3 * @brief モンスター魔法の実装 / Monster spells (attack player)
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
12 * And now for Intelligent monster attacks (including spells).\n
14 * Original idea and code by "DRS" (David Reeves Sward).\n
15 * Major modifications by "BEN" (Ben Harrison).\n
17 * Give monsters more intelligent attack/spell selection based on\n
18 * observations of previous attacks on the player, and/or by allowing\n
19 * the monster to "cheat" and know the player status.\n
21 * Maintain an idea of the player status, and use that information\n
22 * to occasionally eliminate "ineffective" spell attacks. We could\n
23 * also eliminate ineffective normal attacks, but there is no reason\n
24 * for the monster to do this, since he gains no benefit.\n
25 * Note that MINDLESS monsters are not allowed to use this code.\n
26 * And non-INTELLIGENT monsters only use it partially effectively.\n
28 * Actually learn what the player resists, and use that information\n
29 * to remove attacks or spells before using them. This will require\n
30 * much less space, if I am not mistaken. Thus, each monster gets a\n
31 * set of 32 bit flags, "smart", build from the various "SM_*" flags.\n
33 * This has the added advantage that attacks and spells are related.\n
34 * The "smart_learn" option means that the monster "learns" the flags\n
35 * that should be set, and "smart_cheat" means that he "knows" them.\n
36 * So "smart_cheat" means that the "smart" field is always up to date,\n
37 * while "smart_learn" means that the "smart" field is slowly learned.\n
38 * Both of them have the same effect on the "choose spell" routine.\n
42 #include "object-curse.h"
46 * @brief モンスターがプレイヤーの弱点をついた選択を取るかどうかの判定 /
47 * Internal probability routine
48 * @param r_ptr モンスター種族の構造体参照ポインタ
50 * @return 適した選択を取るならばTRUEを返す。
52 static bool int_outof(monster_race *r_ptr, PERCENTAGE prob)
54 /* Non-Smart monsters are half as "smart" */
55 if (!(r_ptr->flags2 & RF2_SMART)) prob = prob / 2;
58 return (randint0(100) < prob);
63 * @brief モンスターの魔法一覧から戦術的に適さない魔法を除外する /
64 * Remove the "bad" spells from a spell list
65 * @param m_idx モンスターの構造体参照ポインタ
66 * @param f4p モンスター魔法のフラグリスト1
67 * @param f5p モンスター魔法のフラグリスト2
68 * @param f6p モンスター魔法のフラグリスト3
71 static void remove_bad_spells(MONSTER_IDX m_idx, u32b *f4p, u32b *f5p, u32b *f6p)
73 monster_type *m_ptr = &m_list[m_idx];
74 monster_race *r_ptr = &r_info[m_ptr->r_idx];
83 /* Too stupid to know anything */
84 if (r_ptr->flags2 & RF2_STUPID) return;
87 /* Must be cheating or learning */
88 if (!smart_cheat && !smart_learn) return;
91 /* Update acquired knowledge */
94 /* Hack -- Occasionally forget player status */
95 /* Only save SM_FRIENDLY, SM_PET or SM_CLONED */
96 if (m_ptr->smart && (randint0(100) < 1)) m_ptr->smart &= (SM_FRIENDLY | SM_PET | SM_CLONED);
98 /* Use the memorized flags */
103 /* Cheat if requested */
106 /* Know basic info */
107 if (p_ptr->resist_acid) smart |= (SM_RES_ACID);
108 if (IS_OPPOSE_ACID()) smart |= (SM_OPP_ACID);
109 if (p_ptr->immune_acid) smart |= (SM_IMM_ACID);
110 if (p_ptr->resist_elec) smart |= (SM_RES_ELEC);
111 if (IS_OPPOSE_ELEC()) smart |= (SM_OPP_ELEC);
112 if (p_ptr->immune_elec) smart |= (SM_IMM_ELEC);
113 if (p_ptr->resist_fire) smart |= (SM_RES_FIRE);
114 if (IS_OPPOSE_FIRE()) smart |= (SM_OPP_FIRE);
115 if (p_ptr->immune_fire) smart |= (SM_IMM_FIRE);
116 if (p_ptr->resist_cold) smart |= (SM_RES_COLD);
117 if (IS_OPPOSE_COLD()) smart |= (SM_OPP_COLD);
118 if (p_ptr->immune_cold) smart |= (SM_IMM_COLD);
120 /* Know poison info */
121 if (p_ptr->resist_pois) smart |= (SM_RES_POIS);
122 if (IS_OPPOSE_POIS()) smart |= (SM_OPP_POIS);
124 /* Know special resistances */
125 if (p_ptr->resist_neth) smart |= (SM_RES_NETH);
126 if (p_ptr->resist_lite) smart |= (SM_RES_LITE);
127 if (p_ptr->resist_dark) smart |= (SM_RES_DARK);
128 if (p_ptr->resist_fear) smart |= (SM_RES_FEAR);
129 if (p_ptr->resist_conf) smart |= (SM_RES_CONF);
130 if (p_ptr->resist_chaos) smart |= (SM_RES_CHAOS);
131 if (p_ptr->resist_disen) smart |= (SM_RES_DISEN);
132 if (p_ptr->resist_blind) smart |= (SM_RES_BLIND);
133 if (p_ptr->resist_nexus) smart |= (SM_RES_NEXUS);
134 if (p_ptr->resist_sound) smart |= (SM_RES_SOUND);
135 if (p_ptr->resist_shard) smart |= (SM_RES_SHARD);
136 if (p_ptr->reflect) smart |= (SM_IMM_REFLECT);
138 /* Know bizarre "resistances" */
139 if (p_ptr->free_act) smart |= (SM_IMM_FREE);
140 if (!p_ptr->msp) smart |= (SM_IMM_MANA);
148 if (smart & SM_IMM_ACID)
150 f4 &= ~(RF4_BR_ACID);
151 f5 &= ~(RF5_BA_ACID);
152 f5 &= ~(RF5_BO_ACID);
154 else if ((smart & (SM_OPP_ACID)) && (smart & (SM_RES_ACID)))
156 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ACID);
157 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ACID);
158 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ACID);
160 else if ((smart & (SM_OPP_ACID)) || (smart & (SM_RES_ACID)))
162 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ACID);
163 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ACID);
164 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ACID);
168 if (smart & (SM_IMM_ELEC))
170 f4 &= ~(RF4_BR_ELEC);
171 f5 &= ~(RF5_BA_ELEC);
172 f5 &= ~(RF5_BO_ELEC);
174 else if ((smart & (SM_OPP_ELEC)) && (smart & (SM_RES_ELEC)))
176 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ELEC);
177 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ELEC);
178 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ELEC);
180 else if ((smart & (SM_OPP_ELEC)) || (smart & (SM_RES_ELEC)))
182 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ELEC);
183 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ELEC);
184 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ELEC);
188 if (smart & (SM_IMM_FIRE))
190 f4 &= ~(RF4_BR_FIRE);
191 f5 &= ~(RF5_BA_FIRE);
192 f5 &= ~(RF5_BO_FIRE);
194 else if ((smart & (SM_OPP_FIRE)) && (smart & (SM_RES_FIRE)))
196 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_FIRE);
197 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_FIRE);
198 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_FIRE);
200 else if ((smart & (SM_OPP_FIRE)) || (smart & (SM_RES_FIRE)))
202 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_FIRE);
203 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_FIRE);
204 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_FIRE);
208 if (smart & (SM_IMM_COLD))
210 f4 &= ~(RF4_BR_COLD);
211 f5 &= ~(RF5_BA_COLD);
212 f5 &= ~(RF5_BO_COLD);
213 f5 &= ~(RF5_BO_ICEE);
215 else if ((smart & (SM_OPP_COLD)) && (smart & (SM_RES_COLD)))
217 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_COLD);
218 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_COLD);
219 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_COLD);
220 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ICEE);
222 else if ((smart & (SM_OPP_COLD)) || (smart & (SM_RES_COLD)))
224 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_COLD);
225 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_COLD);
226 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_COLD);
227 if (int_outof(r_ptr, 20)) f5 &= ~(RF5_BO_ICEE);
231 if ((smart & (SM_OPP_POIS)) && (smart & (SM_RES_POIS)))
233 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_POIS);
234 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_POIS);
235 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BA_NUKE);
236 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BR_NUKE);
238 else if ((smart & (SM_OPP_POIS)) || (smart & (SM_RES_POIS)))
240 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_POIS);
241 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_POIS);
245 if (smart & (SM_RES_NETH))
247 if (prace_is_(RACE_SPECTRE))
249 f4 &= ~(RF4_BR_NETH);
250 f5 &= ~(RF5_BA_NETH);
251 f5 &= ~(RF5_BO_NETH);
255 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_NETH);
256 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_NETH);
257 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BO_NETH);
261 if (smart & (SM_RES_LITE))
263 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_LITE);
264 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_LITE);
267 if (smart & (SM_RES_DARK))
269 if (prace_is_(RACE_VAMPIRE))
271 f4 &= ~(RF4_BR_DARK);
272 f5 &= ~(RF5_BA_DARK);
276 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_DARK);
277 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_DARK);
281 if (smart & (SM_RES_FEAR))
286 if (smart & (SM_RES_CONF))
289 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_CONF);
292 if (smart & (SM_RES_CHAOS))
294 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_CHAO);
295 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BA_CHAO);
298 if (smart & (SM_RES_DISEN))
300 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_DISE);
303 if (smart & (SM_RES_BLIND))
308 if (smart & (SM_RES_NEXUS))
310 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_NEXU);
311 f6 &= ~(RF6_TELE_LEVEL);
314 if (smart & (SM_RES_SOUND))
316 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_SOUN);
319 if (smart & (SM_RES_SHARD))
321 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_SHAR);
324 if (smart & (SM_IMM_REFLECT))
326 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_COLD);
327 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_FIRE);
328 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ACID);
329 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ELEC);
330 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_NETH);
331 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_WATE);
332 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_MANA);
333 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_PLAS);
334 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ICEE);
335 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_MISSILE);
338 if (smart & (SM_IMM_FREE))
344 if (smart & (SM_IMM_MANA))
346 f5 &= ~(RF5_DRAIN_MANA);
349 /* No spells left? */
350 /* if (!f4 && !f5 && !f6) ... */
359 * @brief モンスターにとって所定の地点が召還に相応しい地点かどうかを返す。 /
360 * Determine if there is a space near the player in which a summoned creature can appear
361 * @param y1 判定を行いたいマスのY座標
362 * @param x1 判定を行いたいマスのX座標
363 * @return 召還に相応しいならばTRUEを返す
365 bool summon_possible(POSITION y1, POSITION x1)
369 /* Start at the player's location, and check 2 grids in each dir */
370 for (y = y1 - 2; y <= y1 + 2; y++)
372 for (x = x1 - 2; x <= x1 + 2; x++)
374 /* Ignore illegal locations */
375 if (!in_bounds(y, x)) continue;
377 /* Only check a circular area */
378 if (distance(y1, x1, y, x)>2) continue;
380 /* ...nor on the Pattern */
381 if (pattern_tile(y, x)) continue;
383 /* Require empty floor grid in line of projection */
384 if (cave_empty_bold(y, x) && projectable(y1, x1, y, x) && projectable(y, x, y1, x1)) return (TRUE);
393 * @brief モンスターにとって死者復活を行うべき状態かどうかを返す /
394 * Determine if there is a space near the player in which a summoned creature can appear
395 * @param m_ptr 判定を行いたいモンスターの構造体参照ポインタ
396 * @return 死者復活が有効な状態ならばTRUEを返す。
398 bool raise_possible(monster_type *m_ptr)
401 POSITION y = m_ptr->fy;
402 POSITION x = m_ptr->fx;
403 OBJECT_IDX this_o_idx, next_o_idx = 0;
406 for (xx = x - 5; xx <= x + 5; xx++)
408 for (yy = y - 5; yy <= y + 5; yy++)
410 if (distance(y, x, yy, xx) > 5) continue;
411 if (!los(y, x, yy, xx)) continue;
412 if (!projectable(y, x, yy, xx)) continue;
414 c_ptr = &cave[yy][xx];
415 /* Scan the pile of objects */
416 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
419 object_type *o_ptr = &o_list[this_o_idx];
421 /* Acquire next object */
422 next_o_idx = o_ptr->next_o_idx;
424 /* Known to be worthless? */
425 if (o_ptr->tval == TV_CORPSE)
427 if (!monster_has_hostile_align(m_ptr, 0, 0, &r_info[o_ptr->pval])) return TRUE;
438 * @brief モンスターにとってボルト型魔法が有効な状態かを返す /
439 * Determine if a bolt spell will hit the player.
440 * @param y1 ボルト魔法発射地点のY座標
441 * @param x1 ボルト魔法発射地点のX座標
442 * @param y2 ボルト魔法目標地点のY座標
443 * @param x2 ボルト魔法目標地点のX座標
444 * @param is_friend モンスターがプレイヤーに害意を持たない(ペットか友好的)ならばTRUEをつける
445 * @return ボルト型魔法が有効ならばTRUEを返す。
447 * Originally, it was possible for a friendly to shoot another friendly.\n
448 * Change it so a "clean shot" means no equally friendly monster is\n
449 * between the attacker and target.\n
451 * This is exactly like "projectable", but it will\n
452 * return FALSE if a monster is in the way.\n
453 * no equally friendly monster is\n
454 * between the attacker and target.\n
456 bool clean_shot(POSITION y1, POSITION x1, POSITION y2, POSITION x2, bool is_friend)
458 /* Must be the same as projectable() */
466 /* Check the projection path */
467 grid_n = project_path(grid_g, MAX_RANGE, y1, x1, y2, x2, 0);
469 /* No grid is ever projectable from itself */
470 if (!grid_n) return (FALSE);
473 y = GRID_Y(grid_g[grid_n-1]);
474 x = GRID_X(grid_g[grid_n-1]);
476 /* May not end in an unrequested grid */
477 if ((y != y2) || (x != x2)) return (FALSE);
479 for (i = 0; i < grid_n; i++)
481 y = GRID_Y(grid_g[i]);
482 x = GRID_X(grid_g[i]);
484 if ((cave[y][x].m_idx > 0) && !((y == y2) && (x == x2)))
486 monster_type *m_ptr = &m_list[cave[y][x].m_idx];
487 if (is_friend == is_pet(m_ptr))
492 /* Pets may not shoot through the character - TNB */
493 if (player_bold(y, x))
495 if (is_friend) return (FALSE);
503 * @brief モンスターのボルト型魔法処理 /
504 * Cast a bolt at the player Stop if we hit a monster Affect monsters and the player
505 * @param m_idx モンスターのID
510 * @param monspell モンスター魔法のID
511 * @param target_type モンスターからモンスターへ撃つならMONSTER_TO_MONSTER、モンスターからプレイヤーならMONSTER_TO_PLAYER
514 void bolt(MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type)
517 bool learnable = spell_learnable(m_idx);
521 case MONSTER_TO_MONSTER:
522 flg = PROJECT_STOP | PROJECT_KILL;
524 case MONSTER_TO_PLAYER:
525 flg = PROJECT_STOP | PROJECT_KILL | PROJECT_PLAYER;
528 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
530 /* Target the player with a bolt attack */
531 (void)project(m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
535 * @brief モンスターのビーム型魔法処理 /
536 * @param m_idx モンスターのID
541 * @param monspell モンスター魔法のID
542 * @param target_type モンスターからモンスターへ撃つならMONSTER_TO_MONSTER、モンスターからプレイヤーならMONSTER_TO_PLAYER
545 void beam(MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type)
548 bool learnable = spell_learnable(m_idx);
552 case MONSTER_TO_MONSTER:
553 flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU;
555 case MONSTER_TO_PLAYER:
556 flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER;
560 /* Target the player with a bolt attack */
561 (void)project(m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
566 * @brief モンスターのボール型&ブレス型魔法処理 /
567 * Cast a breath (or ball) attack at the player Pass over any monsters that may be in the way Affect grids, objects, monsters, and the player
570 * @param m_idx モンスターのID
575 * @param monspell モンスター魔法のID
576 * @param target_type モンスターからモンスターへ撃つならMONSTER_TO_MONSTER、モンスターからプレイヤーならMONSTER_TO_PLAYER
579 void breath(POSITION y, POSITION x, MONSTER_IDX m_idx, EFFECT_ID typ, int dam_hp, POSITION rad, bool breath, int monspell, int target_type)
581 monster_type *m_ptr = &m_list[m_idx];
582 monster_race *r_ptr = &r_info[m_ptr->r_idx];
583 bool learnable = spell_learnable(m_idx);
584 BIT_FLAGS flg = 0x00;
588 case MONSTER_TO_MONSTER:
589 flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
591 case MONSTER_TO_PLAYER:
592 flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_PLAYER;
596 /* Determine the radius of the blast */
597 if ((rad < 1) && breath) rad = (r_ptr->flags2 & (RF2_POWERFUL)) ? 3 : 2;
599 /* Handle breath attacks */
600 if (breath) rad = 0 - rad;
615 flg |= (PROJECT_HIDE | PROJECT_AIMED);
619 /* Target the player with a ball attack */
620 (void)project(m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
627 * @brief ID値が正しいモンスター魔法IDかどうかを返す /
628 * Return TRUE if a spell is good for hurting the player (directly).
629 * @param spell 判定対象のID
630 * @return 正しいIDならばTRUEを返す。
632 static bool spell_attack(byte spell)
634 /* All RF4 spells hurt (except for shriek and dispel) */
635 if (spell < 128 && spell > 98) return (TRUE);
637 /* Various "ball" spells */
638 if (spell >= 128 && spell <= 128 + 8) return (TRUE);
640 /* "Cause wounds" and "bolt" spells */
641 if (spell >= 128 + 12 && spell < 128 + 27) return (TRUE);
644 if (spell == 160 + 1) return (TRUE);
647 if (spell == 160 + 11) return (TRUE);
655 * @brief ID値が退避目的に適したモンスター魔法IDかどうかを返す /
656 * Return TRUE if a spell is good for escaping.
657 * @param spell 判定対象のID
658 * @return 適した魔法のIDならばTRUEを返す。
660 static bool spell_escape(byte spell)
662 /* Blink or Teleport */
663 if (spell == 160 + 4 || spell == 160 + 5) return (TRUE);
665 /* Teleport the player away */
666 if (spell == 160 + 9 || spell == 160 + 10) return (TRUE);
668 /* Isn't good for escaping */
673 * @brief ID値が妨害目的に適したモンスター魔法IDかどうかを返す /
674 * Return TRUE if a spell is good for annoying the player.
675 * @param spell 判定対象のID
676 * @return 適した魔法のIDならばTRUEを返す。
678 static bool spell_annoy(byte spell)
681 if (spell == 96 + 0) return (TRUE);
683 /* Brain smash, et al (added curses) */
684 if (spell >= 128 + 9 && spell <= 128 + 14) return (TRUE);
686 /* Scare, confuse, blind, slow, paralyze */
687 if (spell >= 128 + 27 && spell <= 128 + 31) return (TRUE);
690 if (spell == 160 + 8) return (TRUE);
693 if (spell == 160 + 10) return (TRUE);
695 /* Darkness, make traps, cause amnesia */
696 if (spell >= 160 + 12 && spell <= 160 + 14) return (TRUE);
703 * @brief ID値が召喚型のモンスター魔法IDかどうかを返す /
704 * Return TRUE if a spell is good for annoying the player.
705 * @param spell 判定対象のID
706 * @return 召喚型魔法のIDならばTRUEを返す。
708 static bool spell_summon(byte spell)
710 /* All summon spells */
711 if (spell >= 160 + 16) return (TRUE);
719 * @brief ID値が死者復活処理かどうかを返す /
720 * Return TRUE if a spell is good for annoying the player.
721 * @param spell 判定対象のID
722 * @return 死者復活の処理ならばTRUEを返す。
724 static bool spell_raise(byte spell)
726 /* All raise-dead spells */
727 if (spell == 160 + 15) return (TRUE);
734 * @brief ID値が戦術的なモンスター魔法IDかどうかを返す /
735 * Return TRUE if a spell is good in a tactical situation.
736 * @param spell 判定対象のID
737 * @return 戦術的な魔法のIDならばTRUEを返す。
739 static bool spell_tactic(byte spell)
742 if (spell == 160 + 4) return (TRUE);
749 * @brief ID値が無敵化するモンスター魔法IDかどうかを返す /
750 * Return TRUE if a spell makes invulnerable.
751 * @param spell 判定対象のID
752 * @return 召喚型魔法のIDならばTRUEを返す。
754 static bool spell_invulner(byte spell)
756 /* Invulnerability */
757 if (spell == 160 + 3) return (TRUE);
759 /* No invulnerability */
764 * @brief ID値が加速するモンスター魔法IDかどうかを返す /
765 * Return TRUE if a spell hastes.
766 * @param spell 判定対象のID
767 * @return 召喚型魔法のIDならばTRUEを返す。
769 static bool spell_haste(byte spell)
772 if (spell == 160 + 0) return (TRUE);
774 /* Not a haste spell */
780 * @brief ID値が時間停止を行うモンスター魔法IDかどうかを返す /
781 * Return TRUE if a spell world.
782 * @param spell 判定対象のID
783 * @return 時間停止魔法のIDならばTRUEを返す。
785 static bool spell_world(byte spell)
787 if (spell == 160 + 6) return (TRUE);
793 * @brief ID値が特別効果のモンスター魔法IDかどうかを返す /
794 * Return TRUE if a spell special.
795 * @param spell 判定対象のID
796 * @return 特別効果魔法のIDならばTRUEを返す。
798 static bool spell_special(byte spell)
800 if (p_ptr->inside_battle) return FALSE;
801 if (spell == 160 + 7) return (TRUE);
807 * @brief ID値が光の剣のモンスター魔法IDかどうかを返す /
808 * Return TRUE if a spell psycho-spear.
809 * @param spell 判定対象のID
810 * @return 光の剣のIDならばTRUEを返す。
812 static bool spell_psy_spe(byte spell)
815 if (spell == 160 + 11) return (TRUE);
817 /* Not a haste spell */
823 * @brief ID値が治癒魔法かどうかを返す /
824 * Return TRUE if a spell is good for healing.
825 * @param spell 判定対象のID
826 * @return 治癒魔法のIDならばTRUEを返す。
828 static bool spell_heal(byte spell)
831 if (spell == 160 + 2) return (TRUE);
839 * @brief ID値が魔力消去かどうかを返す /
840 * Return TRUE if a spell is good for dispel.
841 * @param spell 判定対象のID
842 * @return 魔力消去のIDならばTRUEを返す。
844 static bool spell_dispel(byte spell)
847 if (spell == 96 + 2) return (TRUE);
855 * @brief モンスターがプレイヤーに魔力消去を与えるべきかを判定するルーチン
856 * Check should monster cast dispel spell.
857 * @param m_idx モンスターの構造体配列ID
858 * @return 魔力消去をかけるべきならTRUEを返す。
860 bool dispel_check(MONSTER_IDX m_idx)
862 monster_type *m_ptr = &m_list[m_idx];
863 monster_race *r_ptr = &r_info[m_ptr->r_idx];
865 /* Invulnabilty (including the song) */
866 if (IS_INVULN()) return (TRUE);
869 if (p_ptr->wraith_form) return (TRUE);
872 if (p_ptr->shield) return (TRUE);
875 if (p_ptr->magicdef) return (TRUE);
878 if (p_ptr->multishadow) return (TRUE);
881 if (p_ptr->dustrobe) return (TRUE);
883 /* Berserk Strength */
884 if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER)) return (TRUE);
887 if (p_ptr->mimic_form == MIMIC_DEMON_LORD) return (TRUE);
889 /* Elemental resistances */
890 if (r_ptr->flags4 & RF4_BR_ACID)
892 if (!p_ptr->immune_acid && (p_ptr->oppose_acid || music_singing(MUSIC_RESIST))) return (TRUE);
893 if (p_ptr->special_defense & DEFENSE_ACID) return (TRUE);
896 if (r_ptr->flags4 & RF4_BR_FIRE)
898 if (!((p_ptr->prace == RACE_DEMON) && p_ptr->lev > 44))
900 if (!p_ptr->immune_fire && (p_ptr->oppose_fire || music_singing(MUSIC_RESIST))) return (TRUE);
901 if (p_ptr->special_defense & DEFENSE_FIRE) return (TRUE);
905 if (r_ptr->flags4 & RF4_BR_ELEC)
907 if (!p_ptr->immune_elec && (p_ptr->oppose_elec || music_singing(MUSIC_RESIST))) return (TRUE);
908 if (p_ptr->special_defense & DEFENSE_ELEC) return (TRUE);
911 if (r_ptr->flags4 & RF4_BR_COLD)
913 if (!p_ptr->immune_cold && (p_ptr->oppose_cold || music_singing(MUSIC_RESIST))) return (TRUE);
914 if (p_ptr->special_defense & DEFENSE_COLD) return (TRUE);
917 if (r_ptr->flags4 & (RF4_BR_POIS | RF4_BR_NUKE))
919 if (!((p_ptr->pclass == CLASS_NINJA) && p_ptr->lev > 44))
921 if (p_ptr->oppose_pois || music_singing(MUSIC_RESIST)) return (TRUE);
922 if (p_ptr->special_defense & DEFENSE_POIS) return (TRUE);
926 /* Ultimate resistance */
927 if (p_ptr->ult_res) return (TRUE);
929 /* Potion of Neo Tsuyosi special */
930 if (p_ptr->tsuyoshi) return (TRUE);
932 /* Elemental Brands */
933 if ((p_ptr->special_attack & ATTACK_ACID) && !(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return (TRUE);
934 if ((p_ptr->special_attack & ATTACK_FIRE) && !(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return (TRUE);
935 if ((p_ptr->special_attack & ATTACK_ELEC) && !(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return (TRUE);
936 if ((p_ptr->special_attack & ATTACK_COLD) && !(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return (TRUE);
937 if ((p_ptr->special_attack & ATTACK_POIS) && !(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return (TRUE);
940 if (p_ptr->pspeed < 145)
942 if (IS_FAST()) return (TRUE);
946 if (p_ptr->lightspeed && (m_ptr->mspeed < 136)) return (TRUE);
948 if (p_ptr->riding && (m_list[p_ptr->riding].mspeed < 135))
950 if (MON_FAST(&m_list[p_ptr->riding])) return (TRUE);
953 /* No need to cast dispel spell */
959 * @brief モンスターの魔法選択ルーチン
960 * Have a monster choose a spell from a list of "useful" spells.
961 * @param m_idx モンスターの構造体配列ID
962 * @param spells 候補魔法IDをまとめた配列
963 * @param num spellsの長さ
964 * @return 選択したモンスター魔法のID
966 * Note that this list does NOT include spells that will just hit\n
967 * other monsters, and the list is restricted when the monster is\n
968 * "desperate". Should that be the job of this function instead?\n
970 * Stupid monsters will just pick a spell randomly. Smart monsters\n
971 * will choose more "intelligently".\n
973 * Use the helper functions above to put spells into categories.\n
975 * This function may well be an efficiency bottleneck.\n
977 static int choose_attack_spell(MONSTER_IDX m_idx, byte spells[], byte num)
979 monster_type *m_ptr = &m_list[m_idx];
980 monster_race *r_ptr = &r_info[m_ptr->r_idx];
982 byte escape[96], escape_num = 0;
983 byte attack[96], attack_num = 0;
984 byte summon[96], summon_num = 0;
985 byte tactic[96], tactic_num = 0;
986 byte annoy[96], annoy_num = 0;
987 byte invul[96], invul_num = 0;
988 byte haste[96], haste_num = 0;
989 byte world[96], world_num = 0;
990 byte special[96], special_num = 0;
991 byte psy_spe[96], psy_spe_num = 0;
992 byte raise[96], raise_num = 0;
993 byte heal[96], heal_num = 0;
994 byte dispel[96], dispel_num = 0;
998 /* Stupid monsters choose randomly */
999 if (r_ptr->flags2 & (RF2_STUPID))
1001 /* Pick at random */
1002 return (spells[randint0(num)]);
1005 /* Categorize spells */
1006 for (i = 0; i < num; i++)
1009 if (spell_escape(spells[i])) escape[escape_num++] = spells[i];
1012 if (spell_attack(spells[i])) attack[attack_num++] = spells[i];
1015 if (spell_summon(spells[i])) summon[summon_num++] = spells[i];
1017 /* Tactical spell? */
1018 if (spell_tactic(spells[i])) tactic[tactic_num++] = spells[i];
1020 /* Annoyance spell? */
1021 if (spell_annoy(spells[i])) annoy[annoy_num++] = spells[i];
1023 /* Invulnerability spell? */
1024 if (spell_invulner(spells[i])) invul[invul_num++] = spells[i];
1027 if (spell_haste(spells[i])) haste[haste_num++] = spells[i];
1030 if (spell_world(spells[i])) world[world_num++] = spells[i];
1032 /* Special spell? */
1033 if (spell_special(spells[i])) special[special_num++] = spells[i];
1035 /* Psycho-spear spell? */
1036 if (spell_psy_spe(spells[i])) psy_spe[psy_spe_num++] = spells[i];
1038 /* Raise-dead spell? */
1039 if (spell_raise(spells[i])) raise[raise_num++] = spells[i];
1042 if (spell_heal(spells[i])) heal[heal_num++] = spells[i];
1045 if (spell_dispel(spells[i])) dispel[dispel_num++] = spells[i];
1048 /*** Try to pick an appropriate spell type ***/
1051 if (world_num && (randint0(100) < 15) && !world_monster)
1053 /* Choose haste spell */
1054 return (world[randint0(world_num)]);
1060 bool success = FALSE;
1061 switch(m_ptr->r_idx)
1065 if ((m_ptr->hp < m_ptr->maxhp / 2) && r_info[MON_BANOR].max_num && r_info[MON_LUPART].max_num) success = TRUE;
1069 if (success) return (special[randint0(special_num)]);
1072 /* Still hurt badly, couldn't flee, attempt to heal */
1073 if (m_ptr->hp < m_ptr->maxhp / 3 && one_in_(2))
1075 /* Choose heal spell if possible */
1076 if (heal_num) return (heal[randint0(heal_num)]);
1079 /* Hurt badly or afraid, attempt to flee */
1080 if (((m_ptr->hp < m_ptr->maxhp / 3) || MON_MONFEAR(m_ptr)) && one_in_(2))
1082 /* Choose escape spell if possible */
1083 if (escape_num) return (escape[randint0(escape_num)]);
1089 bool success = FALSE;
1090 switch (m_ptr->r_idx)
1096 case MON_BANORLUPART:
1097 if (randint0(100) < 70) success = TRUE;
1100 if (randint0(100) < 40) success = TRUE;
1103 if (randint0(100) < 50) success = TRUE;
1106 if (success) return (special[randint0(special_num)]);
1109 /* Player is close and we have attack spells, blink away */
1110 if ((distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx) < 4) && (attack_num || (r_ptr->a_ability_flags2 & RF6_TRAPS)) && (randint0(100) < 75) && !world_monster)
1112 /* Choose tactical spell */
1113 if (tactic_num) return (tactic[randint0(tactic_num)]);
1116 /* Summon if possible (sometimes) */
1117 if (summon_num && (randint0(100) < 40))
1119 /* Choose summon spell */
1120 return (summon[randint0(summon_num)]);
1124 if (dispel_num && one_in_(2))
1126 /* Choose dispel spell if possible */
1127 if (dispel_check(m_idx))
1129 return (dispel[randint0(dispel_num)]);
1133 /* Raise-dead if possible (sometimes) */
1134 if (raise_num && (randint0(100) < 40))
1136 /* Choose raise-dead spell */
1137 return (raise[randint0(raise_num)]);
1140 /* Attack spell (most of the time) */
1143 if (psy_spe_num && (randint0(100) < 50))
1145 /* Choose attack spell */
1146 return (psy_spe[randint0(psy_spe_num)]);
1148 else if (attack_num && (randint0(100) < 40))
1150 /* Choose attack spell */
1151 return (attack[randint0(attack_num)]);
1154 else if (attack_num && (randint0(100) < 85))
1156 /* Choose attack spell */
1157 return (attack[randint0(attack_num)]);
1160 /* Try another tactical spell (sometimes) */
1161 if (tactic_num && (randint0(100) < 50) && !world_monster)
1163 /* Choose tactic spell */
1164 return (tactic[randint0(tactic_num)]);
1167 /* Cast globe of invulnerability if not already in effect */
1168 if (invul_num && !m_ptr->mtimed[MTIMED_INVULNER] && (randint0(100) < 50))
1170 /* Choose Globe of Invulnerability */
1171 return (invul[randint0(invul_num)]);
1174 /* We're hurt (not badly), try to heal */
1175 if ((m_ptr->hp < m_ptr->maxhp * 3 / 4) && (randint0(100) < 25))
1177 /* Choose heal spell if possible */
1178 if (heal_num) return (heal[randint0(heal_num)]);
1181 /* Haste self if we aren't already somewhat hasted (rarely) */
1182 if (haste_num && (randint0(100) < 20) && !MON_FAST(m_ptr))
1184 /* Choose haste spell */
1185 return (haste[randint0(haste_num)]);
1188 /* Annoy player (most of the time) */
1189 if (annoy_num && (randint0(100) < 80))
1191 /* Choose annoyance spell */
1192 return (annoy[randint0(annoy_num)]);
1195 /* Choose no spell */
1201 * @brief ID値が非魔術的な特殊技能かどうかを返す /
1202 * Return TRUE if a spell is inate spell.
1203 * @param spell 判定対象のID
1204 * @return 非魔術的な特殊技能ならばTRUEを返す。
1206 bool spell_is_inate(SPELL_IDX spell)
1208 if (spell < 32 * 4) /* Set RF4 */
1210 if ((1L << (spell - 32 * 3)) & RF4_NOMAGIC_MASK) return TRUE;
1212 else if (spell < 32 * 5) /* Set RF5 */
1214 if ((1L << (spell - 32 * 4)) & RF5_NOMAGIC_MASK) return TRUE;
1216 else if (spell < 32 * 6) /* Set RF6 */
1218 if ((1L << (spell - 32 * 5)) & RF6_NOMAGIC_MASK) return TRUE;
1221 /* This spell is not "inate" */
1227 * @brief モンスターがプレイヤーにダメージを与えるための最適な座標を算出する /
1228 * @param m_ptr 技能を使用するモンスター構造体の参照ポインタ
1229 * @param yp 最適な目標地点のY座標を返す参照ポインタ
1230 * @param xp 最適な目標地点のX座標を返す参照ポインタ
1231 * @param f_flag 射線に入れるのを避ける地形の所持フラグ
1232 * @param path_check 射線を判定するための関数ポインタ
1233 * @return 有効な座標があった場合TRUEを返す
1235 static bool adjacent_grid_check(monster_type *m_ptr, POSITION *yp, POSITION *xp,
1236 int f_flag, bool (*path_check)(POSITION, POSITION, POSITION, POSITION))
1240 static int tonari_y[4][8] = {{-1, -1, -1, 0, 0, 1, 1, 1},
1241 {-1, -1, -1, 0, 0, 1, 1, 1},
1242 { 1, 1, 1, 0, 0, -1, -1, -1},
1243 { 1, 1, 1, 0, 0, -1, -1, -1}};
1244 static int tonari_x[4][8] = {{-1, 0, 1, -1, 1, -1, 0, 1},
1245 { 1, 0, -1, 1, -1, 1, 0, -1},
1246 {-1, 0, 1, -1, 1, -1, 0, 1},
1247 { 1, 0, -1, 1, -1, 1, 0, -1}};
1249 if (m_ptr->fy < p_ptr->y && m_ptr->fx < p_ptr->x) tonari = 0;
1250 else if (m_ptr->fy < p_ptr->y) tonari = 1;
1251 else if (m_ptr->fx < p_ptr->x) tonari = 2;
1254 for (i = 0; i < 8; i++)
1256 int next_x = *xp + tonari_x[tonari][i];
1257 int next_y = *yp + tonari_y[tonari][i];
1260 /* Access the next grid */
1261 c_ptr = &cave[next_y][next_x];
1263 /* Skip this feature */
1264 if (!cave_have_flag_grid(c_ptr, f_flag)) continue;
1266 if (path_check(m_ptr->fy, m_ptr->fx, next_y, next_x))
1277 #define DO_SPELL_NONE 0
1278 #define DO_SPELL_BR_LITE 1
1279 #define DO_SPELL_BR_DISI 2
1280 #define DO_SPELL_BA_LITE 3
1283 * @brief モンスターの特殊技能メインルーチン /
1284 * Creatures can cast spells, shoot missiles, and breathe.
1285 * @param m_idx モンスター構造体配列のID
1286 * @return 実際に特殊技能を利用したらTRUEを返す
1288 * Returns "TRUE" if a spell (or whatever) was (successfully) cast.\n
1290 * This function could use some work, but remember to\n
1291 * keep it as optimized as possible, while retaining generic code.\n
1293 * Verify the various "blind-ness" checks in the code.\n
1295 * Note that several effects should really not be "seen"\n
1296 * if the player is blind. See also "effects.c" for other "mistakes".\n
1298 * Perhaps monsters should breathe at locations *near* the player,\n
1299 * since this would allow them to inflict "partial" damage.\n
1301 * Perhaps smart monsters should decline to use "bolt" spells if\n
1302 * there is a monster in the way, unless they wish to kill it.\n
1304 * Note that, to allow the use of the "track_target" option at some\n
1305 * later time, certain non-optimal things are done in the code below,\n
1306 * including explicit checks against the "direct" variable, which is\n
1307 * currently always true by the time it is checked, but which should\n
1308 * really be set according to an explicit "projectable()" test, and\n
1309 * the use of generic "x,y" locations instead of the player location,\n
1310 * with those values being initialized with the player location.\n
1312 * It will not be possible to "correctly" handle the case in which a\n
1313 * monster attempts to attack a location which is thought to contain\n
1314 * the player, but which in fact is nowhere near the player, since this\n
1315 * might induce all sorts of messages about the attack itself, and about\n
1316 * the effects of the attack, which the player might or might not be in\n
1317 * a position to observe. Thus, for simplicity, it is probably best to\n
1318 * only allow "faulty" attacks by a monster if one of the important grids\n
1319 * (probably the initial or final grid) is in fact in view of the player.\n
1320 * It may be necessary to actually prevent spell attacks except when the\n
1321 * monster actually has line of sight to the player. Note that a monster\n
1322 * could be left in a bizarre situation after the player ducked behind a\n
1323 * pillar and then teleported away, for example.\n
1326 * that certain spell attacks do not use the "project()" function\n
1327 * but "simulate" it via the "direct" variable, which is always at least\n
1328 * as restrictive as the "project()" function. This is necessary to\n
1329 * prevent "blindness" attacks and such from bending around walls, etc,\n
1330 * and to allow the use of the "track_target" option in the future.\n
1332 * Note that this function attempts to optimize the use of spells for the\n
1333 * cases in which the monster has no spells, or has spells but cannot use\n
1334 * them, or has spells but they will have no "useful" effect. Note that\n
1335 * this function has been an efficiency bottleneck in the past.\n
1337 * Note the special "MFLAG_NICE" flag, which prevents a monster from using\n
1338 * any spell attacks until the player has had a single chance to move.\n
1340 bool make_attack_spell(MONSTER_IDX m_idx)
1343 SPELL_IDX thrown_spell = 0;
1345 PERCENTAGE failrate;
1346 byte spell[96], num = 0;
1347 BIT_FLAGS f4, f5, f6;
1348 monster_type *m_ptr = &m_list[m_idx];
1349 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1354 bool no_inate = FALSE;
1355 bool do_spell = DO_SPELL_NONE;
1358 /* Target location */
1359 POSITION x = p_ptr->x;
1360 POSITION y = p_ptr->y;
1362 /* Target location for lite breath */
1363 POSITION x_br_lite = 0;
1364 POSITION y_br_lite = 0;
1366 /* Extract the "see-able-ness" */
1367 bool seen = (!p_ptr->blind && m_ptr->ml);
1368 bool maneable = player_has_los_bold(m_ptr->fy, m_ptr->fx);
1370 /* Check "projectable" */
1373 bool in_no_magic_dungeon = (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && dun_level
1374 && (!p_ptr->inside_quest || is_fixed_quest_idx(p_ptr->inside_quest));
1376 bool can_use_lite_area = FALSE;
1380 /* Cannot cast spells when confused */
1381 if (MON_CONFUSED(m_ptr))
1383 reset_target(m_ptr);
1387 /* Cannot cast spells when nice */
1388 if (m_ptr->mflag & MFLAG_NICE) return (FALSE);
1389 if (!is_hostile(m_ptr)) return (FALSE);
1392 /* Sometimes forbid inate attacks (breaths) */
1393 if (randint0(100) >= (r_ptr->freq_spell * 2)) no_inate = TRUE;
1395 /* Handle "track_target" option (?) */
1398 /* Extract the racial spell flags */
1400 f5 = r_ptr->a_ability_flags1;
1401 f6 = r_ptr->a_ability_flags2;
1403 /*** require projectable player ***/
1406 if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return (FALSE);
1408 /* Check path for lite breath */
1409 if (f4 & RF4_BR_LITE)
1414 if (los(m_ptr->fy, m_ptr->fx, y_br_lite, x_br_lite))
1416 feature_type *f_ptr = &f_info[cave[y_br_lite][x_br_lite].feat];
1418 if (!have_flag(f_ptr->flags, FF_LOS))
1420 if (have_flag(f_ptr->flags, FF_PROJECT) && one_in_(2)) f4 &= ~(RF4_BR_LITE);
1424 /* Check path to next grid */
1425 else if (!adjacent_grid_check(m_ptr, &y_br_lite, &x_br_lite, FF_LOS, los)) f4 &= ~(RF4_BR_LITE);
1427 /* Don't breath lite to the wall if impossible */
1428 if (!(f4 & RF4_BR_LITE))
1436 if (projectable(m_ptr->fy, m_ptr->fx, y, x))
1438 feature_type *f_ptr = &f_info[cave[y][x].feat];
1440 if (!have_flag(f_ptr->flags, FF_PROJECT))
1442 /* Breath disintegration to the wall if possible */
1443 if ((f4 & RF4_BR_DISI) && have_flag(f_ptr->flags, FF_HURT_DISI) && one_in_(2)) do_spell = DO_SPELL_BR_DISI;
1445 /* Breath lite to the transparent wall if possible */
1446 else if ((f4 & RF4_BR_LITE) && have_flag(f_ptr->flags, FF_LOS) && one_in_(2)) do_spell = DO_SPELL_BR_LITE;
1450 /* Check path to next grid */
1453 bool success = FALSE;
1455 if ((f4 & RF4_BR_DISI) && (m_ptr->cdis < MAX_RANGE/2) &&
1456 in_disintegration_range(m_ptr->fy, m_ptr->fx, y, x) &&
1457 (one_in_(10) || (projectable(y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
1459 do_spell = DO_SPELL_BR_DISI;
1462 else if ((f4 & RF4_BR_LITE) && (m_ptr->cdis < MAX_RANGE/2) &&
1463 los(m_ptr->fy, m_ptr->fx, y, x) && one_in_(5))
1465 do_spell = DO_SPELL_BR_LITE;
1468 else if ((f5 & RF5_BA_LITE) && (m_ptr->cdis <= MAX_RANGE))
1471 get_project_point(m_ptr->fy, m_ptr->fx, &by, &bx, 0L);
1472 if ((distance(by, bx, y, x) <= 3) && los(by, bx, y, x) && one_in_(5))
1474 do_spell = DO_SPELL_BA_LITE;
1479 if (!success) success = adjacent_grid_check(m_ptr, &y, &x, FF_PROJECT, projectable);
1483 if (m_ptr->target_y && m_ptr->target_x)
1485 y = m_ptr->target_y;
1486 x = m_ptr->target_x;
1487 f4 &= (RF4_INDIRECT_MASK);
1488 f5 &= (RF5_INDIRECT_MASK);
1489 f6 &= (RF6_INDIRECT_MASK);
1493 if (y_br_lite && x_br_lite && (m_ptr->cdis < MAX_RANGE/2) && one_in_(5))
1499 do_spell = DO_SPELL_BR_LITE;
1502 else f4 |= (RF4_BR_LITE);
1507 if (!success) return FALSE;
1510 reset_target(m_ptr);
1512 /* Extract the monster level */
1513 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1515 /* Forbid inate attacks sometimes */
1518 f4 &= ~(RF4_NOMAGIC_MASK);
1519 f5 &= ~(RF5_NOMAGIC_MASK);
1520 f6 &= ~(RF6_NOMAGIC_MASK);
1523 if (f6 & RF6_DARKNESS)
1525 if ((p_ptr->pclass == CLASS_NINJA) &&
1526 !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
1527 !(r_ptr->flags7 & RF7_DARK_MASK))
1528 can_use_lite_area = TRUE;
1530 if (!(r_ptr->flags2 & RF2_STUPID))
1532 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
1533 else if ((p_ptr->pclass == CLASS_NINJA) && !can_use_lite_area) f6 &= ~(RF6_DARKNESS);
1537 if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID))
1539 f4 &= (RF4_NOMAGIC_MASK);
1540 f5 &= (RF5_NOMAGIC_MASK);
1541 f6 &= (RF6_NOMAGIC_MASK);
1544 if (r_ptr->flags2 & RF2_SMART)
1546 /* Hack -- allow "desperate" spells */
1547 if ((m_ptr->hp < m_ptr->maxhp / 10) &&
1548 (randint0(100) < 50))
1550 /* Require intelligent spells */
1551 f4 &= (RF4_INT_MASK);
1552 f5 &= (RF5_INT_MASK);
1553 f6 &= (RF6_INT_MASK);
1556 /* Hack -- decline "teleport level" in some case */
1557 if ((f6 & RF6_TELE_LEVEL) && TELE_LEVEL_IS_INEFF(0))
1559 f6 &= ~(RF6_TELE_LEVEL);
1563 /* No spells left */
1564 if (!f4 && !f5 && !f6) return (FALSE);
1566 /* Remove the "ineffective" spells */
1567 remove_bad_spells(m_idx, &f4, &f5, &f6);
1569 if (p_ptr->inside_arena || p_ptr->inside_battle)
1571 f4 &= ~(RF4_SUMMON_MASK);
1572 f5 &= ~(RF5_SUMMON_MASK);
1573 f6 &= ~(RF6_SUMMON_MASK | RF6_TELE_LEVEL);
1575 if (m_ptr->r_idx == MON_ROLENTO) f6 &= ~(RF6_SPECIAL);
1578 /* No spells left */
1579 if (!f4 && !f5 && !f6) return (FALSE);
1581 if (!(r_ptr->flags2 & RF2_STUPID))
1583 if (!p_ptr->csp) f5 &= ~(RF5_DRAIN_MANA);
1585 /* Check for a clean bolt shot */
1586 if (((f4 & RF4_BOLT_MASK) ||
1587 (f5 & RF5_BOLT_MASK) ||
1588 (f6 & RF6_BOLT_MASK)) &&
1589 !clean_shot(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x, FALSE))
1591 /* Remove spells that will only hurt friends */
1592 f4 &= ~(RF4_BOLT_MASK);
1593 f5 &= ~(RF5_BOLT_MASK);
1594 f6 &= ~(RF6_BOLT_MASK);
1597 /* Check for a possible summon */
1598 if (((f4 & RF4_SUMMON_MASK) ||
1599 (f5 & RF5_SUMMON_MASK) ||
1600 (f6 & RF6_SUMMON_MASK)) &&
1601 !(summon_possible(y, x)))
1603 /* Remove summoning spells */
1604 f4 &= ~(RF4_SUMMON_MASK);
1605 f5 &= ~(RF5_SUMMON_MASK);
1606 f6 &= ~(RF6_SUMMON_MASK);
1609 /* Check for a possible raise dead */
1610 if ((f6 & RF6_RAISE_DEAD) && !raise_possible(m_ptr))
1612 /* Remove raise dead spell */
1613 f6 &= ~(RF6_RAISE_DEAD);
1616 /* Special moves restriction */
1617 if (f6 & RF6_SPECIAL)
1619 if ((m_ptr->r_idx == MON_ROLENTO) && !summon_possible(y, x))
1621 f6 &= ~(RF6_SPECIAL);
1625 /* No spells left */
1626 if (!f4 && !f5 && !f6) return (FALSE);
1629 /* Extract the "inate" spells */
1630 for (k = 0; k < 32; k++)
1632 if (f4 & (1L << k)) spell[num++] = k + RF4_SPELL_START;
1635 /* Extract the "normal" spells */
1636 for (k = 0; k < 32; k++)
1638 if (f5 & (1L << k)) spell[num++] = k + RF5_SPELL_START;
1641 /* Extract the "bizarre" spells */
1642 for (k = 0; k < 32; k++)
1644 if (f6 & (1L << k)) spell[num++] = k + RF6_SPELL_START;
1647 /* No spells left */
1648 if (!num) return (FALSE);
1650 /* Stop if player is dead or gone */
1651 if (!p_ptr->playing || p_ptr->is_dead) return (FALSE);
1653 /* Stop if player is leaving */
1654 if (p_ptr->leaving) return (FALSE);
1656 /* Get the monster name (or "it") */
1657 monster_desc(m_name, m_ptr, 0x00);
1660 /* Get the monster possessive ("his"/"her"/"its") */
1661 monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
1671 thrown_spell = choose_attack_spell(m_idx, spell, num);
1672 if (thrown_spell) break;
1677 case DO_SPELL_BR_LITE:
1678 thrown_spell = 96+14; /* RF4_BR_LITE */
1681 case DO_SPELL_BR_DISI:
1682 thrown_spell = 96+31; /* RF4_BR_DISI */
1685 case DO_SPELL_BA_LITE:
1686 thrown_spell = 128+20; /* RF5_BA_LITE */
1690 return FALSE; /* Paranoia */
1693 /* Abort if no spell was chosen */
1694 if (!thrown_spell) return (FALSE);
1696 /* Calculate spell failure rate */
1697 failrate = 25 - (rlev + 3) / 4;
1699 /* Hack -- Stupid monsters will never fail (for jellies and such) */
1700 if (r_ptr->flags2 & RF2_STUPID) failrate = 0;
1702 /* Check for spell failure (inate attacks never fail) */
1703 if (!spell_is_inate(thrown_spell)
1704 && (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2)) || (randint0(100) < failrate)))
1707 msg_format(_("%^sは呪文を唱えようとしたが失敗した。", "%^s tries to cast a spell, but fails."), m_name);
1712 /* Hex: Anti Magic Barrier */
1713 if (!spell_is_inate(thrown_spell) && magic_barrier(m_idx))
1715 msg_format(_("反魔法バリアが%^sの呪文をかき消した。", "Anti magic barrier cancels the spell which %^s casts."), m_name);
1720 direct = player_bold(y, x);
1722 can_remember = is_original_ap_and_seen(m_ptr);
1726 switch (thrown_spell)
1728 case 96 + 2: /* RF4_DISPEL */
1729 case 96 + 4: /* RF4_SHOOT */
1730 case 128 + 9: /* RF5_DRAIN_MANA */
1731 case 128 + 10: /* RF5_MIND_BLAST */
1732 case 128 + 11: /* RF5_BRAIN_SMASH */
1733 case 128 + 12: /* RF5_CAUSE_1 */
1734 case 128 + 13: /* RF5_CAUSE_2 */
1735 case 128 + 14: /* RF5_CAUSE_3 */
1736 case 128 + 15: /* RF5_CAUSE_4 */
1737 case 128 + 16: /* RF5_BO_ACID */
1738 case 128 + 17: /* RF5_BO_ELEC */
1739 case 128 + 18: /* RF5_BO_FIRE */
1740 case 128 + 19: /* RF5_BO_COLD */
1741 case 128 + 21: /* RF5_BO_NETH */
1742 case 128 + 22: /* RF5_BO_WATE */
1743 case 128 + 23: /* RF5_BO_MANA */
1744 case 128 + 24: /* RF5_BO_PLAS */
1745 case 128 + 25: /* RF5_BO_ICEE */
1746 case 128 + 26: /* RF5_MISSILE */
1747 case 128 + 27: /* RF5_SCARE */
1748 case 128 + 28: /* RF5_BLIND */
1749 case 128 + 29: /* RF5_CONF */
1750 case 128 + 30: /* RF5_SLOW */
1751 case 128 + 31: /* RF5_HOLD */
1752 case 160 + 1: /* RF6_HAND_DOOM */
1753 case 160 + 8: /* RF6_TELE_TO */
1754 case 160 + 9: /* RF6_TELE_AWAY */
1755 case 160 + 10: /* RF6_TELE_LEVEL */
1756 case 160 + 11: /* RF6_PSY_SPEAR */
1757 case 160 + 12: /* RF6_DARKNESS */
1758 case 160 + 14: /* RF6_FORGET */
1763 /* Cast the spell. */
1764 dam = monspell_to_player(thrown_spell, y, x, m_idx);
1765 if (dam < 0) return FALSE;
1767 if ((p_ptr->action == ACTION_LEARN) && thrown_spell > 175)
1769 learn_spell(thrown_spell - 96);
1772 if (seen && maneable && !world_monster && (p_ptr->pclass == CLASS_IMITATOR))
1774 if (thrown_spell != 167) /* Not RF6_SPECIAL */
1776 if (p_ptr->mane_num == MAX_MANE)
1780 for (i = 0;i < p_ptr->mane_num;i++)
1782 p_ptr->mane_spell[i] = p_ptr->mane_spell[i+1];
1783 p_ptr->mane_dam[i] = p_ptr->mane_dam[i+1];
1786 p_ptr->mane_spell[p_ptr->mane_num] = thrown_spell - 96;
1787 p_ptr->mane_dam[p_ptr->mane_num] = dam;
1791 p_ptr->redraw |= (PR_IMITATION);
1795 /* Remember what the monster did to us */
1799 if (thrown_spell < 32 * 4)
1801 r_ptr->r_flags4 |= (1L << (thrown_spell - 32 * 3));
1802 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1806 else if (thrown_spell < 32 * 5)
1808 r_ptr->r_flags5 |= (1L << (thrown_spell - 32 * 4));
1809 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1813 else if (thrown_spell < 32 * 6)
1815 r_ptr->r_flags6 |= (1L << (thrown_spell - 32 * 5));
1816 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1821 /* Always take note of monsters that kill you */
1822 if (p_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
1824 r_ptr->r_deaths++; /* Ignore appearance difference */
1827 /* A spell was cast */