "monster/monster-info.h"
45 #include "monster/monster-list.h"
46 #include "monster/monster-processor-util.h"
47 #include "monster/monster-status-setter.h"
48 #include "monster/monster-status.h"
49 #include "monster/monster-update.h"
50 #include "monster/monster-util.h"
51 #include "mspell/mspell-attack.h"
52 #include "mspell/mspell-judgement.h"
53 #include "object-enchant/trc-types.h"
54 #include "pet/pet-fall-off.h"
55 #include "player-info/avatar.h"
56 #include "player/player-skill.h"
57 #include "player/player-status-flags.h"
58 #include "player/player-move.h"
59 #include "player/special-defense-types.h"
60 #include "spell-realm/spells-hex.h"
61 #include "spell/summon-types.h"
62 #include "system/floor-type-definition.h"
63 #include "system/monster-type-definition.h"
64 #include "target/projection-path-calculator.h"
65 #include "view/display-messages.h"
67 void decide_drop_from_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon);
68 bool process_stealth(player_type *target_ptr, MONSTER_IDX m_idx);
69 bool vanish_summoned_children(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
70 bool awake_monster(player_type *target_ptr, MONSTER_IDX m_idx);
71 void process_angar(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
72 bool explode_grenade(player_type *target_ptr, MONSTER_IDX m_idx);
73 bool decide_monster_multiplication(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox);
74 void process_special(player_type *target_ptr, MONSTER_IDX m_idx);
75 bool cast_spell(player_type *target_ptr, MONSTER_IDX m_idx, bool aware);
77 bool process_monster_fear(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx);
79 void sweep_monster_process(player_type *target_ptr);
80 bool decide_process_continue(player_type *target_ptr, monster_type *m_ptr);
83 * @brief モンスター単体の1ターン行動処理メインルーチン /
85 * @param target_ptr プレーヤーへの参照ポインタ
86 * @param m_idx 行動モンスターの参照ID
89 * The monster is known to be within 100 grids of the player\n
91 * In several cases, we directly update the monster lore\n
93 * Note that a monster is only allowed to "reproduce" if there\n
94 * are a limited number of "reproducing" monsters on the current\n
95 * level. This should prevent the level from being "swamped" by\n
96 * reproducing monsters. It also allows a large mass of mice to\n
97 * prevent a louse from multiplying, but this is a small price to\n
98 * pay for a simple multiplication method.\n
100 * XXX Monster fear is slightly odd, in particular, monsters will\n
101 * fixate on opening a door even if they cannot open it. Actually,\n
102 * the same thing happens to normal monsters when they hit a door\n
104 * In addition, monsters which *cannot* open or bash\n
105 * down a door will still stand there trying to open it...\n
107 * XXX Technically, need to check for monster in the way\n
108 * combined with that monster being in a wall (or door?)\n
110 * A "direction" of "5" means "pick a random direction".\n
112 void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
114 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
115 monster_race *r_ptr = &r_info[m_ptr->r_idx];
116 turn_flags tmp_flags;
117 turn_flags *turn_flags_ptr = init_turn_flags(target_ptr->riding, m_idx, &tmp_flags);
118 turn_flags_ptr->see_m = is_seen(target_ptr, m_ptr);
120 decide_drop_from_monster(target_ptr, m_idx, turn_flags_ptr->is_riding_mon);
121 if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !monster_csleep_remaining(m_ptr)) {
122 choose_new_monster(target_ptr, m_idx, FALSE, 0);
123 r_ptr = &r_info[m_ptr->r_idx];
126 turn_flags_ptr->aware = process_stealth(target_ptr, m_idx);
127 if (vanish_summoned_children(target_ptr, m_idx, turn_flags_ptr->see_m) || process_quantum_effect(target_ptr, m_idx, turn_flags_ptr->see_m)
128 || explode_grenade(target_ptr, m_idx) || runaway_monster(target_ptr, turn_flags_ptr, m_idx) || !awake_monster(target_ptr, m_idx))
131 if (monster_stunned_remaining(m_ptr) && one_in_(2))
134 if (turn_flags_ptr->is_riding_mon)
135 target_ptr->update |= PU_BONUS;
137 process_angar(target_ptr, m_idx, turn_flags_ptr->see_m);
139 POSITION oy = m_ptr->fy;
140 POSITION ox = m_ptr->fx;
141 if (decide_monster_multiplication(target_ptr, m_idx, oy, ox))
144 process_special(target_ptr, m_idx);
145 process_speak_sound(target_ptr, m_idx, oy, ox, turn_flags_ptr->aware);
146 if (cast_spell(target_ptr, m_idx, turn_flags_ptr->aware))
150 mm[0] = mm[1] = mm[2] = mm[3] = 0;
151 mm[4] = mm[5] = mm[6] = mm[7] = 0;
153 if (!decide_monster_movement_direction(target_ptr, mm, m_idx, turn_flags_ptr->aware))
157 if (!process_monster_movement(target_ptr, turn_flags_ptr, m_idx, mm, oy, ox, &count))
161 * Forward movements failed, but now received LOS attack!
162 * Try to flow by smell.
164 if (target_ptr->no_flowed && count > 2 && m_ptr->target_y)
165 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
167 if (!turn_flags_ptr->do_turn && !turn_flags_ptr->do_move && !monster_fear_remaining(m_ptr) && !turn_flags_ptr->is_riding_mon && turn_flags_ptr->aware) {
168 if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell) {
169 if (make_attack_spell(target_ptr, m_idx))
174 update_player_type(target_ptr, turn_flags_ptr, r_ptr);
175 update_monster_race_flags(target_ptr, turn_flags_ptr, m_ptr);
177 if (!process_monster_fear(target_ptr, turn_flags_ptr, m_idx))
181 chg_virtue(target_ptr, V_COMPASSION, -1);
186 * @param target_ptr プレーヤーへの参照ポインタ
187 * @param m_idx モンスターID
188 * @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
190 bool process_stealth(player_type *target_ptr, MONSTER_IDX m_idx)
192 if ((target_ptr->special_defense & NINJA_S_STEALTH) == 0)
195 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
196 monster_race *r_ptr = &r_info[m_ptr->r_idx];
197 int tmp = target_ptr->lev * 6 + (target_ptr->skill_stl + 10) * 4;
198 if (target_ptr->monlite)
201 if (has_aggravate(target_ptr))
204 if (r_ptr->level > (target_ptr->lev * target_ptr->lev / 20 + 10))
207 return (randint0(tmp) <= (r_ptr->level + 20));
211 * @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
212 * @param target_ptr プレーヤーへの参照ポインタ
213 * @param m_idx モンスターID
214 * @param is_riding_mon 騎乗中であればTRUE
217 void decide_drop_from_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon)
219 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
220 monster_race *r_ptr = &r_info[m_ptr->r_idx];
221 if (!is_riding_mon || ((r_ptr->flags7 & RF7_RIDING) != 0))
224 if (process_fall_off_horse(target_ptr, 0, TRUE)) {
226 msg_print("地面に落とされた。");
228 GAME_TEXT m_name[MAX_NLEN];
229 monster_desc(target_ptr, m_name, &target_ptr->current_floor_ptr->m_list[target_ptr->riding], 0);
230 msg_format("You have fallen from %s.", m_name);
236 * @brief 召喚の親元が消滅した時、子供も消滅させる
237 * @param target_ptr プレーヤーへの参照ポインタ
238 * @param m_idx モンスターID
239 * @param see_m モンスターが視界内にいたらTRUE
240 * @return 召喚モンスターが消滅したらTRUE
242 bool vanish_summoned_children(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
244 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
245 if ((m_ptr->parent_m_idx == 0) || (target_ptr->current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx > 0))
249 GAME_TEXT m_name[MAX_NLEN];
250 monster_desc(target_ptr, m_name, m_ptr, 0);
251 msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
254 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname) {
255 GAME_TEXT m_name[MAX_NLEN];
256 monster_desc(target_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
257 exe_write_diary(target_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
260 delete_monster_idx(target_ptr, m_idx);
265 * @brief 寝ているモンスターの起床を判定する
266 * @param target_ptr プレーヤーへの参照ポインタ
267 * @param m_idx モンスターID
268 * @return 寝たままならFALSE、起きているor起きたらTRUE
270 bool awake_monster(player_type *target_ptr, MONSTER_IDX m_idx)
272 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
273 monster_race *r_ptr = &r_info[m_ptr->r_idx];
274 if (!monster_csleep_remaining(m_ptr))
277 if (!has_aggravate(target_ptr))
280 (void)set_monster_csleep(target_ptr, m_idx, 0);
282 GAME_TEXT m_name[MAX_NLEN];
283 monster_desc(target_ptr, m_name, m_ptr, 0);
284 msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
287 if (is_original_ap_and_seen(target_ptr, m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
294 * @brief モンスターの怒り状態を判定する (怒っていたら敵に回す)
295 * @param target_ptr プレーヤーへの参照ポインタ
296 * @param m_idx モンスターID
297 * @param see_m モンスターが視界内にいたらTRUE
300 void process_angar(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
302 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
303 monster_race *r_ptr = &r_info[m_ptr->r_idx];
304 bool gets_angry = FALSE;
305 if (is_friendly(m_ptr) && has_aggravate(target_ptr))
309 && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) && monster_has_hostile_align(target_ptr, NULL, 10, -10, r_ptr))
310 || (r_ptr->flagsr & RFR_RES_ALL)))
313 if (target_ptr->phase_out || !gets_angry)
316 GAME_TEXT m_name[MAX_NLEN];
317 monster_desc(target_ptr, m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
319 /* When riding a hostile align pet */
320 if (target_ptr->riding == m_idx) {
321 if (abs(target_ptr->align / 10) < randint0(target_ptr->skill_exp[GINOU_RIDING]))
324 msg_format(_("%^sが突然暴れだした!", "%^s suddenly begins unruly!"), m_name);
325 if (!process_fall_off_horse(target_ptr, 1, TRUE))
328 msg_format(_("あなたは振り落とされた。", "You have fallen."));
331 if (is_pet(m_ptr) || see_m) {
332 msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
335 set_hostile(target_ptr, m_ptr);
340 * @param target_ptr プレーヤーへの参照ポインタ
341 * @param m_idx モンスターID
344 bool explode_grenade(player_type *target_ptr, MONSTER_IDX m_idx)
346 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
347 if (m_ptr->r_idx != MON_GRENADE)
351 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);
356 * @brief モンスター依存の特別な行動を取らせる
357 * @param target_ptr プレーヤーへの参照ポインタ
358 * @param m_idx モンスターID
361 void process_special(player_type *target_ptr, MONSTER_IDX m_idx)
363 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
364 monster_race *r_ptr = &r_info[m_ptr->r_idx];
365 if (((r_ptr->a_ability_flags2 & RF6_SPECIAL) == 0) || (m_ptr->r_idx != MON_OHMU) || target_ptr->current_floor_ptr->inside_arena || target_ptr->phase_out
366 || (r_ptr->freq_spell == 0) || (randint1(100) > r_ptr->freq_spell))
370 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
371 BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;
373 for (int k = 0; k < A_MAX; k++) {
374 if (summon_specific(target_ptr, m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode))) {
375 if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml)
380 if (count && is_original_ap_and_seen(target_ptr, m_ptr))
381 r_ptr->r_flags6 |= (RF6_SPECIAL);
385 * @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)
386 * @param target_ptr プレーヤーへの参照ポインタ
387 * @param m_idx モンスターID
388 * @param oy 分裂元モンスターのY座標
389 * @param ox 分裂元モンスターのX座標
390 * @return 実際に分裂したらTRUEを返す
392 bool decide_monster_multiplication(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox)
394 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
395 monster_race *r_ptr = &r_info[m_ptr->r_idx];
396 if (((r_ptr->flags2 & RF2_MULTIPLY) == 0) || (target_ptr->current_floor_ptr->num_repro >= MAX_REPRO))
400 for (POSITION y = oy - 1; y <= oy + 1; y++) {
401 for (POSITION x = ox - 1; x <= ox + 1; x++) {
402 if (!in_bounds2(target_ptr->current_floor_ptr, y, x))
405 if (target_ptr->current_floor_ptr->grid_array[y][x].m_idx)
410 if (multiply_barrier(target_ptr, m_idx))
413 if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ))) {
414 if (multiply_monster(target_ptr, m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0))) {
415 if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(target_ptr, m_ptr))
416 r_ptr->r_flags2 |= RF2_MULTIPLY;
426 * @brief モンスターに魔法を試行させる
427 * @param target_ptr プレーヤーへの参照ポインタ
428 * @param m_idx モンスターID
429 * @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
430 * @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
432 bool cast_spell(player_type *target_ptr, MONSTER_IDX m_idx, bool aware)
434 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
435 monster_race *r_ptr = &r_info[m_ptr->r_idx];
436 if ((r_ptr->freq_spell == 0) || (randint1(100) > r_ptr->freq_spell))
439 bool counterattack = FALSE;
440 if (m_ptr->target_y) {
441 MONSTER_IDX t_m_idx = target_ptr->current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
442 if (t_m_idx && are_enemies(target_ptr, m_ptr, &target_ptr->current_floor_ptr->m_list[t_m_idx])
443 && projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x)) {
444 counterattack = TRUE;
449 if (monst_spell_monst(target_ptr, m_idx) || (aware && make_attack_spell(target_ptr, m_idx)))
452 if ((aware && make_attack_spell(target_ptr, m_idx)) || monst_spell_monst(target_ptr, m_idx))
460 * @brief モンスターの恐怖状態を処理する
461 * @param target_ptr プレーヤーへの参照ポインタ
462 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
463 * @param m_idx モンスターID
464 * @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
465 * @return モンスターが戦いを決意したらTRUE
467 bool process_monster_fear(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx)
469 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
470 bool is_battle_determined = !turn_flags_ptr->do_turn && !turn_flags_ptr->do_move && monster_fear_remaining(m_ptr) && turn_flags_ptr->aware;
471 if (!is_battle_determined)
474 (void)set_monster_monfear(target_ptr, m_idx, 0);
475 if (!turn_flags_ptr->see_m)
478 GAME_TEXT m_name[MAX_NLEN];
479 monster_desc(target_ptr, m_name, m_ptr, 0);
480 msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
485 * @brief 全モンスターのターン管理メインルーチン /
486 * Process all the "live" monsters, once per game turn.
489 * During each game current game turn, we scan through the list of all the "live" monsters,\n
490 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
491 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
493 * Note that monsters can never move in the monster array (except when the\n
494 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
496 * This function is responsible for at least half of the processor time\n
497 * on a normal system with a "normal" amount of monsters and a player doing\n
500 * When the player is resting, virtually 90% of the processor time is spent\n
501 * in this function, and its children, "process_monster()" and "make_move()".\n
503 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
504 * especially when the player is running.\n
506 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
507 * monsters while they are still being "born". A monster is "fresh" only\n
508 * during the game turn in which it is created, and we use the "hack_m_idx" to\n
509 * determine if the monster is yet to be processed during the game turn.\n
511 * Note the special "MFLAG_PREVENT_MAGIC" flag, which allows the player to get one\n
512 * move before any "nasty" monsters get to use their spell attacks.\n
514 * Note that when the "knowledge" about the currently tracked monster\n
515 * changes (flags, attacks, spells), we induce a redraw of the monster\n
518 void process_monsters(player_type *target_ptr)
520 old_race_flags tmp_flags;
521 old_race_flags *old_race_flags_ptr = init_old_race_flags(&tmp_flags);
522 target_ptr->current_floor_ptr->monster_noise = FALSE;
523 MONRACE_IDX old_monster_race_idx = target_ptr->monster_race_idx;
524 save_old_race_flags(target_ptr->monster_race_idx, old_race_flags_ptr);
525 sweep_monster_process(target_ptr);
527 if (!target_ptr->monster_race_idx || (target_ptr->monster_race_idx != old_monster_race_idx))
530 update_player_window(target_ptr, old_race_flags_ptr);
534 * @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
535 * @param target_ptr プレーヤーへの参照ポインタ
537 void sweep_monster_process(player_type *target_ptr)
539 floor_type *floor_ptr = target_ptr->current_floor_ptr;
540 for (MONSTER_IDX i = floor_ptr->m_max - 1; i >= 1; i--) {
542 m_ptr = &floor_ptr->m_list[i];
544 if (target_ptr->leaving)
547 if (!monster_is_valid(m_ptr) || target_ptr->wild_mode)
550 if (m_ptr->mflag & MFLAG_BORN) {
551 m_ptr->mflag &= ~(MFLAG_BORN);
555 if ((m_ptr->cdis >= AAF_LIMIT) || !decide_process_continue(target_ptr, m_ptr))
558 SPEED speed = (target_ptr->riding == i) ? target_ptr->pspeed : decide_monster_speed(m_ptr);
559 m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
560 if (m_ptr->energy_need > 0)
563 m_ptr->energy_need += ENERGY_NEED();
565 process_monster(target_ptr, i);
567 if (target_ptr->no_flowed && one_in_(3))
568 m_ptr->mflag2 |= MFLAG2_NOFLOW;
570 if (!target_ptr->playing || target_ptr->is_dead || target_ptr->leaving)
576 * @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)
577 * @param target_ptr プレーヤーへの参照ポインタ
578 * @param m_ptr モンスターへの参照ポインタ
579 * @return 後続処理が必要ならTRUE
581 bool decide_process_continue(player_type *target_ptr, monster_type *m_ptr)
584 r_ptr = &r_info[m_ptr->r_idx];
585 if (!target_ptr->no_flowed) {
586 m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
589 if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
592 if ((m_ptr->cdis <= MAX_SIGHT || target_ptr->phase_out) && (player_has_los_bold(target_ptr, m_ptr->fy, m_ptr->fx) || has_aggravate(target_ptr)))