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
44 #include "effect/effect-characteristics.h"
45 #include "dungeon/dungeon.h"
47 #include "object/object-curse.h"
49 #include "realm/realm-hex.h"
50 #include "player/player-move.h"
51 #include "player/player-status.h"
53 #include "monster-spell.h"
54 #include "spell/spells-type.h"
55 #include "world/world.h"
56 #include "realm/realm-song.h"
57 #include "view/display-main-window.h"
58 #include "player/player-race.h"
59 #include "player/player-class.h"
60 #include "spell/process-effect.h"
61 #include "spell/spells3.h"
63 #define DO_SPELL_NONE 0
64 #define DO_SPELL_BR_LITE 1
65 #define DO_SPELL_BR_DISI 2
66 #define DO_SPELL_BA_LITE 3
69 * @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 /
70 * Internal probability routine
71 * @param r_ptr モンスター種族の構造体参照ポインタ
73 * @return 適した選択を取るならばTRUEを返す。
75 static bool int_outof(monster_race *r_ptr, PERCENTAGE prob)
77 /* Non-Smart monsters are half as "smart" */
78 if (!(r_ptr->flags2 & RF2_SMART)) prob = prob / 2;
81 return (randint0(100) < prob);
86 * @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 /
87 * Remove the "bad" spells from a spell list
88 * @param m_idx モンスターの構造体参照ポインタ
89 * @param f4p モンスター魔法のフラグリスト1
90 * @param f5p モンスター魔法のフラグリスト2
91 * @param f6p モンスター魔法のフラグリスト3
94 static void remove_bad_spells(MONSTER_IDX m_idx, player_type *target_ptr, u32b *f4p, u32b *f5p, u32b *f6p)
96 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
97 monster_race *r_ptr = &r_info[m_ptr->r_idx];
105 /* Too stupid to know anything */
106 if (r_ptr->flags2 & RF2_STUPID) return;
109 /* Must be cheating or learning */
110 if (!smart_cheat && !smart_learn) return;
113 /* Update acquired knowledge */
116 /* Hack -- Occasionally forget player status */
117 /* Only save SM_FRIENDLY, SM_PET or SM_CLONED */
118 if (m_ptr->smart && (randint0(100) < 1)) m_ptr->smart &= (SM_FRIENDLY | SM_PET | SM_CLONED);
120 /* Use the memorized flags */
121 smart = m_ptr->smart;
125 /* Cheat if requested */
128 /* Know element info */
129 if (target_ptr->resist_acid) smart |= (SM_RES_ACID);
130 if (is_oppose_acid(target_ptr)) smart |= (SM_OPP_ACID);
131 if (target_ptr->immune_acid) smart |= (SM_IMM_ACID);
132 if (target_ptr->resist_elec) smart |= (SM_RES_ELEC);
133 if (is_oppose_elec(target_ptr)) smart |= (SM_OPP_ELEC);
134 if (target_ptr->immune_elec) smart |= (SM_IMM_ELEC);
135 if (target_ptr->resist_fire) smart |= (SM_RES_FIRE);
136 if (is_oppose_fire(target_ptr)) smart |= (SM_OPP_FIRE);
137 if (target_ptr->immune_fire) smart |= (SM_IMM_FIRE);
138 if (target_ptr->resist_cold) smart |= (SM_RES_COLD);
139 if (is_oppose_cold(target_ptr)) smart |= (SM_OPP_COLD);
140 if (target_ptr->immune_cold) smart |= (SM_IMM_COLD);
141 if (target_ptr->resist_pois) smart |= (SM_RES_POIS);
142 if (is_oppose_pois(target_ptr)) smart |= (SM_OPP_POIS);
144 /* Know special resistances */
145 if (target_ptr->resist_neth) smart |= (SM_RES_NETH);
146 if (target_ptr->resist_lite) smart |= (SM_RES_LITE);
147 if (target_ptr->resist_dark) smart |= (SM_RES_DARK);
148 if (target_ptr->resist_fear) smart |= (SM_RES_FEAR);
149 if (target_ptr->resist_conf) smart |= (SM_RES_CONF);
150 if (target_ptr->resist_chaos) smart |= (SM_RES_CHAOS);
151 if (target_ptr->resist_disen) smart |= (SM_RES_DISEN);
152 if (target_ptr->resist_blind) smart |= (SM_RES_BLIND);
153 if (target_ptr->resist_nexus) smart |= (SM_RES_NEXUS);
154 if (target_ptr->resist_sound) smart |= (SM_RES_SOUND);
155 if (target_ptr->resist_shard) smart |= (SM_RES_SHARD);
156 if (target_ptr->reflect) smart |= (SM_IMM_REFLECT);
158 /* Know bizarre "resistances" */
159 if (target_ptr->free_act) smart |= (SM_IMM_FREE);
160 if (!target_ptr->msp) smart |= (SM_IMM_MANA);
165 if (smart & SM_IMM_ACID)
167 f4 &= ~(RF4_BR_ACID);
168 f5 &= ~(RF5_BA_ACID);
169 f5 &= ~(RF5_BO_ACID);
171 else if ((smart & (SM_OPP_ACID)) && (smart & (SM_RES_ACID)))
173 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ACID);
174 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ACID);
175 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ACID);
177 else if ((smart & (SM_OPP_ACID)) || (smart & (SM_RES_ACID)))
179 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ACID);
180 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ACID);
181 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ACID);
185 if (smart & (SM_IMM_ELEC))
187 f4 &= ~(RF4_BR_ELEC);
188 f5 &= ~(RF5_BA_ELEC);
189 f5 &= ~(RF5_BO_ELEC);
191 else if ((smart & (SM_OPP_ELEC)) && (smart & (SM_RES_ELEC)))
193 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ELEC);
194 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ELEC);
195 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ELEC);
197 else if ((smart & (SM_OPP_ELEC)) || (smart & (SM_RES_ELEC)))
199 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ELEC);
200 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ELEC);
201 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ELEC);
204 if (smart & (SM_IMM_FIRE))
206 f4 &= ~(RF4_BR_FIRE);
207 f5 &= ~(RF5_BA_FIRE);
208 f5 &= ~(RF5_BO_FIRE);
210 else if ((smart & (SM_OPP_FIRE)) && (smart & (SM_RES_FIRE)))
212 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_FIRE);
213 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_FIRE);
214 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_FIRE);
216 else if ((smart & (SM_OPP_FIRE)) || (smart & (SM_RES_FIRE)))
218 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_FIRE);
219 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_FIRE);
220 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_FIRE);
223 if (smart & (SM_IMM_COLD))
225 f4 &= ~(RF4_BR_COLD);
226 f5 &= ~(RF5_BA_COLD);
227 f5 &= ~(RF5_BO_COLD);
228 f5 &= ~(RF5_BO_ICEE);
230 else if ((smart & (SM_OPP_COLD)) && (smart & (SM_RES_COLD)))
232 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_COLD);
233 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_COLD);
234 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_COLD);
235 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ICEE);
237 else if ((smart & (SM_OPP_COLD)) || (smart & (SM_RES_COLD)))
239 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_COLD);
240 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_COLD);
241 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_COLD);
242 if (int_outof(r_ptr, 20)) f5 &= ~(RF5_BO_ICEE);
245 if ((smart & (SM_OPP_POIS)) && (smart & (SM_RES_POIS)))
247 if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_POIS);
248 if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_POIS);
249 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BA_NUKE);
250 if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BR_NUKE);
252 else if ((smart & (SM_OPP_POIS)) || (smart & (SM_RES_POIS)))
254 if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_POIS);
255 if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_POIS);
258 if (smart & (SM_RES_NETH))
260 if (PRACE_IS_(target_ptr, RACE_SPECTRE))
262 f4 &= ~(RF4_BR_NETH);
263 f5 &= ~(RF5_BA_NETH);
264 f5 &= ~(RF5_BO_NETH);
268 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_NETH);
269 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_NETH);
270 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BO_NETH);
274 if (smart & (SM_RES_LITE))
276 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_LITE);
277 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_LITE);
280 if (smart & (SM_RES_DARK))
282 if (PRACE_IS_(target_ptr, RACE_VAMPIRE))
284 f4 &= ~(RF4_BR_DARK);
285 f5 &= ~(RF5_BA_DARK);
289 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_DARK);
290 if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_DARK);
294 if (smart & (SM_RES_FEAR))
299 if (smart & (SM_RES_CONF))
302 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_CONF);
305 if (smart & (SM_RES_CHAOS))
307 if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_CHAO);
308 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BA_CHAO);
311 if (smart & (SM_RES_DISEN))
313 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_DISE);
316 if (smart & (SM_RES_BLIND))
321 if (smart & (SM_RES_NEXUS))
323 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_NEXU);
324 f6 &= ~(RF6_TELE_LEVEL);
327 if (smart & (SM_RES_SOUND))
329 if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_SOUN);
332 if (smart & (SM_RES_SHARD))
334 if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_SHAR);
337 if (smart & (SM_IMM_REFLECT))
339 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_COLD);
340 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_FIRE);
341 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ACID);
342 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ELEC);
343 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_NETH);
344 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_WATE);
345 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_MANA);
346 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_PLAS);
347 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ICEE);
348 if (int_outof(r_ptr, 150)) f5 &= ~(RF5_MISSILE);
351 if (smart & (SM_IMM_FREE))
357 if (smart & (SM_IMM_MANA))
359 f5 &= ~(RF5_DRAIN_MANA);
362 /* No spells left? */
363 /* if (!f4 && !f5 && !f6) ... */
372 * @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。 /
373 * Determine if there is a space near the player in which a summoned creature can appear
374 * @param target_ptr プレーヤーへの参照ポインタ
375 * @param y1 判定を行いたいマスのY座標
376 * @param x1 判定を行いたいマスのX座標
377 * @return 召還に相応しいならばTRUEを返す
379 bool summon_possible(player_type *target_ptr, POSITION y1, POSITION x1)
383 /* Start at the player's location, and check 2 grids in each dir */
384 floor_type *floor_ptr = target_ptr->current_floor_ptr;
385 for (y = y1 - 2; y <= y1 + 2; y++)
387 for (x = x1 - 2; x <= x1 + 2; x++)
389 /* Ignore illegal locations */
390 if (!in_bounds(floor_ptr, y, x)) continue;
392 /* Only check a circular area */
393 if (distance(y1, x1, y, x) > 2) continue;
395 /* ...nor on the Pattern */
396 if (pattern_tile(floor_ptr, y, x)) continue;
398 /* Require empty floor grid in line of projection */
399 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;
408 * @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 /
409 * Determine if there is a space near the player in which a summoned creature can appear
410 * @param target_ptr プレーヤーへの参照ポインタ
411 * @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
412 * @return 死者復活が有効な状態ならばTRUEを返す。
414 bool raise_possible(player_type *target_ptr, monster_type *m_ptr)
416 POSITION y = m_ptr->fy;
417 POSITION x = m_ptr->fx;
418 floor_type *floor_ptr = target_ptr->current_floor_ptr;
419 for (POSITION xx = x - 5; xx <= x + 5; xx++)
422 for (POSITION yy = y - 5; yy <= y + 5; yy++)
424 if (distance(y, x, yy, xx) > 5) continue;
425 if (!los(target_ptr, y, x, yy, xx)) continue;
426 if (!projectable(target_ptr, y, x, yy, xx)) continue;
428 g_ptr = &floor_ptr->grid_array[yy][xx];
429 /* Scan the pile of objects */
430 OBJECT_IDX this_o_idx, next_o_idx = 0;
431 for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
433 object_type *o_ptr = &floor_ptr->o_list[this_o_idx];
434 next_o_idx = o_ptr->next_o_idx;
436 /* Known to be worthless? */
437 if (o_ptr->tval == TV_CORPSE)
439 if (!monster_has_hostile_align(target_ptr, m_ptr, 0, 0, &r_info[o_ptr->pval])) return TRUE;
450 * @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 /
451 * Determine if a bolt spell will hit the player.
452 * @param target_ptr プレーヤーへの参照ポインタ
453 * @param y1 ボルト魔法発射地点のY座標
454 * @param x1 ボルト魔法発射地点のX座標
455 * @param y2 ボルト魔法目標地点のY座標
456 * @param x2 ボルト魔法目標地点のX座標
457 * @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
458 * @return ボルト型魔法が有効ならばTRUEを返す。
460 * Originally, it was possible for a friendly to shoot another friendly.\n
461 * Change it so a "clean shot" means no equally friendly monster is\n
462 * between the attacker and target.\n
464 * This is exactly like "projectable", but it will\n
465 * return FALSE if a monster is in the way.\n
466 * no equally friendly monster is\n
467 * between the attacker and target.\n
469 bool clean_shot(player_type *target_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2, bool is_friend)
471 /* Check the projection path */
472 floor_type *floor_ptr = target_ptr->current_floor_ptr;
474 int grid_n = project_path(target_ptr, grid_g, MAX_RANGE, y1, x1, y2, x2, 0);
476 /* No grid is ever projectable from itself */
477 if (!grid_n) return FALSE;
480 POSITION y = GRID_Y(grid_g[grid_n - 1]);
481 POSITION x = GRID_X(grid_g[grid_n - 1]);
483 /* May not end in an unrequested grid */
484 if ((y != y2) || (x != x2)) return FALSE;
486 for (int i = 0; i < grid_n; i++)
488 y = GRID_Y(grid_g[i]);
489 x = GRID_X(grid_g[i]);
491 if ((floor_ptr->grid_array[y][x].m_idx > 0) && !((y == y2) && (x == x2)))
493 monster_type *m_ptr = &floor_ptr->m_list[floor_ptr->grid_array[y][x].m_idx];
494 if (is_friend == is_pet(m_ptr))
500 /* Pets may not shoot through the character - TNB */
501 if (player_bold(target_ptr, y, x) && is_friend) return FALSE;
509 * @brief モンスターのボルト型魔法処理 /
510 * Cast a bolt at the player Stop if we hit a monster Affect monsters and the player
511 * @param target_ptr プレーヤーへの参照ポインタ
512 * @param m_idx モンスターのID
517 * @param monspell モンスター魔法のID
518 * @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
521 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)
526 case MONSTER_TO_MONSTER:
527 flg = PROJECT_STOP | PROJECT_KILL;
529 case MONSTER_TO_PLAYER:
530 flg = PROJECT_STOP | PROJECT_KILL | PROJECT_PLAYER;
534 /* Target the player with a bolt attack */
535 if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
536 bool learnable = spell_learnable(target_ptr, m_idx);
537 (void)project(target_ptr, m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
542 * @brief モンスターのビーム型魔法処理 /
543 * @param target_ptr プレーヤーへの参照ポインタ
544 * @param m_idx モンスターのID
549 * @param monspell モンスター魔法のID
550 * @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
553 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)
558 case MONSTER_TO_MONSTER:
559 flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU;
561 case MONSTER_TO_PLAYER:
562 flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_THRU | PROJECT_PLAYER;
566 /* Target the player with a bolt attack */
567 bool learnable = spell_learnable(target_ptr, m_idx);
568 (void)project(target_ptr, m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
573 * @brief モンスターのボール型&ブレス型魔法処理 /
574 * 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
575 * @param target_ptr プレーヤーへの参照ポインタ
578 * @param m_idx モンスターのID
583 * @param monspell モンスター魔法のID
584 * @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
587 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)
589 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
590 monster_race *r_ptr = &r_info[m_ptr->r_idx];
591 BIT_FLAGS flg = 0x00;
594 case MONSTER_TO_MONSTER:
595 flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
597 case MONSTER_TO_PLAYER:
598 flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_PLAYER;
602 /* Determine the radius of the blast */
603 if ((rad < 1) && breath) rad = (r_ptr->flags2 & (RF2_POWERFUL)) ? 3 : 2;
605 /* Handle breath attacks */
606 if (breath) rad = 0 - rad;
621 flg |= (PROJECT_HIDE | PROJECT_AIMED);
625 /* Target the player with a ball attack */
626 bool learnable = spell_learnable(target_ptr, m_idx);
627 (void)project(target_ptr, m_idx, rad, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
632 * @brief ID値が正しいモンスター魔法IDかどうかを返す /
633 * Return TRUE if a spell is good for hurting the player (directly).
634 * @param spell 判定対象のID
635 * @return 正しいIDならばTRUEを返す。
637 static bool spell_attack(byte spell)
639 /* All RF4 spells hurt (except for shriek and dispel) */
640 if (spell < 128 && spell > 98) return TRUE;
642 /* Various "ball" spells */
643 if (spell >= 128 && spell <= 128 + 8) return TRUE;
645 /* "Cause wounds" and "bolt" spells */
646 if (spell >= 128 + 12 && spell < 128 + 27) return TRUE;
649 if (spell == 160 + 1) return TRUE;
652 if (spell == 160 + 11) return TRUE;
660 * @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 /
661 * Return TRUE if a spell is good for escaping.
662 * @param spell 判定対象のID
663 * @return 適した魔法のIDならばTRUEを返す。
665 static bool spell_escape(byte spell)
667 /* Blink or Teleport */
668 if (spell == 160 + 4 || spell == 160 + 5) return TRUE;
670 /* Teleport the player away */
671 if (spell == 160 + 9 || spell == 160 + 10) return TRUE;
673 /* Isn't good for escaping */
679 * @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 /
680 * Return TRUE if a spell is good for annoying the player.
681 * @param spell 判定対象のID
682 * @return 適した魔法のIDならばTRUEを返す。
684 static bool spell_annoy(byte spell)
687 if (spell == 96 + 0) return TRUE;
689 /* Brain smash, et al (added curses) */
690 if (spell >= 128 + 9 && spell <= 128 + 14) return TRUE;
692 /* Scare, confuse, blind, slow, paralyze */
693 if (spell >= 128 + 27 && spell <= 128 + 31) return TRUE;
696 if (spell == 160 + 8) return TRUE;
699 if (spell == 160 + 10) return TRUE;
701 /* Darkness, make traps, cause amnesia */
702 if (spell >= 160 + 12 && spell <= 160 + 14) return TRUE;
710 * @brief ID値が召喚型のモンスター魔法IDかどうかを返す /
711 * Return TRUE if a spell is good for annoying the player.
712 * @param spell 判定対象のID
713 * @return 召喚型魔法のIDならばTRUEを返す。
715 static bool spell_summon(byte spell)
717 /* All summon spells */
718 if (spell >= 160 + 16) return TRUE;
726 * @brief ID値が死者復活処理かどうかを返す /
727 * Return TRUE if a spell is good for annoying the player.
728 * @param spell 判定対象のID
729 * @return 死者復活の処理ならばTRUEを返す。
731 static bool spell_raise(byte spell)
733 /* All raise-dead spells */
734 if (spell == 160 + 15) return TRUE;
742 * @brief ID値が戦術的なモンスター魔法IDかどうかを返す /
743 * Return TRUE if a spell is good in a tactical situation.
744 * @param spell 判定対象のID
745 * @return 戦術的な魔法のIDならばTRUEを返す。
747 static bool spell_tactic(byte spell)
750 if (spell == 160 + 4) return TRUE;
758 * @brief ID値が無敵化するモンスター魔法IDかどうかを返す /
759 * Return TRUE if a spell makes invulnerable.
760 * @param spell 判定対象のID
761 * @return 召喚型魔法のIDならばTRUEを返す。
763 static bool spell_invulner(byte spell)
765 /* Invulnerability */
766 if (spell == 160 + 3) return TRUE;
768 /* No invulnerability */
774 * @brief ID値が加速するモンスター魔法IDかどうかを返す /
775 * Return TRUE if a spell hastes.
776 * @param spell 判定対象のID
777 * @return 召喚型魔法のIDならばTRUEを返す。
779 static bool spell_haste(byte spell)
782 if (spell == 160 + 0) return TRUE;
784 /* Not a haste spell */
790 * @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 /
791 * Return TRUE if a spell world.
792 * @param spell 判定対象のID
793 * @return 時間停止魔法のIDならばTRUEを返す。
795 static bool spell_world(byte spell)
797 if (spell == 160 + 6) return TRUE;
803 * @brief ID値が特別効果のモンスター魔法IDかどうかを返す /
804 * Return TRUE if a spell special.
805 * @param target_ptr プレーヤーへの参照ポインタ
806 * @param spell 判定対象のID
807 * @return 特別効果魔法のIDならばTRUEを返す。
809 static bool spell_special(player_type *target_ptr, byte spell)
811 if (target_ptr->phase_out) return FALSE;
812 if (spell == 160 + 7) return TRUE;
818 * @brief ID値が光の剣のモンスター魔法IDかどうかを返す /
819 * Return TRUE if a spell psycho-spear.
820 * @param spell 判定対象のID
821 * @return 光の剣のIDならばTRUEを返す。
823 static bool spell_psy_spe(byte spell)
826 if (spell == 160 + 11) return TRUE;
828 /* Not a haste spell */
834 * @brief ID値が治癒魔法かどうかを返す /
835 * Return TRUE if a spell is good for healing.
836 * @param spell 判定対象のID
837 * @return 治癒魔法のIDならばTRUEを返す。
839 static bool spell_heal(byte spell)
842 if (spell == 160 + 2) return TRUE;
850 * @brief ID値が魔力消去かどうかを返す /
851 * Return TRUE if a spell is good for dispel.
852 * @param spell 判定対象のID
853 * @return 魔力消去のIDならばTRUEを返す。
855 static bool spell_dispel(byte spell)
858 if (spell == 96 + 2) return TRUE;
866 * @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
867 * Check should monster cast dispel spell.
868 * @param m_idx モンスターの構造体配列ID
869 * @return 魔力消去をかけるべきならTRUEを返す。
871 bool dispel_check(player_type *creature_ptr, MONSTER_IDX m_idx)
873 /* Invulnabilty (including the song) */
874 if (IS_INVULN(creature_ptr)) return TRUE;
877 if (creature_ptr->wraith_form) return TRUE;
880 if (creature_ptr->shield) return TRUE;
883 if (creature_ptr->magicdef) return TRUE;
886 if (creature_ptr->multishadow) return TRUE;
889 if (creature_ptr->dustrobe) return TRUE;
891 /* Berserk Strength */
892 if (creature_ptr->shero && (creature_ptr->pclass != CLASS_BERSERKER)) return TRUE;
895 if (creature_ptr->mimic_form == MIMIC_DEMON_LORD) return TRUE;
897 /* Elemental resistances */
898 monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[m_idx];
899 monster_race *r_ptr = &r_info[m_ptr->r_idx];
900 if (r_ptr->flags4 & RF4_BR_ACID)
902 if (!creature_ptr->immune_acid && (creature_ptr->oppose_acid || music_singing(creature_ptr, MUSIC_RESIST))) return TRUE;
903 if (creature_ptr->special_defense & DEFENSE_ACID) return TRUE;
906 if (r_ptr->flags4 & RF4_BR_FIRE)
908 if (!((creature_ptr->prace == RACE_DEMON) && creature_ptr->lev > 44))
910 if (!creature_ptr->immune_fire && (creature_ptr->oppose_fire || music_singing(creature_ptr, MUSIC_RESIST))) return TRUE;
911 if (creature_ptr->special_defense & DEFENSE_FIRE) return TRUE;
915 if (r_ptr->flags4 & RF4_BR_ELEC)
917 if (!creature_ptr->immune_elec && (creature_ptr->oppose_elec || music_singing(creature_ptr, MUSIC_RESIST))) return TRUE;
918 if (creature_ptr->special_defense & DEFENSE_ELEC) return TRUE;
921 if (r_ptr->flags4 & RF4_BR_COLD)
923 if (!creature_ptr->immune_cold && (creature_ptr->oppose_cold || music_singing(creature_ptr, MUSIC_RESIST))) return TRUE;
924 if (creature_ptr->special_defense & DEFENSE_COLD) return TRUE;
927 if (r_ptr->flags4 & (RF4_BR_POIS | RF4_BR_NUKE))
929 if (!((creature_ptr->pclass == CLASS_NINJA) && creature_ptr->lev > 44))
931 if (creature_ptr->oppose_pois || music_singing(creature_ptr, MUSIC_RESIST)) return TRUE;
932 if (creature_ptr->special_defense & DEFENSE_POIS) return TRUE;
936 /* Ultimate resistance */
937 if (creature_ptr->ult_res) return TRUE;
939 /* Potion of Neo Tsuyosi special */
940 if (creature_ptr->tsuyoshi) return TRUE;
942 /* Elemental Brands */
943 if ((creature_ptr->special_attack & ATTACK_ACID) && !(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return TRUE;
944 if ((creature_ptr->special_attack & ATTACK_FIRE) && !(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return TRUE;
945 if ((creature_ptr->special_attack & ATTACK_ELEC) && !(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return TRUE;
946 if ((creature_ptr->special_attack & ATTACK_COLD) && !(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return TRUE;
947 if ((creature_ptr->special_attack & ATTACK_POIS) && !(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return TRUE;
949 if (creature_ptr->pspeed < 145)
951 if (IS_FAST(creature_ptr)) return TRUE;
955 if (creature_ptr->lightspeed && (m_ptr->mspeed < 136)) return TRUE;
957 if (creature_ptr->riding && (creature_ptr->current_floor_ptr->m_list[creature_ptr->riding].mspeed < 135))
959 if (MON_FAST(&creature_ptr->current_floor_ptr->m_list[creature_ptr->riding])) return TRUE;
962 /* No need to cast dispel spell */
969 * @brief モンスターの魔法選択ルーチン
970 * Have a monster choose a spell from a list of "useful" spells.
971 * @param target_ptr プレーヤーへの参照ポインタ
972 * @param m_idx モンスターの構造体配列ID
973 * @param spells 候補魔法IDをまとめた配列
974 * @param num spellsの長さ
975 * @return 選択したモンスター魔法のID
977 * Note that this list does NOT include spells that will just hit\n
978 * other monsters, and the list is restricted when the monster is\n
979 * "desperate". Should that be the job of this function instead?\n
981 * Stupid monsters will just pick a spell randomly. Smart monsters\n
982 * will choose more "intelligently".\n
984 * Use the helper functions above to put spells into categories.\n
986 * This function may well be an efficiency bottleneck.\n
988 static int choose_attack_spell(player_type *target_ptr, MONSTER_IDX m_idx, byte spells[], byte num)
990 byte escape[96], escape_num = 0;
991 byte attack[96], attack_num = 0;
992 byte summon[96], summon_num = 0;
993 byte tactic[96], tactic_num = 0;
994 byte annoy[96], annoy_num = 0;
995 byte invul[96], invul_num = 0;
996 byte haste[96], haste_num = 0;
997 byte world[96], world_num = 0;
998 byte special[96], special_num = 0;
999 byte psy_spe[96], psy_spe_num = 0;
1000 byte raise[96], raise_num = 0;
1001 byte heal[96], heal_num = 0;
1002 byte dispel[96], dispel_num = 0;
1004 /* Stupid monsters choose randomly */
1005 monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
1006 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1007 if (r_ptr->flags2 & (RF2_STUPID)) return (spells[randint0(num)]);
1009 /* Categorize spells */
1010 for (int i = 0; i < num; i++)
1013 if (spell_escape(spells[i])) escape[escape_num++] = spells[i];
1016 if (spell_attack(spells[i])) attack[attack_num++] = spells[i];
1019 if (spell_summon(spells[i])) summon[summon_num++] = spells[i];
1021 /* Tactical spell? */
1022 if (spell_tactic(spells[i])) tactic[tactic_num++] = spells[i];
1024 /* Annoyance spell? */
1025 if (spell_annoy(spells[i])) annoy[annoy_num++] = spells[i];
1027 /* Invulnerability spell? */
1028 if (spell_invulner(spells[i])) invul[invul_num++] = spells[i];
1031 if (spell_haste(spells[i])) haste[haste_num++] = spells[i];
1034 if (spell_world(spells[i])) world[world_num++] = spells[i];
1036 /* Special spell? */
1037 if (spell_special(target_ptr, spells[i])) special[special_num++] = spells[i];
1039 /* Psycho-spear spell? */
1040 if (spell_psy_spe(spells[i])) psy_spe[psy_spe_num++] = spells[i];
1042 /* Raise-dead spell? */
1043 if (spell_raise(spells[i])) raise[raise_num++] = spells[i];
1046 if (spell_heal(spells[i])) heal[heal_num++] = spells[i];
1049 if (spell_dispel(spells[i])) dispel[dispel_num++] = spells[i];
1052 /*** Try to pick an appropriate spell type ***/
1055 if (world_num && (randint0(100) < 15) && !current_world_ptr->timewalk_m_idx)
1057 /* Choose haste spell */
1058 return (world[randint0(world_num)]);
1064 bool success = FALSE;
1065 switch (m_ptr->r_idx)
1069 if ((m_ptr->hp < m_ptr->maxhp / 2) && r_info[MON_BANOR].max_num && r_info[MON_LUPART].max_num) success = TRUE;
1074 if (success) return (special[randint0(special_num)]);
1077 /* Still hurt badly, couldn't flee, attempt to heal */
1078 if (m_ptr->hp < m_ptr->maxhp / 3 && one_in_(2))
1080 /* Choose heal spell if possible */
1081 if (heal_num) return (heal[randint0(heal_num)]);
1084 /* Hurt badly or afraid, attempt to flee */
1085 if (((m_ptr->hp < m_ptr->maxhp / 3) || MON_MONFEAR(m_ptr)) && one_in_(2))
1087 /* Choose escape spell if possible */
1088 if (escape_num) return (escape[randint0(escape_num)]);
1094 bool success = FALSE;
1095 switch (m_ptr->r_idx)
1101 case MON_BANORLUPART:
1102 if (randint0(100) < 70) success = TRUE;
1105 if (randint0(100) < 40) success = TRUE;
1108 if (randint0(100) < 50) success = TRUE;
1111 if (success) return (special[randint0(special_num)]);
1114 /* Player is close and we have attack spells, blink away */
1115 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)
1117 /* Choose tactical spell */
1118 if (tactic_num) return (tactic[randint0(tactic_num)]);
1121 /* Summon if possible (sometimes) */
1122 if (summon_num && (randint0(100) < 40))
1124 /* Choose summon spell */
1125 return (summon[randint0(summon_num)]);
1129 if (dispel_num && one_in_(2))
1131 /* Choose dispel spell if possible */
1132 if (dispel_check(target_ptr, m_idx))
1134 return (dispel[randint0(dispel_num)]);
1138 /* Raise-dead if possible (sometimes) */
1139 if (raise_num && (randint0(100) < 40))
1141 /* Choose raise-dead spell */
1142 return (raise[randint0(raise_num)]);
1145 /* Attack spell (most of the time) */
1146 if (IS_INVULN(target_ptr))
1148 if (psy_spe_num && (randint0(100) < 50))
1150 /* Choose attack spell */
1151 return (psy_spe[randint0(psy_spe_num)]);
1153 else if (attack_num && (randint0(100) < 40))
1155 /* Choose attack spell */
1156 return (attack[randint0(attack_num)]);
1159 else if (attack_num && (randint0(100) < 85))
1161 /* Choose attack spell */
1162 return (attack[randint0(attack_num)]);
1165 /* Try another tactical spell (sometimes) */
1166 if (tactic_num && (randint0(100) < 50) && !current_world_ptr->timewalk_m_idx)
1168 /* Choose tactic spell */
1169 return (tactic[randint0(tactic_num)]);
1172 /* Cast globe of invulnerability if not already in effect */
1173 if (invul_num && !m_ptr->mtimed[MTIMED_INVULNER] && (randint0(100) < 50))
1175 /* Choose Globe of Invulnerability */
1176 return (invul[randint0(invul_num)]);
1179 /* We're hurt (not badly), try to heal */
1180 if ((m_ptr->hp < m_ptr->maxhp * 3 / 4) && (randint0(100) < 25))
1182 /* Choose heal spell if possible */
1183 if (heal_num) return (heal[randint0(heal_num)]);
1186 /* Haste self if we aren't already somewhat hasted (rarely) */
1187 if (haste_num && (randint0(100) < 20) && !MON_FAST(m_ptr))
1189 /* Choose haste spell */
1190 return (haste[randint0(haste_num)]);
1193 /* Annoy player (most of the time) */
1194 if (annoy_num && (randint0(100) < 80))
1196 /* Choose annoyance spell */
1197 return (annoy[randint0(annoy_num)]);
1200 /* Choose no spell */
1206 * @brief ID値が非魔術的な特殊技能かどうかを返す /
1207 * Return TRUE if a spell is inate spell.
1208 * @param spell 判定対象のID
1209 * @return 非魔術的な特殊技能ならばTRUEを返す。
1211 bool spell_is_inate(SPELL_IDX spell)
1213 if (spell < 32 * 4) /* Set RF4 */
1215 if ((1L << (spell - 32 * 3)) & RF4_NOMAGIC_MASK) return TRUE;
1218 if (spell < 32 * 5) /* Set RF5 */
1220 if ((1L << (spell - 32 * 4)) & RF5_NOMAGIC_MASK) return TRUE;
1223 if (spell < 32 * 6) /* Set RF6 */
1225 if ((1L << (spell - 32 * 5)) & RF6_NOMAGIC_MASK) return TRUE;
1228 /* This spell is not "inate" */
1234 * @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 /
1235 * @param target_ptr プレーヤーへの参照ポインタ
1236 * @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
1237 * @param yp 最適な目標地点のY座標を返す参照ポインタ
1238 * @param xp 最適な目標地点のX座標を返す参照ポインタ
1239 * @param f_flag 射線に入れるのを避ける地形の所持フラグ
1240 * @param path_check 射線を判定するための関数ポインタ
1241 * @return 有効な座標があった場合TRUEを返す
1243 static bool adjacent_grid_check(player_type *target_ptr, monster_type *m_ptr, POSITION *yp, POSITION *xp,
1244 int f_flag, bool(*path_check)(player_type *, POSITION, POSITION, POSITION, POSITION))
1246 static int tonari_y[4][8] = { {-1, -1, -1, 0, 0, 1, 1, 1},
1247 {-1, -1, -1, 0, 0, 1, 1, 1},
1248 { 1, 1, 1, 0, 0, -1, -1, -1},
1249 { 1, 1, 1, 0, 0, -1, -1, -1} };
1250 static int tonari_x[4][8] = { {-1, 0, 1, -1, 1, -1, 0, 1},
1251 { 1, 0, -1, 1, -1, 1, 0, -1},
1252 {-1, 0, 1, -1, 1, -1, 0, 1},
1253 { 1, 0, -1, 1, -1, 1, 0, -1} };
1256 if (m_ptr->fy < target_ptr->y && m_ptr->fx < target_ptr->x) next = 0;
1257 else if (m_ptr->fy < target_ptr->y) next = 1;
1258 else if (m_ptr->fx < target_ptr->x) next = 2;
1261 floor_type *floor_ptr = target_ptr->current_floor_ptr;
1262 for (int i = 0; i < 8; i++)
1264 int next_x = *xp + tonari_x[next][i];
1265 int next_y = *yp + tonari_y[next][i];
1268 /* Access the next grid */
1269 g_ptr = &floor_ptr->grid_array[next_y][next_x];
1271 /* Skip this feature */
1272 if (!cave_have_flag_grid(g_ptr, f_flag)) continue;
1274 if (path_check(target_ptr, m_ptr->fy, m_ptr->fx, next_y, next_x))
1287 * todo メインルーチンの割に長過ぎる。要分割
1288 * @brief モンスターの特殊技能メインルーチン /
1289 * Creatures can cast spells, shoot missiles, and breathe.
1290 * @param target_ptr プレーヤーへの参照ポインタ
1291 * @param m_idx モンスター構造体配列のID
1292 * @return 実際に特殊技能を利用したらTRUEを返す
1294 * Returns "TRUE" if a spell (or whatever) was (successfully) cast.\n
1296 * This function could use some work, but remember to\n
1297 * keep it as optimized as possible, while retaining generic code.\n
1299 * Verify the various "blind-ness" checks in the code.\n
1301 * Note that several effects should really not be "seen"\n
1302 * if the player is blind. See also "effects.c" for other "mistakes".\n
1304 * Perhaps monsters should breathe at locations *near* the player,\n
1305 * since this would allow them to inflict "partial" damage.\n
1307 * Perhaps smart monsters should decline to use "bolt" spells if\n
1308 * there is a monster in the way, unless they wish to kill it.\n
1310 * Note that, to allow the use of the "track_target" option at some\n
1311 * later time, certain non-optimal things are done in the code below,\n
1312 * including explicit checks against the "direct" variable, which is\n
1313 * currently always true by the time it is checked, but which should\n
1314 * really be set according to an explicit "projectable()" test, and\n
1315 * the use of generic "x,y" locations instead of the player location,\n
1316 * with those values being initialized with the player location.\n
1318 * It will not be possible to "correctly" handle the case in which a\n
1319 * monster attempts to attack a location which is thought to contain\n
1320 * the player, but which in fact is nowhere near the player, since this\n
1321 * might induce all sorts of messages about the attack itself, and about\n
1322 * the effects of the attack, which the player might or might not be in\n
1323 * a position to observe. Thus, for simplicity, it is probably best to\n
1324 * only allow "faulty" attacks by a monster if one of the important grids\n
1325 * (probably the initial or final grid) is in fact in view of the player.\n
1326 * It may be necessary to actually prevent spell attacks except when the\n
1327 * monster actually has line of sight to the player. Note that a monster\n
1328 * could be left in a bizarre situation after the player ducked behind a\n
1329 * pillar and then teleported away, for example.\n
1332 * that certain spell attacks do not use the "project()" function\n
1333 * but "simulate" it via the "direct" variable, which is always at least\n
1334 * as restrictive as the "project()" function. This is necessary to\n
1335 * prevent "blindness" attacks and such from bending around walls, etc,\n
1336 * and to allow the use of the "track_target" option in the future.\n
1338 * Note that this function attempts to optimize the use of spells for the\n
1339 * cases in which the monster has no spells, or has spells but cannot use\n
1340 * them, or has spells but they will have no "useful" effect. Note that\n
1341 * this function has been an efficiency bottleneck in the past.\n
1343 * Note the special "MFLAG_NICE" flag, which prevents a monster from using\n
1344 * any spell attacks until the player has had a single chance to move.\n
1346 bool make_attack_spell(MONSTER_IDX m_idx, player_type *target_ptr)
1353 /* Extract the "see-able-ness" */
1354 floor_type *floor_ptr = target_ptr->current_floor_ptr;
1355 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
1356 monster_race *r_ptr = &r_info[m_ptr->r_idx];
1358 /* Cannot cast spells when confused */
1359 if (MON_CONFUSED(m_ptr))
1361 reset_target(m_ptr);
1365 /* Cannot cast spells when nice */
1366 if (m_ptr->mflag & MFLAG_NICE) return FALSE;
1367 if (!is_hostile(m_ptr)) return FALSE;
1370 /* Sometimes forbid inate attacks (breaths) */
1371 bool no_inate = FALSE;
1372 if (randint0(100) >= (r_ptr->freq_spell * 2)) no_inate = TRUE;
1374 /* Extract the racial spell flags */
1375 BIT_FLAGS f4 = r_ptr->flags4;
1376 BIT_FLAGS f5 = r_ptr->a_ability_flags1;
1377 BIT_FLAGS f6 = r_ptr->a_ability_flags2;
1379 /*** require projectable player ***/
1382 if ((m_ptr->cdis > MAX_RANGE) && !m_ptr->target_y) return FALSE;
1384 /* Check path for lite breath */
1385 POSITION x = target_ptr->x;
1386 POSITION y = target_ptr->y;
1387 POSITION x_br_lite = 0;
1388 POSITION y_br_lite = 0;
1389 if (f4 & RF4_BR_LITE)
1394 if (los(target_ptr, m_ptr->fy, m_ptr->fx, y_br_lite, x_br_lite))
1396 feature_type *f_ptr = &f_info[floor_ptr->grid_array[y_br_lite][x_br_lite].feat];
1398 if (!have_flag(f_ptr->flags, FF_LOS))
1400 if (have_flag(f_ptr->flags, FF_PROJECT) && one_in_(2)) f4 &= ~(RF4_BR_LITE);
1404 /* Check path to next grid */
1405 else if (!adjacent_grid_check(target_ptr, m_ptr, &y_br_lite, &x_br_lite, FF_LOS, los)) f4 &= ~(RF4_BR_LITE);
1407 /* Don't breath lite to the wall if impossible */
1408 if (!(f4 & RF4_BR_LITE))
1416 bool do_spell = DO_SPELL_NONE;
1417 if (projectable(target_ptr, m_ptr->fy, m_ptr->fx, y, x))
1419 feature_type *f_ptr = &f_info[floor_ptr->grid_array[y][x].feat];
1421 if (!have_flag(f_ptr->flags, FF_PROJECT))
1423 /* Breath disintegration to the wall if possible */
1424 if ((f4 & RF4_BR_DISI) && have_flag(f_ptr->flags, FF_HURT_DISI) && one_in_(2)) do_spell = DO_SPELL_BR_DISI;
1426 /* Breath lite to the transparent wall if possible */
1427 else if ((f4 & RF4_BR_LITE) && have_flag(f_ptr->flags, FF_LOS) && one_in_(2)) do_spell = DO_SPELL_BR_LITE;
1431 /* Check path to next grid */
1434 bool success = FALSE;
1436 if ((f4 & RF4_BR_DISI) && (m_ptr->cdis < MAX_RANGE / 2) &&
1437 in_disintegration_range(floor_ptr, m_ptr->fy, m_ptr->fx, y, x) &&
1438 (one_in_(10) || (projectable(target_ptr, y, x, m_ptr->fy, m_ptr->fx) && one_in_(2))))
1440 do_spell = DO_SPELL_BR_DISI;
1443 else if ((f4 & RF4_BR_LITE) && (m_ptr->cdis < MAX_RANGE / 2) &&
1444 los(target_ptr, m_ptr->fy, m_ptr->fx, y, x) && one_in_(5))
1446 do_spell = DO_SPELL_BR_LITE;
1449 else if ((f5 & RF5_BA_LITE) && (m_ptr->cdis <= MAX_RANGE))
1451 POSITION by = y, bx = x;
1452 get_project_point(target_ptr, m_ptr->fy, m_ptr->fx, &by, &bx, 0L);
1453 if ((distance(by, bx, y, x) <= 3) && los(target_ptr, by, bx, y, x) && one_in_(5))
1455 do_spell = DO_SPELL_BA_LITE;
1460 if (!success) success = adjacent_grid_check(target_ptr, m_ptr, &y, &x, FF_PROJECT, projectable);
1464 if (m_ptr->target_y && m_ptr->target_x)
1466 y = m_ptr->target_y;
1467 x = m_ptr->target_x;
1468 f4 &= (RF4_INDIRECT_MASK);
1469 f5 &= (RF5_INDIRECT_MASK);
1470 f6 &= (RF6_INDIRECT_MASK);
1474 if (y_br_lite && x_br_lite && (m_ptr->cdis < MAX_RANGE / 2) && one_in_(5))
1480 do_spell = DO_SPELL_BR_LITE;
1483 else f4 |= (RF4_BR_LITE);
1488 if (!success) return FALSE;
1491 reset_target(m_ptr);
1493 DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
1495 /* Forbid inate attacks sometimes */
1498 f4 &= ~(RF4_NOMAGIC_MASK);
1499 f5 &= ~(RF5_NOMAGIC_MASK);
1500 f6 &= ~(RF6_NOMAGIC_MASK);
1503 bool can_use_lite_area = FALSE;
1504 if (f6 & RF6_DARKNESS)
1506 if ((target_ptr->pclass == CLASS_NINJA) &&
1507 !(r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) &&
1508 !(r_ptr->flags7 & RF7_DARK_MASK))
1509 can_use_lite_area = TRUE;
1511 if (!(r_ptr->flags2 & RF2_STUPID))
1513 if (d_info[target_ptr->dungeon_idx].flags1 & DF1_DARKNESS) f6 &= ~(RF6_DARKNESS);
1514 else if ((target_ptr->pclass == CLASS_NINJA) && !can_use_lite_area) f6 &= ~(RF6_DARKNESS);
1518 bool in_no_magic_dungeon = (d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MAGIC) && floor_ptr->dun_level
1519 && (!floor_ptr->inside_quest || is_fixed_quest_idx(floor_ptr->inside_quest));
1520 if (in_no_magic_dungeon && !(r_ptr->flags2 & RF2_STUPID))
1522 f4 &= (RF4_NOMAGIC_MASK);
1523 f5 &= (RF5_NOMAGIC_MASK);
1524 f6 &= (RF6_NOMAGIC_MASK);
1527 if (r_ptr->flags2 & RF2_SMART)
1529 /* Hack -- allow "desperate" spells */
1530 if ((m_ptr->hp < m_ptr->maxhp / 10) &&
1531 (randint0(100) < 50))
1533 /* Require intelligent spells */
1534 f4 &= (RF4_INT_MASK);
1535 f5 &= (RF5_INT_MASK);
1536 f6 &= (RF6_INT_MASK);
1539 /* Hack -- decline "teleport level" in some case */
1540 if ((f6 & RF6_TELE_LEVEL) && is_teleport_level_ineffective(target_ptr, 0))
1542 f6 &= ~(RF6_TELE_LEVEL);
1546 /* No spells left */
1547 if (!f4 && !f5 && !f6) return FALSE;
1549 /* Remove the "ineffective" spells */
1550 remove_bad_spells(m_idx, target_ptr, &f4, &f5, &f6);
1552 if (floor_ptr->inside_arena || target_ptr->phase_out)
1554 f4 &= ~(RF4_SUMMON_MASK);
1555 f5 &= ~(RF5_SUMMON_MASK);
1556 f6 &= ~(RF6_SUMMON_MASK | RF6_TELE_LEVEL);
1558 if (m_ptr->r_idx == MON_ROLENTO) f6 &= ~(RF6_SPECIAL);
1561 /* No spells left */
1562 if (!f4 && !f5 && !f6) return FALSE;
1564 if (!(r_ptr->flags2 & RF2_STUPID))
1566 if (!target_ptr->csp) f5 &= ~(RF5_DRAIN_MANA);
1568 /* Check for a clean bolt shot */
1569 if (((f4 & RF4_BOLT_MASK) ||
1570 (f5 & RF5_BOLT_MASK) ||
1571 (f6 & RF6_BOLT_MASK)) &&
1572 !clean_shot(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x, FALSE))
1574 /* Remove spells that will only hurt friends */
1575 f4 &= ~(RF4_BOLT_MASK);
1576 f5 &= ~(RF5_BOLT_MASK);
1577 f6 &= ~(RF6_BOLT_MASK);
1580 /* Check for a possible summon */
1581 if (((f4 & RF4_SUMMON_MASK) ||
1582 (f5 & RF5_SUMMON_MASK) ||
1583 (f6 & RF6_SUMMON_MASK)) &&
1584 !(summon_possible(target_ptr, y, x)))
1586 /* Remove summoning spells */
1587 f4 &= ~(RF4_SUMMON_MASK);
1588 f5 &= ~(RF5_SUMMON_MASK);
1589 f6 &= ~(RF6_SUMMON_MASK);
1592 /* Check for a possible raise dead */
1593 if ((f6 & RF6_RAISE_DEAD) && !raise_possible(target_ptr, m_ptr))
1595 /* Remove raise dead spell */
1596 f6 &= ~(RF6_RAISE_DEAD);
1599 /* Special moves restriction */
1600 if (f6 & RF6_SPECIAL)
1602 if ((m_ptr->r_idx == MON_ROLENTO) && !summon_possible(target_ptr, y, x))
1604 f6 &= ~(RF6_SPECIAL);
1608 /* No spells left */
1609 if (!f4 && !f5 && !f6) return FALSE;
1612 /* Extract the "inate" spells */
1613 byte spell[96], num = 0;
1614 for (int k = 0; k < 32; k++)
1616 if (f4 & (1L << k)) spell[num++] = k + RF4_SPELL_START;
1619 /* Extract the "normal" spells */
1620 for (int k = 0; k < 32; k++)
1622 if (f5 & (1L << k)) spell[num++] = k + RF5_SPELL_START;
1625 /* Extract the "bizarre" spells */
1626 for (int k = 0; k < 32; k++)
1628 if (f6 & (1L << k)) spell[num++] = k + RF6_SPELL_START;
1631 /* No spells left */
1632 if (!num) return FALSE;
1634 /* Stop if player is dead or gone */
1635 if (!target_ptr->playing || target_ptr->is_dead) return FALSE;
1637 /* Stop if player is leaving */
1638 if (target_ptr->leaving) return FALSE;
1640 /* Get the monster name (or "it") */
1641 GAME_TEXT m_name[MAX_NLEN];
1642 monster_desc(target_ptr, m_name, m_ptr, 0x00);
1646 /* Get the monster possessive ("his"/"her"/"its") */
1647 monster_desc(target_ptr, m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
1650 SPELL_IDX thrown_spell = 0;
1658 thrown_spell = choose_attack_spell(target_ptr, m_idx, spell, num);
1659 if (thrown_spell) break;
1665 case DO_SPELL_BR_LITE:
1666 thrown_spell = 96 + 14; /* RF4_BR_LITE */
1669 case DO_SPELL_BR_DISI:
1670 thrown_spell = 96 + 31; /* RF4_BR_DISI */
1673 case DO_SPELL_BA_LITE:
1674 thrown_spell = 128 + 20; /* RF5_BA_LITE */
1681 /* Abort if no spell was chosen */
1682 if (!thrown_spell) return FALSE;
1684 /* Calculate spell failure rate */
1685 PERCENTAGE failrate = 25 - (rlev + 3) / 4;
1687 /* Hack -- Stupid monsters will never fail (for jellies and such) */
1688 if (r_ptr->flags2 & RF2_STUPID) failrate = 0;
1690 /* Check for spell failure (inate attacks never fail) */
1691 if (!spell_is_inate(thrown_spell)
1692 && (in_no_magic_dungeon || (MON_STUNNED(m_ptr) && one_in_(2)) || (randint0(100) < failrate)))
1694 disturb(target_ptr, TRUE, TRUE);
1695 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);
1700 /* Hex: Anti Magic Barrier */
1701 if (!spell_is_inate(thrown_spell) && magic_barrier(target_ptr, m_idx))
1703 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);
1708 bool direct = player_bold(target_ptr, y, x);
1709 bool can_remember = is_original_ap_and_seen(target_ptr, m_ptr);
1712 switch (thrown_spell)
1714 case 96 + 2: /* RF4_DISPEL */
1715 case 96 + 4: /* RF4_SHOOT */
1716 case 128 + 9: /* RF5_DRAIN_MANA */
1717 case 128 + 10: /* RF5_MIND_BLAST */
1718 case 128 + 11: /* RF5_BRAIN_SMASH */
1719 case 128 + 12: /* RF5_CAUSE_1 */
1720 case 128 + 13: /* RF5_CAUSE_2 */
1721 case 128 + 14: /* RF5_CAUSE_3 */
1722 case 128 + 15: /* RF5_CAUSE_4 */
1723 case 128 + 16: /* RF5_BO_ACID */
1724 case 128 + 17: /* RF5_BO_ELEC */
1725 case 128 + 18: /* RF5_BO_FIRE */
1726 case 128 + 19: /* RF5_BO_COLD */
1727 case 128 + 21: /* RF5_BO_NETH */
1728 case 128 + 22: /* RF5_BO_WATE */
1729 case 128 + 23: /* RF5_BO_MANA */
1730 case 128 + 24: /* RF5_BO_PLAS */
1731 case 128 + 25: /* RF5_BO_ICEE */
1732 case 128 + 26: /* RF5_MISSILE */
1733 case 128 + 27: /* RF5_SCARE */
1734 case 128 + 28: /* RF5_BLIND */
1735 case 128 + 29: /* RF5_CONF */
1736 case 128 + 30: /* RF5_SLOW */
1737 case 128 + 31: /* RF5_HOLD */
1738 case 160 + 1: /* RF6_HAND_DOOM */
1739 case 160 + 8: /* RF6_TELE_TO */
1740 case 160 + 9: /* RF6_TELE_AWAY */
1741 case 160 + 10: /* RF6_TELE_LEVEL */
1742 case 160 + 11: /* RF6_PSY_SPEAR */
1743 case 160 + 12: /* RF6_DARKNESS */
1744 case 160 + 14: /* RF6_FORGET */
1749 /* Cast the spell. */
1750 int dam = monspell_to_player(target_ptr, thrown_spell, y, x, m_idx);
1751 if (dam < 0) return FALSE;
1753 if ((target_ptr->action == ACTION_LEARN) && thrown_spell > 175)
1755 learn_spell(target_ptr, thrown_spell - 96);
1758 bool seen = (!target_ptr->blind && m_ptr->ml);
1759 bool maneable = player_has_los_bold(target_ptr, m_ptr->fy, m_ptr->fx);
1760 if (seen && maneable && !current_world_ptr->timewalk_m_idx && (target_ptr->pclass == CLASS_IMITATOR))
1762 if (thrown_spell != 167) /* Not RF6_SPECIAL */
1764 if (target_ptr->mane_num == MAX_MANE)
1767 target_ptr->mane_num--;
1768 for (i = 0; i < target_ptr->mane_num; i++)
1770 target_ptr->mane_spell[i] = target_ptr->mane_spell[i + 1];
1771 target_ptr->mane_dam[i] = target_ptr->mane_dam[i + 1];
1774 target_ptr->mane_spell[target_ptr->mane_num] = thrown_spell - 96;
1775 target_ptr->mane_dam[target_ptr->mane_num] = dam;
1776 target_ptr->mane_num++;
1777 target_ptr->new_mane = TRUE;
1779 target_ptr->redraw |= (PR_IMITATION);
1783 /* Remember what the monster did to us */
1787 if (thrown_spell < 32 * 4)
1789 r_ptr->r_flags4 |= (1L << (thrown_spell - 32 * 3));
1790 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1794 else if (thrown_spell < 32 * 5)
1796 r_ptr->r_flags5 |= (1L << (thrown_spell - 32 * 4));
1797 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1801 else if (thrown_spell < 32 * 6)
1803 r_ptr->r_flags6 |= (1L << (thrown_spell - 32 * 5));
1804 if (r_ptr->r_cast_spell < MAX_UCHAR) r_ptr->r_cast_spell++;
1808 /* Always take note of monsters that kill you */
1809 if (target_ptr->is_dead && (r_ptr->r_deaths < MAX_SHORT) && !floor_ptr->inside_arena)
1811 r_ptr->r_deaths++; /* Ignore appearance difference */
1814 /* A spell was cast */