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
47 #include "object-curse.h"
49 #include "realm-hex.h"
50 #include "player-move.h"
51 #include "player-status.h"
53 #include "monster-spell.h"
56 #include "realm-song.h"
57 #include "view-mainwindow.h"
58 #include "player-race.h"
59 #include "player-class.h"
61 #define DO_SPELL_NONE 0
62 #define DO_SPELL_BR_LITE 1
63 #define DO_SPELL_BR_DISI 2
64 #define DO_SPELL_BA_LITE 3
67 * @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 /
68 * Internal probability routine
69 * @param r_ptr モンスター種族の構造体参照ポインタ
71 * @return 適した選択を取るならばTRUEを返す。
73 static bool int_outof(monster_race *r_ptr, PERCENTAGE prob)
75 /* Non-Smart monsters are half as "smart" */
76 if (!(r_ptr->flags2 & RF2_SMART)) prob = prob / 2;
79 return (randint0(100) < prob);
84 * @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 /
85 * Remove the "bad" spells from a spell list
86 * @param m_idx モンスターの構造体参照ポインタ
87 * @param f4p モンスター魔法のフラグリスト1
88 * @param f5p モンスター魔法のフラグリスト2
89 * @param f6p モンスター魔法のフラグリスト3
92 static void remove_bad_spells(MONSTER_IDX m_idx, player_type *target_ptr, u32b *f4p, u32b *f5p, u32b *f6p)
94 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
95 monster_race *r_ptr = &r_info[m_ptr->r_idx];
103 /* Too stupid to know anything */
104 if (r_ptr->flags2 & RF2_STUPID) return;
107 /* Must be cheating or learning */
108 if (!smart_cheat && !smart_learn) return;
111 /* Update acquired knowledge */
114 /* Hack -- Occasionally forget player status */
115 /* Only save SM_FRIENDLY, SM_PET or SM_CLONED */
116 if (m_ptr->smart && (randint0(100) < 1)) m_ptr->smart &= (SM_FRIENDLY | SM_PET | SM_CLONED);
118 /* Use the memorized flags */
119 smart = m_ptr->smart;
123 /* Cheat if requested */
126 /* Know element info */
127 if (target_ptr->resist_acid) smart |= (SM_RES_ACID);
128 if (is_oppose_acid(target_ptr)) smart |= (SM_OPP_ACID);
129 if (target_ptr->immune_acid) smart |= (SM_IMM_ACID);
130 if (target_ptr->resist_elec) smart |= (SM_RES_ELEC);
131 if (is_oppose_elec(target_ptr)) smart |= (SM_OPP_ELEC);
132 if (target_ptr->immune_elec) smart |= (SM_IMM_ELEC);
133 if (target_ptr->resist_fire) smart |= (SM_RES_FIRE);
134 if (is_oppose_fire(target_ptr)) smart |= (SM_OPP_FIRE);
135 if (target_ptr->immune_fire) smart |= (SM_IMM_FIRE);
136 if (target_ptr->resist_cold) smart |= (SM_RES_COLD);
137 if (is_oppose_cold(target_ptr)) smart |= (SM_OPP_COLD);
138 if (target_ptr->immune_cold) smart |= (SM_IMM_COLD);
139 if (target_ptr->resist_pois) smart |= (SM_RES_POIS);
140 if (is_oppose_pois(target_ptr)) smart |= (SM_OPP_POIS);
142 /* Know special resistances */
143 if (target_ptr->resist_neth) smart |= (SM_RES_NETH);
144 if (target_ptr->resist_lite) smart |= (SM_RES_LITE);
145 if (target_ptr->resist_dark) smart |= (SM_RES_DARK);
146 if (target_ptr->resist_fear) smart |= (SM_RES_FEAR);
147 if (target_ptr->resist_conf) smart |= (SM_RES_CONF);
148 if (target_ptr->resist_chaos) smart |= (SM_RES_CHAOS);
149 if (target_ptr->resist_disen) smart |= (SM_RES_DISEN);
150 if (target_ptr->resist_blind) smart |= (SM_RES_BLIND);
151 if (target_ptr->resist_nexus) smart |= (SM_RES_NEXUS);
152 if (target_ptr->resist_sound) smart |= (SM_RES_SOUND);
153 if (target_ptr->resist_shard) smart |= (SM_RES_SHARD);
154 if (target_ptr->reflect) smart |= (SM_IMM_REFLECT);
156 /* Know bizarre "resistances" */
157 if (target_ptr->free_act) smart |= (SM_IMM_FREE);
158 if (!target_ptr->msp) smart |= (SM_IMM_MANA);
163 if (smart & SM_IMM_ACID)
165 f4 &= ~(RF4_BR_ACID);
166 f5 &= ~(RF5_BA_ACID);
167 f5 &= ~(RF5_BO_ACID);
169 else if ((smart & (SM_OPP_ACID)) && (smart & (SM_RES_ACID)))
171 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ACID);
172 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ACID);
173 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ACID);
175 else if ((smart & (SM_OPP_ACID)) || (smart & (SM_RES_ACID)))
177 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ACID);
178 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ACID);
179 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ACID);
183 if (smart & (SM_IMM_ELEC))
185 f4 &= ~(RF4_BR_ELEC);
186 f5 &= ~(RF5_BA_ELEC);
187 f5 &= ~(RF5_BO_ELEC);
189 else if ((smart & (SM_OPP_ELEC)) && (smart & (SM_RES_ELEC)))
191 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ELEC);
192 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ELEC);
193 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ELEC);
195 else if ((smart & (SM_OPP_ELEC)) || (smart & (SM_RES_ELEC)))
197 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ELEC);
198 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ELEC);
199 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ELEC);
202 if (smart & (SM_IMM_FIRE))
204 f4 &= ~(RF4_BR_FIRE);
205 f5 &= ~(RF5_BA_FIRE);
206 f5 &= ~(RF5_BO_FIRE);
208 else if ((smart & (SM_OPP_FIRE)) && (smart & (SM_RES_FIRE)))
210 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_FIRE);
211 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_FIRE);
212 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_FIRE);
214 else if ((smart & (SM_OPP_FIRE)) || (smart & (SM_RES_FIRE)))
216 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_FIRE);
217 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_FIRE);
218 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_FIRE);
221 if (smart & (SM_IMM_COLD))
223 f4 &= ~(RF4_BR_COLD);
224 f5 &= ~(RF5_BA_COLD);
225 f5 &= ~(RF5_BO_COLD);
226 f5 &= ~(RF5_BO_ICEE);
228 else if ((smart & (SM_OPP_COLD)) && (smart & (SM_RES_COLD)))
230 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_COLD);
231 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_COLD);
232 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_COLD);
233 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ICEE);
235 else if ((smart & (SM_OPP_COLD)) || (smart & (SM_RES_COLD)))
237 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_COLD);
238 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_COLD);
239 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_COLD);
240 if (int_outof(r_ptr, 20)) f5 &= ~(RF5_BO_ICEE);
243 if ((smart & (SM_OPP_POIS)) && (smart & (SM_RES_POIS)))
245 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_POIS);
246 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_POIS);
247 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BA_NUKE);
248 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BR_NUKE);
250 else if ((smart & (SM_OPP_POIS)) || (smart & (SM_RES_POIS)))
252 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_POIS);
253 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_POIS);
256 if (smart & (SM_RES_NETH))
258 if (PRACE_IS_(target_ptr, RACE_SPECTRE))
260 f4 &= ~(RF4_BR_NETH);
261 f5 &= ~(RF5_BA_NETH);
262 f5 &= ~(RF5_BO_NETH);
266 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_NETH);
267 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_NETH);
268 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BO_NETH);
272 if (smart & (SM_RES_LITE))
274 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_LITE);
275 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_LITE);
278 if (smart & (SM_RES_DARK))
280 if (PRACE_IS_(target_ptr, RACE_VAMPIRE))
282 f4 &= ~(RF4_BR_DARK);
283 f5 &= ~(RF5_BA_DARK);
287 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_DARK);
288 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_DARK);
292 if (smart & (SM_RES_FEAR))
297 if (smart & (SM_RES_CONF))
300 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_CONF);
303 if (smart & (SM_RES_CHAOS))
305 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_CHAO);
306 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BA_CHAO);
309 if (smart & (SM_RES_DISEN))
311 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_DISE);
314 if (smart & (SM_RES_BLIND))
319 if (smart & (SM_RES_NEXUS))
321 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_NEXU);
322 f6 &= ~(RF6_TELE_LEVEL);
325 if (smart & (SM_RES_SOUND))
327 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_SOUN);
330 if (smart & (SM_RES_SHARD))
332 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_SHAR);
335 if (smart & (SM_IMM_REFLECT))
337 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_COLD);
338 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_FIRE);
339 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ACID);
340 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ELEC);
341 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_NETH);
342 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_WATE);
343 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_MANA);
344 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_PLAS);
345 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ICEE);
346 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_MISSILE);
349 if (smart & (SM_IMM_FREE))
355 if (smart & (SM_IMM_MANA))
357 f5 &= ~(RF5_DRAIN_MANA);
360 /* No spells left? */
361 /* if (!f4 && !f5 && !f6) ... */
370 * @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。 /
371 * Determine if there is a space near the player in which a summoned creature can appear
372 * @param target_ptr プレーヤーへの参照ポインタ
373 * @param y1 判定を行いたいマスのY座標
374 * @param x1 判定を行いたいマスのX座標
375 * @return 召還に相応しいならばTRUEを返す
377 bool summon_possible(player_type *target_ptr, POSITION y1, POSITION x1)
381 /* Start at the player's location, and check 2 grids in each dir */
382 floor_type *floor_ptr = target_ptr->current_floor_ptr;
383 for (y = y1 - 2; y <= y1 + 2; y++)
385 for (x = x1 - 2; x <= x1 + 2; x++)
387 /* Ignore illegal locations */
388 if (!in_bounds(floor_ptr, y, x)) continue;
390 /* Only check a circular area */
391 if (distance(y1, x1, y, x) > 2) continue;
393 /* ...nor on the Pattern */
394 if (pattern_tile(floor_ptr, y, x)) continue;
396 /* Require empty floor grid in line of projection */
397 if (is_cave_empty_bold(target_ptr, y, x) && projectable(target_ptr, y1, x1, y, x) && projectable(target_ptr, y, x, y1, x1)) return TRUE;
406 * @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 /
407 * Determine if there is a space near the player in which a summoned creature can appear
408 * @param target_ptr プレーヤーへの参照ポインタ
409 * @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
410 * @return 死者復活が有効な状態ならばTRUEを返す。
412 bool raise_possible(player_type *target_ptr, monster_type *m_ptr)
414 POSITION y = m_ptr->fy;
415 POSITION x = m_ptr->fx;
416 floor_type *floor_ptr = target_ptr->current_floor_ptr;
417 for (POSITION xx = x - 5; xx <= x + 5; xx++)
420 for (POSITION yy = y - 5; yy <= y + 5; yy++)
422 if (distance(y, x, yy, xx) > 5) continue;
423 if (!los(target_ptr, y, x, yy, xx)) continue;
424 if (!projectable(target_ptr, y, x, yy, xx)) continue;
426 g_ptr = &floor_ptr->grid_array[yy][xx];
427 /* Scan the pile of objects */
428 OBJECT_IDX this_o_idx, next_o_idx = 0;
429 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
431 object_type *o_ptr = &floor_ptr->o_list[this_o_idx];
432 next_o_idx = o_ptr->next_o_idx;
434 /* Known to be worthless? */
435 if (o_ptr->tval == TV_CORPSE)
437 if (!monster_has_hostile_align(target_ptr, m_ptr, 0, 0, &r_info[o_ptr->pval])) return TRUE;
448 * @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 /
449 * Determine if a bolt spell will hit the player.
450 * @param target_ptr プレーヤーへの参照ポインタ
451 * @param y1 ボルト魔法発射地点のY座標
452 * @param x1 ボルト魔法発射地点のX座標
453 * @param y2 ボルト魔法目標地点のY座標
454 * @param x2 ボルト魔法目標地点のX座標
455 * @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
456 * @return ボルト型魔法が有効ならばTRUEを返す。
458 * Originally, it was possible for a friendly to shoot another friendly.\n
459 * Change it so a "clean shot" means no equally friendly monster is\n
460 * between the attacker and target.\n
462 * This is exactly like "projectable", but it will\n
463 * return FALSE if a monster is in the way.\n
464 * no equally friendly monster is\n
465 * between the attacker and target.\n
467 bool clean_shot(player_type *target_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2, bool is_friend)
469 /* Check the projection path */
470 floor_type *floor_ptr = target_ptr->current_floor_ptr;
472 int grid_n = project_path(target_ptr, grid_g, MAX_RANGE, y1, x1, y2, x2, 0);
474 /* No grid is ever projectable from itself */
475 if (!grid_n) return FALSE;
478 POSITION y = GRID_Y(grid_g[grid_n - 1]);
479 POSITION x = GRID_X(grid_g[grid_n - 1]);
481 /* May not end in an unrequested grid */
482 if ((y != y2) || (x != x2)) return FALSE;
484 for (int i = 0; i < grid_n; i++)
486 y = GRID_Y(grid_g[i]);
487 x = GRID_X(grid_g[i]);
489 if ((floor_ptr->grid_array[y][x].m_idx > 0) && !((y == y2) && (x == x2)))
491 monster_type *m_ptr = &floor_ptr->m_list[floor_ptr->grid_array[y][x].m_idx];
492 if (is_friend == is_pet(m_ptr))
498 /* Pets may not shoot through the character - TNB */
499 if (player_bold(target_ptr, y, x) && is_friend) return FALSE;
507 * @brief モンスターのボルト型魔法処理 /
508 * Cast a bolt at the player Stop if we hit a monster Affect monsters and the player
509 * @param target_ptr プレーヤーへの参照ポインタ
510 * @param m_idx モンスターのID
515 * @param monspell モンスター魔法のID
516 * @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
519 void bolt(player_type *target_ptr, MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type)
524 case MONSTER_TO_MONSTER:
525 flg = PROJECT_STOP | PROJECT_KILL;
527 case MONSTER_TO_PLAYER:
528 flg = PROJECT_STOP | PROJECT_KILL | PROJECT_PLAYER;
532 /* Target the player with a bolt attack */
533 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
534 bool learnable = spell_learnable(target_ptr, m_idx);
535 (void)project(target_ptr, m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
540 * @brief モンスターのビーム型魔法処理 /
541 * @param target_ptr プレーヤーへの参照ポインタ
542 * @param m_idx モンスターのID
547 * @param monspell モンスター魔法のID
548 * @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
551 void beam(player_type *target_ptr, MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type)
556 case MONSTER_TO_MONSTER:
557 flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU;
559 case MONSTER_TO_PLAYER:
560 flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER;
564 /* Target the player with a bolt attack */
565 bool learnable = spell_learnable(target_ptr, m_idx);
566 (void)project(target_ptr, m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
571 * @brief モンスターのボール型&ブレス型魔法処理 /
572 * 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
573 * @param target_ptr プレーヤーへの参照ポインタ
576 * @param m_idx モンスターのID
581 * @param monspell モンスター魔法のID
582 * @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
585 void breath(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, EFFECT_ID typ, int dam_hp, POSITION rad, bool breath, int monspell, int target_type)
587 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
588 monster_race *r_ptr = &r_info[m_ptr->r_idx];
589 BIT_FLAGS flg = 0x00;
592 case MONSTER_TO_MONSTER:
593 flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
595 case MONSTER_TO_PLAYER:
596 flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_PLAYER;
600 /* Determine the radius of the blast */
601 if ((rad < 1) && breath) rad = (r_ptr->flags2 & (RF2_POWERFUL)) ? 3 : 2;
603 /* Handle breath attacks */
604 if (breath) rad = 0 - rad;
619 flg |= (PROJECT_HIDE | PROJECT_AIMED);
623 /* Target the player with a ball attack */
624 bool learnable = spell_learnable(target_ptr, m_idx);
625 (void)project(target_ptr, m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
630 * @brief ID値が正しいモンスター魔法IDかどうかを返す /
631 * Return TRUE if a spell is good for hurting the player (directly).
632 * @param spell 判定対象のID
633 * @return 正しいIDならばTRUEを返す。
635 static bool spell_attack(byte spell)
637 /* All RF4 spells hurt (except for shriek and dispel) */
638 if (spell < 128 && spell > 98) return TRUE;
640 /* Various "ball" spells */
641 if (spell >= 128 && spell <= 128 + 8) return TRUE;
643 /* "Cause wounds" and "bolt" spells */
644 if (spell >= 128 + 12 && spell < 128 + 27) return TRUE;
647 if (spell == 160 + 1) return TRUE;
650 if (spell == 160 + 11) return TRUE;
658 * @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 /
659 * Return TRUE if a spell is good for escaping.
660 * @param spell 判定対象のID
661 * @return 適した魔法のIDならばTRUEを返す。
663 static bool spell_escape(byte spell)
665 /* Blink or Teleport */
666 if (spell == 160 + 4 || spell == 160 + 5) return TRUE;
668 /* Teleport the player away */
669 if (spell == 160 + 9 || spell == 160 + 10) return TRUE;
671 /* Isn't good for escaping */
677 * @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 /
678 * Return TRUE if a spell is good for annoying the player.
679 * @param spell 判定対象のID
680 * @return 適した魔法のIDならばTRUEを返す。
682 static bool spell_annoy(byte spell)
685 if (spell == 96 + 0) return TRUE;
687 /* Brain smash, et al (added curses) */
688 if (spell >= 128 + 9 && spell <= 128 + 14) return TRUE;
690 /* Scare, confuse, blind, slow, paralyze */
691 if (spell >= 128 + 27 && spell <= 128 + 31) return TRUE;
694 if (spell == 160 + 8) return TRUE;
697 if (spell == 160 + 10) return TRUE;
699 /* Darkness, make traps, cause amnesia */
700 if (spell >= 160 + 12 && spell <= 160 + 14) return TRUE;
708 * @brief ID値が召喚型のモンスター魔法IDかどうかを返す /
709 * Return TRUE if a spell is good for annoying the player.
710 * @param spell 判定対象のID
711 * @return 召喚型魔法のIDならばTRUEを返す。
713 static bool spell_summon(byte spell)
715 /* All summon spells */
716 if (spell >= 160 + 16) return TRUE;
724 * @brief ID値が死者復活処理かどうかを返す /
725 * Return TRUE if a spell is good for annoying the player.
726 * @param spell 判定対象のID
727 * @return 死者復活の処理ならばTRUEを返す。
729 static bool spell_raise(byte spell)
731 /* All raise-dead spells */
732 if (spell == 160 + 15) return TRUE;
740 * @brief ID値が戦術的なモンスター魔法IDかどうかを返す /
741 * Return TRUE if a spell is good in a tactical situation.
742 * @param spell 判定対象のID
743 * @return 戦術的な魔法のIDならばTRUEを返す。
745 static bool spell_tactic(byte spell)
748 if (spell == 160 + 4) return TRUE;
756 * @brief ID値が無敵化するモンスター魔法IDかどうかを返す /
757 * Return TRUE if a spell makes invulnerable.
758 * @param spell 判定対象のID
759 * @return 召喚型魔法のIDならばTRUEを返す。
761 static bool spell_invulner(byte spell)
763 /* Invulnerability */
764 if (spell == 160 + 3) return TRUE;
766 /* No invulnerability */
772 * @brief ID値が加速するモンスター魔法IDかどうかを返す /
773 * Return TRUE if a spell hastes.
774 * @param spell 判定対象のID
775 * @return 召喚型魔法のIDならばTRUEを返す。
777 static bool spell_haste(byte spell)
780 if (spell == 160 + 0) return TRUE;
782 /* Not a haste spell */
788 * @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 /
789 * Return TRUE if a spell world.
790 * @param spell 判定対象のID
791 * @return 時間停止魔法のIDならばTRUEを返す。
793 static bool spell_world(byte spell)
795 if (spell == 160 + 6) return TRUE;
801 * @brief ID値が特別効果のモンスター魔法IDかどうかを返す /
802 * Return TRUE if a spell special.
803 * @param target_ptr プレーヤーへの参照ポインタ
804 * @param spell 判定対象のID
805 * @return 特別効果魔法のIDならばTRUEを返す。
807 static bool spell_special(player_type *target_ptr, byte spell)
809 if (target_ptr->phase_out) return FALSE;
810 if (spell == 160 + 7) return TRUE;
816 * @brief ID値が光の剣のモンスター魔法IDかどうかを返す /
817 * Return TRUE if a spell psycho-spear.
818 * @param spell 判定対象のID
819 * @return 光の剣のIDならばTRUEを返す。
821 static bool spell_psy_spe(byte spell)
824 if (spell == 160 + 11) return TRUE;
826 /* Not a haste spell */
832 * @brief ID値が治癒魔法かどうかを返す /
833 * Return TRUE if a spell is good for healing.
834 * @param spell 判定対象のID
835 * @return 治癒魔法のIDならばTRUEを返す。
837 static bool spell_heal(byte spell)
840 if (spell == 160 + 2) return TRUE;
848 * @brief ID値が魔力消去かどうかを返す /
849 * Return TRUE if a spell is good for dispel.
850 * @param spell 判定対象のID
851 * @return 魔力消去のIDならばTRUEを返す。
853 static bool spell_dispel(byte spell)
856 if (spell == 96 + 2) return TRUE;
864 * @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
865 * Check should monster cast dispel spell.
866 * @param m_idx モンスターの構造体配列ID
867 * @return 魔力消去をかけるべきならTRUEを返す。
869 bool dispel_check(player_type *creature_ptr, MONSTER_IDX m_idx)
871 /* Invulnabilty (including the song) */
872 if (IS_INVULN(creature_ptr)) return TRUE;
875 if (creature_ptr->wraith_form) return TRUE;
878 if (creature_ptr->shield) return TRUE;
881 if (creature_ptr->magicdef) return TRUE;
884 if (creature_ptr->multishadow) return TRUE;
887 if (creature_ptr->dustrobe) return TRUE;
889 /* Berserk Strength */
890 if (creature_ptr->shero && (creature_ptr->pclass != CLASS_BERSERKER)) return TRUE;
893 if (creature_ptr->mimic_form == MIMIC_DEMON_LORD) return TRUE;
895 /* Elemental resistances */
896 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
897 monster_race *r_ptr = &r_info[m_ptr->r_idx];
898 if (r_ptr->flags4 & RF4_BR_ACID)
900 if (!creature_ptr->immune_acid && (creature_ptr->oppose_acid || music_singing(creature_ptr, MUSIC_RESIST))) return TRUE;
901 if (creature_ptr->special_defense & DEFENSE_ACID) return TRUE;
904 if (r_ptr->flags4 & RF4_BR_FIRE)
906 if (!((creature_ptr->prace == RACE_DEMON) && creature_ptr->lev > 44))
908 if (!creature_ptr->immune_fire && (creature_ptr->oppose_fire || music_singing(creature_ptr, MUSIC_RESIST))) return TRUE;
909 if (creature_ptr->special_defense & DEFENSE_FIRE) return TRUE;
913 if (r_ptr->flags4 & RF4_BR_ELEC)
915 if (!creature_ptr->immune_elec && (creature_ptr->oppose_elec || music_singing(creature_ptr, MUSIC_RESIST))) return TRUE;
916 if (creature_ptr->special_defense & DEFENSE_ELEC) return TRUE;
919 if (r_ptr->flags4 & RF4_BR_COLD)
921 if (!creature_ptr->immune_cold && (creature_ptr->oppose_cold || music_singing(creature_ptr, MUSIC_RESIST))) return TRUE;
922 if (creature_ptr->special_defense & DEFENSE_COLD) return TRUE;
925 if (r_ptr->flags4 & (RF4_BR_POIS | RF4_BR_NUKE))
927 if (!((creature_ptr->pclass == CLASS_NINJA) && creature_ptr->lev > 44))
929 if (creature_ptr->oppose_pois || music_singing(creature_ptr, MUSIC_RESIST)) return TRUE;
930 if (creature_ptr->special_defense & DEFENSE_POIS) return TRUE;
934 /* Ultimate resistance */
935 if (creature_ptr->ult_res) return TRUE;
937 /* Potion of Neo Tsuyosi special */
938 if (creature_ptr->tsuyoshi) return TRUE;
940 /* Elemental Brands */
941 if ((creature_ptr->special_attack & ATTACK_ACID) && !(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return TRUE;
942 if ((creature_ptr->special_attack & ATTACK_FIRE) && !(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return TRUE;
943 if ((creature_ptr->special_attack & ATTACK_ELEC) && !(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return TRUE;
944 if ((creature_ptr->special_attack & ATTACK_COLD) && !(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return TRUE;
945 if ((creature_ptr->special_attack & ATTACK_POIS) && !(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return TRUE;
947 if (creature_ptr->pspeed < 145)
949 if (IS_FAST(creature_ptr)) return TRUE;
953 if (creature_ptr->lightspeed && (m_ptr->mspeed < 136)) return TRUE;
955 if (creature_ptr->riding && (creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].mspeed < 135))
957 if (MON_FAST(&creature_ptr->current_floor_ptr->m_list[creature_ptr->riding])) return TRUE;
960 /* No need to cast dispel spell */
967 * @brief モンスターの魔法選択ルーチン
968 * Have a monster choose a spell from a list of "useful" spells.
969 * @param target_ptr プレーヤーへの参照ポインタ
970 * @param m_idx モンスターの構造体配列ID
971 * @param spells 候補魔法IDをまとめた配列
972 * @param num spellsの長さ
973 * @return 選択したモンスター魔法のID
975 * Note that this list does NOT include spells that will just hit\n
976 * other monsters, and the list is restricted when the monster is\n
977 * "desperate". Should that be the job of this function instead?\n
979 * Stupid monsters will just pick a spell randomly. Smart monsters\n
980 * will choose more "intelligently".\n
982 * Use the helper functions above to put spells into categories.\n
984 * This function may well be an efficiency bottleneck.\n
986 static int choose_attack_spell(player_type *target_ptr, MONSTER_IDX m_idx, byte spells[], byte num)
988 byte escape[96], escape_num = 0;
989 byte attack[96], attack_num = 0;
990 byte summon[96], summon_num = 0;
991 byte tactic[96], tactic_num = 0;
992 byte annoy[96], annoy_num = 0;
993 byte invul[96], invul_num = 0;
994 byte haste[96], haste_num = 0;
995 byte world[96], world_num = 0;
996 byte special[96], special_num = 0;
997 byte psy_spe[96], psy_spe_num = 0;
998 byte raise[96], raise_num = 0;
999 byte heal[96], heal_num = 0;
1000 byte dispel[96], dispel_num = 0;
1002 /* Stupid monsters choose randomly */
1003 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1004 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1005 if (r_ptr->flags2 & (RF2_STUPID)) return (spells[randint0(num)]);
1007 /* Categorize spells */
1008 for (int i = 0; i < num; i++)
1011 if (spell_escape(spells[i])) escape[escape_num++] = spells[i];
1014 if (spell_attack(spells[i])) attack[attack_num++] = spells[i];
1017 if (spell_summon(spells[i])) summon[summon_num++] = spells[i];
1019 /* Tactical spell? */
1020 if (spell_tactic(spells[i])) tactic[tactic_num++] = spells[i];
1022 /* Annoyance spell? */
1023 if (spell_annoy(spells[i])) annoy[annoy_num++] = spells[i];
1025 /* Invulnerability spell? */
1026 if (spell_invulner(spells[i])) invul[invul_num++] = spells[i];
1029 if (spell_haste(spells[i])) haste[haste_num++] = spells[i];
1032 if (spell_world(spells[i])) world[world_num++] = spells[i];
1034 /* Special spell? */
1035 if (spell_special(target_ptr, spells[i])) special[special_num++] = spells[i];
1037 /* Psycho-spear spell? */
1038 if (spell_psy_spe(spells[i])) psy_spe[psy_spe_num++] = spells[i];
1040 /* Raise-dead spell? */
1041 if (spell_raise(spells[i])) raise[raise_num++] = spells[i];
1044 if (spell_heal(spells[i])) heal[heal_num++] = spells[i];
1047 if (spell_dispel(spells[i])) dispel[dispel_num++] = spells[i];
1050 /*** Try to pick an appropriate spell type ***/
1053 if (world_num && (randint0(100) < 15) && !current_world_ptr->timewalk_m_idx)
1055 /* Choose haste spell */
1056 return (world[randint0(world_num)]);
1062 bool success = FALSE;
1063 switch (m_ptr->r_idx)
1067 if ((m_ptr->hp < m_ptr->maxhp / 2) && r_info[MON_BANOR].max_num && r_info[MON_LUPART].max_num) success = TRUE;
1072 if (success) return (special[randint0(special_num)]);
1075 /* Still hurt badly, couldn't flee, attempt to heal */
1076 if (m_ptr->hp < m_ptr->maxhp / 3 && one_in_(2))
1078 /* Choose heal spell if possible */
1079 if (heal_num) return (heal[randint0(heal_num)]);
1082 /* Hurt badly or afraid, attempt to flee */
1083 if (((m_ptr->hp < m_ptr->maxhp / 3) || MON_MONFEAR(m_ptr)) && one_in_(2))
1085 /* Choose escape spell if possible */
1086 if (escape_num) return (escape[randint0(escape_num)]);
1092 bool success = FALSE;
1093 switch (m_ptr->r_idx)
1099 case MON_BANORLUPART:
1100 if (randint0(100) < 70) success = TRUE;
1103 if (randint0(100) < 40) success = TRUE;
1106 if (randint0(100) < 50) success = TRUE;
1109 if (success) return (special[randint0(special_num)]);
1112 /* Player is close and we have attack spells, blink away */
1113 if ((distance(target_ptr->y, target_ptr->x, m_ptr->fy, m_ptr->fx) < 4) && (attack_num || (r_ptr->a_ability_flags2 & RF6_TRAPS)) && (randint0(100) < 75) && !current_world_ptr->timewalk_m_idx)
1115 /* Choose tactical spell */
1116 if (tactic_num) return (tactic[randint0(tactic_num)]);
1119 /* Summon if possible (sometimes) */
1120 if (summon_num && (randint0(100) < 40))
1122 /* Choose summon spell */
1123 return (summon[randint0(summon_num)]);
1127 if (dispel_num && one_in_(2))
1129 /* Choose dispel spell if possible */
1130 if (dispel_check(target_ptr, m_idx))
1132 return (dispel[randint0(dispel_num)]);
1136 /* Raise-dead if possible (sometimes) */
1137 if (raise_num && (randint0(100) < 40))
1139 /* Choose raise-dead spell */
1140 return (raise[randint0(raise_num)]);
1143 /* Attack spell (most of the time) */
1144 if (IS_INVULN(target_ptr))
1146 if (psy_spe_num && (randint0(100) < 50))
1148 /* Choose attack spell */
1149 return (psy_spe[randint0(psy_spe_num)]);
1151 else if (attack_num && (randint0(100) < 40))
1153 /* Choose attack spell */
1154 return (attack[randint0(attack_num)]);
1157 else if (attack_num && (randint0(100) < 85))
1159 /* Choose attack spell */
1160 return (attack[randint0(attack_num)]);
1163 /* Try another tactical spell (sometimes) */
1164 if (tactic_num && (randint0(100) < 50) && !current_world_ptr->timewalk_m_idx)
1166 /* Choose tactic spell */
1167 return (tactic[randint0(tactic_num)]);
1170 /* Cast globe of invulnerability if not already in effect */
1171 if (invul_num && !m_ptr->mtimed[MTIMED_INVULNER] && (randint0(100) < 50))
1173 /* Choose Globe of Invulnerability */
1174 return (invul[randint0(invul_num)]);
1177 /* We're hurt (not badly), try to heal */
1178 if ((m_ptr->hp < m_ptr->maxhp * 3 / 4) && (randint0(100) < 25))
1180 /* Choose heal spell if possible */
1181 if (heal_num) return (heal[randint0(heal_num)]);
1184 /* Haste self if we aren't already somewhat hasted (rarely) */
1185 if (haste_num && (randint0(100) < 20) && !MON_FAST(m_ptr))
1187 /* Choose haste spell */
1188 return (haste[randint0(haste_num)]);
1191 /* Annoy player (most of the time) */
1192 if (annoy_num && (randint0(100) < 80))
1194 /* Choose annoyance spell */
1195 return (annoy[randint0(annoy_num)]);
1198 /* Choose no spell */
1204 * @brief ID値が非魔術的な特殊技能かどうかを返す /
1205 * Return TRUE if a spell is inate spell.
1206 * @param spell 判定対象のID
1207 * @return 非魔術的な特殊技能ならばTRUEを返す。
1209 bool spell_is_inate(SPELL_IDX spell)
1211 if (spell < 32 * 4) /* Set RF4 */
1213 if ((1L << (spell - 32 * 3)) & RF4_NOMAGIC_MASK) return TRUE;
1216 if (spell < 32 * 5) /* Set RF5 */
1218 if ((1L << (spell - 32 * 4)) & RF5_NOMAGIC_MASK) return TRUE;
1221 if (spell < 32 * 6) /* Set RF6 */
1223 if ((1L << (spell - 32 * 5)) & RF6_NOMAGIC_MASK) return TRUE;
1226 /* This spell is not "inate" */
1232 * @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 /
1233 * @param target_ptr プレーヤーへの参照ポインタ
1234 * @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
1235 * @param yp 最適な目標地点のY座標を返す参照ポインタ
1236 * @param xp 最適な目標地点のX座標を返す参照ポインタ
1237 * @param f_flag 射線に入れるのを避ける地形の所持フラグ
1238 * @param path_check 射線を判定するための関数ポインタ
1239 * @return 有効な座標があった場合TRUEを返す
1241 static bool adjacent_grid_check(player_type *target_ptr, monster_type *m_ptr, POSITION *yp, POSITION *xp,
1242 int f_flag, bool(*path_check)(player_type *, POSITION, POSITION, POSITION, POSITION))
1244 static int tonari_y[4][8] = { {-1, -1, -1, 0, 0, 1, 1, 1},
1245 {-1, -1, -1, 0, 0, 1, 1, 1},
1246 { 1, 1, 1, 0, 0, -1, -1, -1},
1247 { 1, 1, 1, 0, 0, -1, -1, -1} };
1248 static int tonari_x[4][8] = { {-1, 0, 1, -1, 1, -1, 0, 1},
1249 { 1, 0, -1, 1, -1, 1, 0, -1},
1250 {-1, 0, 1, -1, 1, -1, 0, 1},
1251 { 1, 0, -1, 1, -1, 1, 0, -1} };
1254 if (m_ptr->fy < target_ptr->y && m_ptr->fx < target_ptr->x) next = 0;
1255 else if (m_ptr->fy < target_ptr->y) next = 1;
1256 else if (m_ptr->fx < target_ptr->x) next = 2;
1259 floor_type *floor_ptr = target_ptr->current_floor_ptr;
1260 for (int i = 0; i < 8; i++)
1262 int next_x = *xp + tonari_x[next][i];
1263 int next_y = *yp + tonari_y[next][i];
1266 /* Access the next grid */
1267 g_ptr = &floor_ptr->grid_array[next_y][next_x];
1269 /* Skip this feature */
1270 if (!cave_have_flag_grid(g_ptr, f_flag)) continue;
1272 if (path_check(target_ptr, m_ptr->fy, m_ptr->fx, next_y, next_x))
1285 * todo メインルーチンの割に長過ぎる。要分割
1286 * @brief モンスターの特殊技能メインルーチン /
1287 * Creatures can cast spells, shoot missiles, and breathe.
1288 * @param target_ptr プレーヤーへの参照ポインタ
1289 * @param m_idx モンスター構造体配列のID
1290 * @return 実際に特殊技能を利用したらTRUEを返す
1292 * Returns "TRUE" if a spell (or whatever) was (successfully) cast.\n
1294 * This function could use some work, but remember to\n
1295 * keep it as optimized as possible, while retaining generic code.\n
1297 * Verify the various "blind-ness" checks in the code.\n
1299 * Note that several effects should really not be "seen"\n
1300 * if the player is blind. See also "effects.c" for other "mistakes".\n
1302 * Perhaps monsters should breathe at locations *near* the player,\n
1303 * since this would allow them to inflict "partial" damage.\n
1305 * Perhaps smart monsters should decline to use "bolt" spells if\n
1306 * there is a monster in the way, unless they wish to kill it.\n
1308 * Note that, to allow the use of the "track_target" option at some\n
1309 * later time, certain non-optimal things are done in the code below,\n
1310 * including explicit checks against the "direct" variable, which is\n
1311 * currently always true by the time it is checked, but which should\n
1312 * really be set according to an explicit "projectable()" test, and\n
1313 * the use of generic "x,y" locations instead of the player location,\n
1314 * with those values being initialized with the player location.\n
1316 * It will not be possible to "correctly" handle the case in which a\n
1317 * monster attempts to attack a location which is thought to contain\n
1318 * the player, but which in fact is nowhere near the player, since this\n
1319 * might induce all sorts of messages about the attack itself, and about\n
1320 * the effects of the attack, which the player might or might not be in\n
1321 * a position to observe. Thus, for simplicity, it is probably best to\n
1322 * only allow "faulty" attacks by a monster if one of the important grids\n
1323 * (probably the initial or final grid) is in fact in view of the player.\n
1324 * It may be necessary to actually prevent spell attacks except when the\n
1325 * monster actually has line of sight to the player. Note that a monster\n
1326 * could be left in a bizarre situation after the player ducked behind a\n
1327 * pillar and then teleported away, for example.\n
1330 * that certain spell attacks do not use the "project()" function\n
1331 * but "simulate" it via the "direct" variable, which is always at least\n
1332 * as restrictive as the "project()" function. This is necessary to\n
1333 * prevent "blindness" attacks and such from bending around walls, etc,\n
1334 * and to allow the use of the "track_target" option in the future.\n
1336 * Note that this function attempts to optimize the use of spells for the\n
1337 * cases in which the monster has no spells, or has spells but cannot use\n
1338 * them, or has spells but they will have no "useful" effect. Note that\n
1339 * this function has been an efficiency bottleneck in the past.\n
1341 * Note the special "MFLAG_NICE" flag, which prevents a monster from using\n
1342 * any spell attacks until the player has had a single chance to move.\n
1344 bool make_attack_spell(MONSTER_IDX m_idx, player_type *target_ptr)
1351 /* Extract the "see-able-ness" */
1352 floor_type *floor_ptr = target_ptr->current_floor_ptr;
1353 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
1354 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1356 /* Cannot cast spells when confused */
1357 if (MON_CONFUSED(m_ptr))
1359 reset_target(m_ptr);
1363 /* Cannot cast spells when nice */
1364 if (m_ptr->mflag & MFLAG_NICE) return FALSE;
1365 if (!is_hostile(m_ptr)) return FALSE;
1368 /* Sometimes forbid inate attacks (breaths) */
1369 bool no_inate = FALSE;
1370 if (randint0(100) >= (r_ptr->freq_spell * 2)) no_inate = TRUE;
1372 /* Extract the racial spell flags */
1373 BIT_FLAGS f4 = r_ptr->flags4;
1374 BIT_FLAGS f5 = r_ptr->a_ability_flags1;
1375 BIT_FLAGS f6 = r_ptr->a_ability_flags2;
1377 /*** require projectable player ***/
1380 if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return FALSE;
1382 /* Check path for lite breath */
1383 POSITION x = target_ptr->x;
1384 POSITION y = target_ptr->y;
1385 POSITION x_br_lite = 0;
1386 POSITION y_br_lite = 0;
1387 if (f4 & RF4_BR_LITE)
1392 if (los(target_ptr, m_ptr->fy, m_ptr->fx, y_br_lite, x_br_lite))
1394 feature_type *f_ptr = &f_info[floor_ptr->grid_array[y_br_lite][x_br_lite].feat];
1396 if (!have_flag(f_ptr->flags, FF_LOS))
1398 if (have_flag(f_ptr->flags, FF_PROJECT) && one_in_(2)) f4 &= ~(RF4_BR_LITE);
1402 /* Check path to next grid */
1403 else if (!adjacent_grid_check(target_ptr, m_ptr, &y_br_lite, &x_br_lite, FF_LOS, los)) f4 &= ~(RF4_BR_LITE);
1405 /* Don't breath lite to the wall if impossible */
1406 if (!(f4 & RF4_BR_LITE))
1414 bool do_spell = DO_SPELL_NONE;
1415 if (projectable(target_ptr, m_ptr->fy, m_ptr->fx, y, x))
1417 feature_type *f_ptr = &f_info[floor_ptr->grid_array[y][x].feat];
1419 if (!have_flag(f_ptr->flags, FF_PROJECT))
1421 /* Breath disintegration to the wall if possible */
1422 if ((f4 & RF4_BR_DISI) && have_flag(f_ptr->flags, FF_HURT_DISI) && one_in_(2)) do_spell = DO_SPELL_BR_DISI;
1424 /* Breath lite to the transparent wall if possible */
1425 else if ((f4 & RF4_BR_LITE) && have_flag(f_ptr->flags, FF_LOS) && one_in_(2)) do_spell = DO_SPELL_BR_LITE;
1429 /* Check path to next grid */
1432 bool success = FALSE;
1434 if ((f4 & RF4_BR_DISI) && (m_ptr->cdis < MAX_RANGE / 2) &&
1435 in_disintegration_range(floor_ptr, m_ptr->fy, m_ptr->fx, y, x) &&
1436 (one_in_(10) || (projectable(target_ptr, y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
1438 do_spell = DO_SPELL_BR_DISI;
1441 else if ((f4 & RF4_BR_LITE) && (m_ptr->cdis < MAX_RANGE / 2) &&
1442 los(target_ptr, m_ptr->fy, m_ptr->fx, y, x) && one_in_(5))
1444 do_spell = DO_SPELL_BR_LITE;
1447 else if ((f5 & RF5_BA_LITE) && (m_ptr->cdis <= MAX_RANGE))
1449 POSITION by = y, bx = x;
1450 get_project_point(target_ptr, m_ptr->fy, m_ptr->fx, &by, &bx, 0L);
1451 if ((distance(by, bx, y, x) <= 3) && los(target_ptr, by, bx, y, x) && one_in_(5))
1453 do_spell = DO_SPELL_BA_LITE;
1458 if (!success) success = adjacent_grid_check(target_ptr, m_ptr, &y, &x, FF_PROJECT, projectable);
1462 if (m_ptr->target_y && m_ptr->target_x)
1464 y = m_ptr->target_y;
1465 x = m_ptr->target_x;
1466 f4 &= (RF4_INDIRECT_MASK);
1467 f5 &= (RF5_INDIRECT_MASK);
1468 f6 &= (RF6_INDIRECT_MASK);
1472 if (y_br_lite && x_br_lite && (m_ptr->cdis < MAX_RANGE / 2) && one_in_(5))
1478 do_spell = DO_SPELL_BR_LITE;
1481 else f4 |= (RF4_BR_LITE);
1486 if (!success) return FALSE;
1489 reset_target(m_ptr);
1491 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1493 /* Forbid inate attacks sometimes */
1496 f4 &= ~(RF4_NOMAGIC_MASK);
1497 f5 &= ~(RF5_NOMAGIC_MASK);
1498 f6 &= ~(RF6_NOMAGIC_MASK);
1501 bool can_use_lite_area = FALSE;
1502 if (f6 & RF6_DARKNESS)
1504 if ((target_ptr->pclass == CLASS_NINJA) &&
1505 !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
1506 !(r_ptr->flags7 & RF7_DARK_MASK))
1507 can_use_lite_area = TRUE;
1509 if (!(r_ptr->flags2 & RF2_STUPID))
1511 if (d_info[target_ptr->dungeon_idx].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
1512 else if ((target_ptr->pclass == CLASS_NINJA) && !can_use_lite_area) f6 &= ~(RF6_DARKNESS);
1516 bool in_no_magic_dungeon = (d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && floor_ptr->dun_level
1517 && (!floor_ptr->inside_quest || is_fixed_quest_idx(floor_ptr->inside_quest));
1518 if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID))
1520 f4 &= (RF4_NOMAGIC_MASK);
1521 f5 &= (RF5_NOMAGIC_MASK);
1522 f6 &= (RF6_NOMAGIC_MASK);
1525 if (r_ptr->flags2 & RF2_SMART)
1527 /* Hack -- allow "desperate" spells */
1528 if ((m_ptr->hp < m_ptr->maxhp / 10) &&
1529 (randint0(100) < 50))
1531 /* Require intelligent spells */
1532 f4 &= (RF4_INT_MASK);
1533 f5 &= (RF5_INT_MASK);
1534 f6 &= (RF6_INT_MASK);
1537 /* Hack -- decline "teleport level" in some case */
1538 if ((f6 & RF6_TELE_LEVEL) && is_teleport_level_ineffective(target_ptr, 0))
1540 f6 &= ~(RF6_TELE_LEVEL);
1544 /* No spells left */
1545 if (!f4 && !f5 && !f6) return FALSE;
1547 /* Remove the "ineffective" spells */
1548 remove_bad_spells(m_idx, target_ptr, &f4, &f5, &f6);
1550 if (floor_ptr->inside_arena || target_ptr->phase_out)
1552 f4 &= ~(RF4_SUMMON_MASK);
1553 f5 &= ~(RF5_SUMMON_MASK);
1554 f6 &= ~(RF6_SUMMON_MASK | RF6_TELE_LEVEL);
1556 if (m_ptr->r_idx == MON_ROLENTO) f6 &= ~(RF6_SPECIAL);
1559 /* No spells left */
1560 if (!f4 && !f5 && !f6) return FALSE;
1562 if (!(r_ptr->flags2 & RF2_STUPID))
1564 if (!target_ptr->csp) f5 &= ~(RF5_DRAIN_MANA);
1566 /* Check for a clean bolt shot */
1567 if (((f4 & RF4_BOLT_MASK) ||
1568 (f5 & RF5_BOLT_MASK) ||
1569 (f6 & RF6_BOLT_MASK)) &&
1570 !clean_shot(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x, FALSE))
1572 /* Remove spells that will only hurt friends */
1573 f4 &= ~(RF4_BOLT_MASK);
1574 f5 &= ~(RF5_BOLT_MASK);
1575 f6 &= ~(RF6_BOLT_MASK);
1578 /* Check for a possible summon */
1579 if (((f4 & RF4_SUMMON_MASK) ||
1580 (f5 & RF5_SUMMON_MASK) ||
1581 (f6 & RF6_SUMMON_MASK)) &&
1582 !(summon_possible(target_ptr, y, x)))
1584 /* Remove summoning spells */
1585 f4 &= ~(RF4_SUMMON_MASK);
1586 f5 &= ~(RF5_SUMMON_MASK);
1587 f6 &= ~(RF6_SUMMON_MASK);
1590 /* Check for a possible raise dead */
1591 if ((f6 & RF6_RAISE_DEAD) && !raise_possible(target_ptr, m_ptr))
1593 /* Remove raise dead spell */
1594 f6 &= ~(RF6_RAISE_DEAD);
1597 /* Special moves restriction */
1598 if (f6 & RF6_SPECIAL)
1600 if ((m_ptr->r_idx == MON_ROLENTO) && !summon_possible(target_ptr, y, x))
1602 f6 &= ~(RF6_SPECIAL);
1606 /* No spells left */
1607 if (!f4 && !f5 && !f6) return FALSE;
1610 /* Extract the "inate" spells */
1611 byte spell[96], num = 0;
1612 for (int k = 0; k < 32; k++)
1614 if (f4 & (1L << k)) spell[num++] = k + RF4_SPELL_START;
1617 /* Extract the "normal" spells */
1618 for (int k = 0; k < 32; k++)
1620 if (f5 & (1L << k)) spell[num++] = k + RF5_SPELL_START;
1623 /* Extract the "bizarre" spells */
1624 for (int k = 0; k < 32; k++)
1626 if (f6 & (1L << k)) spell[num++] = k + RF6_SPELL_START;
1629 /* No spells left */
1630 if (!num) return FALSE;
1632 /* Stop if player is dead or gone */
1633 if (!target_ptr->playing || target_ptr->is_dead) return FALSE;
1635 /* Stop if player is leaving */
1636 if (target_ptr->leaving) return FALSE;
1638 /* Get the monster name (or "it") */
1639 GAME_TEXT m_name[MAX_NLEN];
1640 monster_desc(target_ptr, m_name, m_ptr, 0x00);
1644 /* Get the monster possessive ("his"/"her"/"its") */
1645 monster_desc(target_ptr, m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
1648 SPELL_IDX thrown_spell = 0;
1656 thrown_spell = choose_attack_spell(target_ptr, m_idx, spell, num);
1657 if (thrown_spell) break;
1663 case DO_SPELL_BR_LITE:
1664 thrown_spell = 96 + 14; /* RF4_BR_LITE */
1667 case DO_SPELL_BR_DISI:
1668 thrown_spell = 96 + 31; /* RF4_BR_DISI */
1671 case DO_SPELL_BA_LITE:
1672 thrown_spell = 128 + 20; /* RF5_BA_LITE */
1679 /* Abort if no spell was chosen */
1680 if (!thrown_spell) return FALSE;
1682 /* Calculate spell failure rate */
1683 PERCENTAGE failrate = 25 - (rlev + 3) / 4;
1685 /* Hack -- Stupid monsters will never fail (for jellies and such) */
1686 if (r_ptr->flags2 & RF2_STUPID) failrate = 0;
1688 /* Check for spell failure (inate attacks never fail) */
1689 if (!spell_is_inate(thrown_spell)
1690 && (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2)) || (randint0(100) < failrate)))
1692 disturb(target_ptr, TRUE, TRUE);
1693 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);
1698 /* Hex: Anti Magic Barrier */
1699 if (!spell_is_inate(thrown_spell) && magic_barrier(target_ptr, m_idx))
1701 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);
1706 bool direct = player_bold(target_ptr, y, x);
1707 bool can_remember = is_original_ap_and_seen(target_ptr, m_ptr);
1710 switch (thrown_spell)
1712 case 96 + 2: /* RF4_DISPEL */
1713 case 96 + 4: /* RF4_SHOOT */
1714 case 128 + 9: /* RF5_DRAIN_MANA */
1715 case 128 + 10: /* RF5_MIND_BLAST */
1716 case 128 + 11: /* RF5_BRAIN_SMASH */
1717 case 128 + 12: /* RF5_CAUSE_1 */
1718 case 128 + 13: /* RF5_CAUSE_2 */
1719 case 128 + 14: /* RF5_CAUSE_3 */
1720 case 128 + 15: /* RF5_CAUSE_4 */
1721 case 128 + 16: /* RF5_BO_ACID */
1722 case 128 + 17: /* RF5_BO_ELEC */
1723 case 128 + 18: /* RF5_BO_FIRE */
1724 case 128 + 19: /* RF5_BO_COLD */
1725 case 128 + 21: /* RF5_BO_NETH */
1726 case 128 + 22: /* RF5_BO_WATE */
1727 case 128 + 23: /* RF5_BO_MANA */
1728 case 128 + 24: /* RF5_BO_PLAS */
1729 case 128 + 25: /* RF5_BO_ICEE */
1730 case 128 + 26: /* RF5_MISSILE */
1731 case 128 + 27: /* RF5_SCARE */
1732 case 128 + 28: /* RF5_BLIND */
1733 case 128 + 29: /* RF5_CONF */
1734 case 128 + 30: /* RF5_SLOW */
1735 case 128 + 31: /* RF5_HOLD */
1736 case 160 + 1: /* RF6_HAND_DOOM */
1737 case 160 + 8: /* RF6_TELE_TO */
1738 case 160 + 9: /* RF6_TELE_AWAY */
1739 case 160 + 10: /* RF6_TELE_LEVEL */
1740 case 160 + 11: /* RF6_PSY_SPEAR */
1741 case 160 + 12: /* RF6_DARKNESS */
1742 case 160 + 14: /* RF6_FORGET */
1747 /* Cast the spell. */
1748 int dam = monspell_to_player(target_ptr, thrown_spell, y, x, m_idx);
1749 if (dam < 0) return FALSE;
1751 if ((target_ptr->action == ACTION_LEARN) && thrown_spell > 175)
1753 learn_spell(target_ptr, thrown_spell - 96);
1756 bool seen = (!target_ptr->blind && m_ptr->ml);
1757 bool maneable = player_has_los_bold(target_ptr, m_ptr->fy, m_ptr->fx);
1758 if (seen && maneable && !current_world_ptr->timewalk_m_idx && (target_ptr->pclass == CLASS_IMITATOR))
1760 if (thrown_spell != 167) /* Not RF6_SPECIAL */
1762 if (target_ptr->mane_num == MAX_MANE)
1765 target_ptr->mane_num--;
1766 for (i = 0; i < target_ptr->mane_num; i++)
1768 target_ptr->mane_spell[i] = target_ptr->mane_spell[i + 1];
1769 target_ptr->mane_dam[i] = target_ptr->mane_dam[i + 1];
1772 target_ptr->mane_spell[target_ptr->mane_num] = thrown_spell - 96;
1773 target_ptr->mane_dam[target_ptr->mane_num] = dam;
1774 target_ptr->mane_num++;
1775 target_ptr->new_mane = TRUE;
1777 target_ptr->redraw |= (PR_IMITATION);
1781 /* Remember what the monster did to us */
1785 if (thrown_spell < 32 * 4)
1787 r_ptr->r_flags4 |= (1L << (thrown_spell - 32 * 3));
1788 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1792 else if (thrown_spell < 32 * 5)
1794 r_ptr->r_flags5 |= (1L << (thrown_spell - 32 * 4));
1795 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1799 else if (thrown_spell < 32 * 6)
1801 r_ptr->r_flags6 |= (1L << (thrown_spell - 32 * 5));
1802 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1806 /* Always take note of monsters that kill you */
1807 if (target_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !floor_ptr->inside_arena)
1809 r_ptr->r_deaths++; /* Ignore appearance difference */
1812 /* A spell was cast */