/** * Allow monsters on a frozen persistent level to recover */ void restore_monsters(void) { int i; struct monster *mon; /* Get the number of turns that have passed */ int num_turns = turn - cave->turn; /* Process the monsters (backwards) */ for (i = cave_monster_max(cave) - 1; i >= 1; i--) { int status, status_red; /* Access the monster */ mon = cave_monster(cave, i); /* Regenerate */ regen_monster(mon, num_turns / 100); /* Handle timed effects */ status_red = num_turns * turn_energy(mon->mspeed) / z_info->move_energy; if (status_red > 0) { for (status = 0; status < MON_TMD_MAX; status++) { if (mon->m_timed[status]) { mon_dec_timed(mon, status, status_red, 0, false); } } } } }
/** * Process all the "live" monsters, once per game turn. * * During each game turn, we scan through the list of all the "live" monsters, * (backwards, so we can excise any "freshly dead" monsters), energizing each * monster, and allowing fully energized monsters to move, attack, pass, etc. * * This function and its children are responsible for a considerable fraction * of the processor time in normal situations, greater if the character is * resting. */ void process_monsters(struct chunk *c, int minimum_energy) { int i; int mspeed; /* Only process some things every so often */ bool regen = false; /* Regenerate hitpoints and mana every 100 game turns */ if (turn % 100 == 0) regen = true; /* Process the monsters (backwards) */ for (i = cave_monster_max(c) - 1; i >= 1; i--) { struct monster *mon; bool moving; /* Handle "leaving" */ if (player->is_dead || player->upkeep->generate_level) break; /* Get a 'live' monster */ mon = cave_monster(c, i); if (!mon->race) continue; /* Ignore monsters that have already been handled */ if (mflag_has(mon->mflag, MFLAG_HANDLED)) continue; /* Not enough energy to move yet */ if (mon->energy < minimum_energy) continue; /* Does this monster have enough energy to move? */ moving = mon->energy >= z_info->move_energy ? true : false; /* Prevent reprocessing */ mflag_on(mon->mflag, MFLAG_HANDLED); /* Handle monster regeneration if requested */ if (regen) regen_monster(mon); /* Calculate the net speed */ mspeed = mon->mspeed; if (mon->m_timed[MON_TMD_FAST]) mspeed += 10; if (mon->m_timed[MON_TMD_SLOW]) mspeed -= 10; /* Give this monster some energy */ mon->energy += turn_energy(mspeed); /* End the turn of monsters without enough energy to move */ if (!moving) continue; /* Use up "some" energy */ mon->energy -= z_info->move_energy; /* Mimics lie in wait */ if (is_mimicking(mon)) continue; /* Check if the monster is active */ if (monster_check_active(c, mon)) { /* Process timed effects - skip turn if necessary */ if (process_monster_timed(c, mon)) continue; /* Set this monster to be the current actor */ c->mon_current = i; /* Process the monster */ process_monster(c, mon); /* Monster is no longer current */ c->mon_current = -1; } } /* Update monster visibility after this */ /* XXX This may not be necessary */ player->upkeep->update |= PU_MONSTERS; }